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#11 |
Archaeologist
Join Date: May 2010
Posts: 1,175
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Correct, this plugin doesn't add any moves between flat monkey and ladder. Perhaps I could integrate these moves too, when I have some more time to work on the plugin. But nonetheless, I would like to address the incompatibility with Animation= scripts.
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#12 | |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,148
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#13 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,148
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Another thing I found:
Lara does not go into the climbing animations when jumping straight up to a sloped ceiling. Nor will she shimmy sideways. It does however work when doing a forward jump to the sloped ceiling. Something on my end or something that simply does not work? ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#14 |
Archaeologist
Join Date: May 2010
Posts: 1,175
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Yes, this has already been reported to me by AkyV and ChocolateFan during beta-testing. I wanted to fix it sooner but I noticed that fixing this inconsistency was a bit more complicated than I assumed at first. I prioritized getting other issues sorted out first
![]() It will certainly be fixed in the next update, however ![]() |
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#15 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,148
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No problem.
For my current levels I now simply made sure she can't jump straight up to a sloped ceiling. ![]() The ceiling climb won't be used much in my Mists of Avalon 2 levels since the levels are pretty much finished when it comes to roomgeometry and platforming gameplay, but I simply couldn't resist implementing this ceiling climbing in some places. I replaced some monkey-to-overhead-ladder situations. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#16 | |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 272
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Meanwhile, the way I solved this issue with a flag to activate/deactivate the "Ladder to flat monkey" animation. So in the level, I put deactivators triggers when there is a ladder to slope monkey to avoid that conflict. (And again triggers to re-activate the skill when Lara goes out of the room or when is needed). Code:
;Ladder To Flat Monkey Animation= 492, KEY1_ACTION + KEY1_UP, IGNORE, IGNORE, ENV_MULT_CONDITION, 23, IGNORE, -164 MultEnvCondition= 23, > ; Condition for the animation execution. ENV_MONKEY_CEILING, 1024, IGNORE, > ;Have a monkey ceiling above. ENV_CONDITION_TRIGGER_GROUP, 39,IGNORE; ;The trigger 39 be true. TriggerGroup = 39, $8000,64,$002C ;Is true if the bit[0] from Local Alfa Byte 1 is 1. TriggerGroup = 40, $2000,234,$0040 ;Trigger to activate skill (set LaB1) TriggerGroup = 41, $2000,235,$0040 ;Trigger to deactivate skill (clear LaB1)
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Living and Left :) Last edited by adngel; 13-11-21 at 01:10. |
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#17 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,148
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^
Neat workaround! ![]() I think I've tackled all ladder-to-flat-monkey situations in my levels, but I'll keep this in mind in case I've overlooked some spots. ![]() (Which is possible since my game now has 18 playable levelfiles...)
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#18 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,572
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If you want to save a variable, you could "select" the rooms in the ladder to ceiling should trigger another way: using ENV_ROOM_IS.
To specify several rooms, you can simply stack many ENV_ROOM_IS in a MultEnvCondition= command, and add this condition to the original Animation= command using ENV_MULT_OR_CONDITION. |
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#19 |
Archaeologist
Join Date: May 2010
Posts: 1,175
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Nice workaround!
But I have good news regarding this matter - I was able to devise a condition trigger, which can be exported into script and placed in a trigger group. Then you can refer to that TG with ENV_CONDITION_TRIGGER_GROUP (as part of a MultEnvCondition script, for example) and it will make TRNG prioritize the climbing animations on 4 click sloped ceiling with monkey ![]() Naturally, the Animation script will still work normally, if the ceiling is less than 4 clicks steep. This new update, which will also add the ability to grab the climbable slope from an upwards jump (and not just a forward jump), will hopefully be sent for retesting by beta testers in the upcoming week. And hopefully released soon after ![]() One more feature that has been requested - a condition for testing that Lara is currently slope climbing (similar to TRNG conditions that Lara is currently climbing ladders or monkey swinging) will also be included ![]() |
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#20 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,543
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Krystian, I just wanted to let you know how much players love your plugin. My latest demo featured it and it happens to be many players' favourite part of my demo
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Nothing is impossible, just impractical |
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