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Old 29-05-19, 06:26   #18961
A_De
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This is an issue of engine on rendering the intersecting planes I guess. If possible, make the room and objects unified, not crossed. Here is my post showing what I mean, check the 2-nd and 3-rd image.
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Old 31-05-19, 18:15   #18962
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Thank you!
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Old 03-06-19, 10:00   #18963
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Hi! Could anyone help me understand how I could add one more type of medipack? Originally we have the small and the large, but I have seen in other projects the use of more types of medipack. I would like to do something quite faithful to TRAoD where we have various forms of healing
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Old 03-06-19, 13:33   #18964
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Arrow Use select item event in TRNG

Quote:
Originally Posted by Sarah_Hardy View Post
Hi! Could anyone help me understand how I could add one more type of medipack? Originally we have the small and the large, but I have seen in other projects the use of more types of medipack. I would like to do something quite faithful to TRAoD where we have various forms of healing
Hi Sarah!

Well, the effect you want to achieve requires a bit of TRNG scripting to be honest, but I am gