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#371 |
Explorer
Join Date: Sep 2006
Posts: 674
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Set the amount in PickupQuantity of CUST_CINV_ITEM_QUANTITY.
CUST_CINV_AMMO is used to set the amount you get with the weapon. |
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#372 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,147
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That's what I was overlooking. Duh...
![]() It is working now. ![]() Thank you for the help. ![]()
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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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#373 | |
Hobbyist
Join Date: Oct 2018
Posts: 17
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#374 |
Hobbyist
Join Date: Oct 2018
Posts: 17
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Edit, With the help of Caesum, I got my passport to work. Here is the script.
Inventory Setup: Code:
GlobalTrigger= 3, FGT_SINGLE_SHOT, GT_ALWAYS, IGNORE, IGNORE, 6, IGNORE TriggerGroup= 6, $012000, 704, $19,> ; Set the number of MEMCARD_LOAD_INV to zero $012000, 704, $1A,> ; Set the number of MEMCARD_SAVE_INV to zero $012000, 702, $178,> ; Set the number of NEW001 to 1 Code:
Customize= CUST_CINV_ITEM, CINV_ITEM_NEW1, CINV_EXTRANG_STRING+13, IGNORE Customize= CUST_CINV_ITEM_RING, CINV_ITEM_NEW1, CINV_RING_OPTIONS, 1 Customize= CUST_CINV_ITEM_MODEL, CINV_ITEM_NEW1, CINV_MODEL_IDLE, ANIMATING6, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_PASSPORT, CINV_ITEM_NEW1, 189 Customize= CUST_CINV_ITEM_DISPLAY, CINV_ITEM_NEW1,> CINV_DISPLAY_IDLE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, 180, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE,> CINV_DISPLAY_ACTIVE, IGNORE, IGNORE, -450, CINV_FALSE, 20, 180, 0, CINV_FALSE, -20, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_ANIMATION, CINV_ITEM_NEW1,> CINV_ANIM_ACTIVATE, 0, 0, 14, CINV_TRUE,> CINV_ANIM_CANCEL, 0, 24, 29, CINV_TRUE,> CINV_ANIM_PASSPORT_PAGE2, 0, 14, 19, CINV_FALSE,> CINV_ANIM_PASSPORT_PAGE3, 0, 19, 24, CINV_FALSE Customize= CUST_CINV_ITEM_ACTION, CINV_ITEM_NEW1,> IGNORE, CINV_ACTION_LOAD_GAME, 78, IGNORE, IGNORE, IGNORE, IGNORE,> IGNORE, CINV_ACTION_SAVE_GAME, 79, IGNORE, IGNORE, IGNORE, IGNORE,> IGNORE, CINV_ACTION_EXIT_TO_TITLE, 180, IGNORE, IGNORE, IGNORE, IGNORE Last edited by Bigmedpack; 17-12-20 at 03:56. Reason: Fixed error |
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#375 |
Student
Join Date: Jul 2015
Location: Your Dreams
Posts: 195
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With some struggle, it's possible to have a title screen just like TR1-TR3 (There are some problems though. but for a prototype i think it is pretty good)
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Don't Tread on Me. Last edited by ReH_; 06-01-21 at 13:48. |
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#376 |
Tomb Raider
Join Date: Dec 2008
Posts: 11,422
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that's awesome! How is it done? What are the issues? I'd love to be able to have something like this in my project in time for release, but only if it's ready and easy to implement.
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What was it you said? Disrespect is the route to carelessness? |
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#377 |
Student
Join Date: Jul 2015
Location: Your Dreams
Posts: 195
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One of the main issues it will be in the script. To have the classic title, the original TR4 title must be disabled in options, like: "Title = DISABLED" but this will mess up with the script configuration, a explanation of what happens:
The first level has the title level configuration The second level has the first level configuration The third level has the second level and so on... To be more specific: Let's say in your first level you have a Cutscene command enabled, as you know, this command disables Lara's movements. When you load the level where the command is nothing will change and Lara will be able to move freely, but when going to the next level you will see that Lara won't be able to move because the level will have the previous level script configuration. The cause of it is unknown and I don't know how to fix it, it still can be used but only if you have patience to re-configure each level correctly. There are some other minor issues too: When pressing the inventory key in the title, the inventory will be closed but it will be instantly opened again. This may be fixable if you know how to disable the inventory key while you are in inventory, I've already tried the Flip effect command that disable the inventory usage, sadly it didn't worked for this occasion. This "bug" may not cause any problem though... If you exit to title from the passport, the game will crash if you have a [Title] instead of a [Level] in your title configuration, but after changing it and exit again you will be stuck in the title level, unless you press pause and exit from there. This is fixable with a CINV_CUSTOM_ACTION though. (If someone knows any method to fix those issues it would be helpful and appreciated.) At least the setup for TR1-TR3 title is quite easy. ![]()
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Don't Tread on Me. Last edited by ReH_; 21-12-20 at 20:23. |
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#378 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,618
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Hah, ReH_, it is a very wily workaround!
![]() Highly appreciated! ![]() |
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#379 | |
Student
Join Date: Jul 2015
Location: Your Dreams
Posts: 195
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![]() ![]() So... I kinda fixed some issues, and luckily, the script confusion was one of them. So, every level will load correct with their own configuration. To skip the TR4 title i used a Global Trigger to instantly load the next level, but again, this lead to a new problem: after starting tomb4.exe it will load 2 times ![]() This will not cause any bug, it's only a visual thing. But you can "hide" the second loading bar with cust_bar command and a cust_background command for load screen, so it's fixable too! ![]() I haven't found any new issues. So I will make a tutorial on how to make it, if you found any new solution or a new method for making this title, please, share with us! ![]() THINGS YOU WILL NEED: Classic Inventory Plugin (obviously) Rolling ball Lara skin has to be the same for the first level or will crash when starting a new game GETTING STARTED: First make 2 rooms, one is for the Inventory light and the second one is for the title setup The setup can be a room 1x2 (it's pretty simple!) Place Lara in one of the two squares, and the Rolling ball on the opposite one and trigger the rolling ball along with Flip Fffect 706 from the Classic Inventory Plugin, like this: ![]() Under the rolling ball, place the same Flip Effect 706 trigger but as HEAVY trigger Change the setup room light to 0,0,0 for a better effect! And there you go, the setup is ready. Just compile the level. Now go to script in your [Title] Configuration you will need a TriggerGroup and a GlobalTrigger to jump to the next level, because we will not be using the TR4 title and we can't disable in the options or it will happen what i said above Code:
; Set Trigger Type - FLIPEFFECT 82 ; Exporting: TRIGGER(1:0) for FLIPEFFECT(82) {Tomb_NextGeneration} ; <#> : Delay. Load <&>level in (E)seconds ; <&> : 1 ; (E) : Forever (use other action/effect to disable it) ; Values to add in script command: $2000, 82, $1 TriggerGroup= 1,$2000, 82, $1 ; jump to the level 1 following the script GlobalTrigger= 1, FGT_SINGLE_SHOT, GT_ALWAYS, ignore,ignore,1,ignore Now, we need to configure the classic title. I'm using JMN code in post #69 and the passport posted by Bigmedpack with some alterations, of course. Here's the code: Code:
;------------- TR1-TR3 TITLE BACKGROUND -------------; Image= 1, 1, IF_PRELOAD, 2, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize=CUST_BACKGROUND, BKGDT_INVENTORY, IGNORE, IGNORE, 1 Customize=CUST_BACKGROUND, BKGDT_LOADING_LEVEL, IGNORE, IGNORE, 1 Customize= Cust_bar,bar_load_level,ignore,ignore,ignore,0,0,ignore,ignore,0 ; this will hide the second loading bar, you can remove if you want ; ----- Initialize inventory quantities #DEFINE @Plugin_ClassicInventory 1 Customize= CUST_CINV_RING, CINV_RING_MISC1, CINV_EXTRANG_STRING+6 GlobalTrigger= 1, FGT_SINGLE_SHOT, GT_ALWAYS, IGNORE, IGNORE, 1, IGNORE TriggerGroup= 1, $012000, 704, $19,> ; Set the number of MEMCARD_LOAD_INV to zero $012000, 704, $1A,> ; Set the number of MEMCARD_SAVE_INV to zero $012000, 702, $178,> ; Set the number of NEW001 to 1 $012000, 702, $17A,> ; Set the number of NEW003 to 1 $012000, 702, $17B,> ; Set the number of NEW004 to 1 $012000, 702, $17C, ; Set the number of NEW005 to 1 ; ===== MISC1 RING ; ----- TR1-3 Passport GlobalTrigger= 3, FGT_SINGLE_SHOT, GT_ALWAYS, IGNORE, IGNORE, 6, IGNORE TriggerGroup= 6, $012000, 704, $19,> ; Set the number of MEMCARD_LOAD_INV to zero $012000, 704, $1A,> ; Set the number of MEMCARD_SAVE_INV to zero $012000, 702, $178,> ; Set the number of NEW001 to 1 Customize= CUST_CINV_ITEM, CINV_ITEM_NEW1, CINV_EXTRANG_STRING+7, IGNORE Customize= CUST_CINV_ITEM_RING, CINV_ITEM_NEW1, CINV_RING_MISC1, 1 Customize= CUST_CINV_ITEM_MODEL, CINV_ITEM_NEW1, CINV_MODEL_IDLE, DIARY_ITEM, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_PASSPORT, CINV_ITEM_NEW1, 189 Customize= CUST_CINV_ITEM_DISPLAY, CINV_ITEM_NEW1,> CINV_DISPLAY_IDLE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, 180, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE,> CINV_DISPLAY_ACTIVE, IGNORE, IGNORE, -450, CINV_FALSE, 20, 180, 0, CINV_FALSE, -20, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_ANIMATION, CINV_ITEM_NEW1,> CINV_ANIM_ACTIVATE, 0, 0, 14, CINV_TRUE,> CINV_ANIM_CANCEL, 0, 24, 29, CINV_TRUE,> CINV_ANIM_PASSPORT_PAGE2, 0, 14, 19, CINV_FALSE,> CINV_ANIM_PASSPORT_PAGE3, 0, 19, 24, CINV_FALSE Customize= CUST_CINV_ITEM_ACTION, CINV_ITEM_NEW1,> IGNORE, CINV_ACTION_LOAD_GAME, 78, IGNORE, IGNORE, IGNORE, IGNORE,> IGNORE, CINV_ACTION_CUSTOM, 174, IGNORE, IGNORE, IGNORE, IGNORE, 12,> CINV_ACTION_EXIT_TO_TITLE, 180, IGNORE, IGNORE, IGNORE, IGNORE TriggerGroup= 12, $2000, 82, $2 ;jump to first level ; ----- TR1-3 Headset Customize= CUST_CINV_ITEM, CINV_ITEM_NEW3, 304, IGNORE Customize= CUST_CINV_ITEM_RING, CINV_ITEM_NEW3, CINV_RING_MISC1, IGNORE Customize= CUST_CINV_ITEM_MODEL, CINV_ITEM_NEW3, CINV_MODEL_IDLE, ANIMATING2_MIP, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_DISPLAY, CINV_ITEM_NEW3,> CINV_DISPLAY_IDLE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, 180, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE,> CINV_DISPLAY_ACTIVE, IGNORE, IGNORE, IGNORE, CINV_FALSE, 50, 180, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_ACTION, CINV_ITEM_NEW3,> CINV_ACTION_OPTIONS, 304, IGNORE, CINV_FALSE, IGNORE, IGNORE ; ----- TR1-3 Keypad Customize= CUST_CINV_ITEM, CINV_ITEM_NEW4, 337, IGNORE Customize= CUST_CINV_ITEM_RING, CINV_ITEM_NEW4, CINV_RING_MISC1, IGNORE Customize= CUST_CINV_ITEM_MODEL, CINV_ITEM_NEW4, CINV_MODEL_IDLE, ANIMATING3_MIP, IGNORE, IGNORE, IGNORE, IGNORE ; Note: change OrientY to -180 for TR1 keypad Customize= CUST_CINV_ITEM_DISPLAY, CINV_ITEM_NEW4,> CINV_DISPLAY_IDLE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, -90, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE,> CINV_DISPLAY_ACTIVE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, -90, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_ACTION, CINV_ITEM_NEW4,> CINV_ACTION_CONTROLS, 337, IGNORE, CINV_FALSE, IGNORE, IGNORE #DEFINE @plugins CLEAR ![]() OPTIONAL SCRIPTING If you want the classic photograph to Lara's Home you can add this to your script: Code:
; ----- TR1-3 Home Photograph Customize= CUST_CINV_ITEM, CINV_ITEM_NEW5, 1, IGNORE Customize= CUST_CINV_ITEM_RING, CINV_ITEM_NEW5, CINV_RING_MISC1, IGNORE Customize= CUST_CINV_ITEM_MODEL, CINV_ITEM_NEW5, CINV_MODEL_IDLE, ANIMATING4_MIP, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_DISPLAY, CINV_ITEM_NEW5,> CINV_DISPLAY_IDLE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, 180, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE,> CINV_DISPLAY_ACTIVE, IGNORE, IGNORE, IGNORE, CINV_FALSE, IGNORE, 180, IGNORE, CINV_FALSE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_CINV_ITEM_ACTION, CINV_ITEM_NEW5,> IGNORE, CINV_ACTION_CUSTOM, 174, IGNORE, IGNORE, IGNORE, IGNORE, 13 ; Set Trigger Type - FLIPEFFECT 82 ; Exporting: TRIGGER(3:0) for FLIPEFFECT(82) {Tomb_NextGeneration} ; <#> : Delay. Load <&>level in (E)seconds ; <&> : 3 ; (E) : Forever (use other action/effect to disable it) ; Values to add in script command: $2000, 82, $3 TriggerGroup= 13, $2000, 82, $3 ;go to lara's home level the 3 in the TriggerGroup means the Lara's Home level following the script position Also, don't forget to remove weapons, items, etc from Lara's inventory. If you have any question regarding the title, feel free to ask. Credits to JMN, Caesum and Bigmedpack for sharing their codes! Hope you enjoy!
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Don't Tread on Me. Last edited by ReH_; 22-12-20 at 13:29. |
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#380 |
Archaeologist
Join Date: Feb 2006
Location: Irvine, California
Posts: 1,487
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Ok, attempting to get the classic inventory working. I'm using TIDE. After following the instructions for installing the Plugin from NG Center 1.5.7, I copied
"Plugin= 2, Plugin_ClassicInventory, IGNORE Plugin= 1, Plugin_TokyoSU, IGNORE" Into my TIDE script. However, I got an error saying "missing string "Plugin_ClassicInventory" In file ... ENGLISH.TXT." I'm not sure what to do / have a feeling I am doing something wrong with the installation process.
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Archaeologist in Irvine, California |
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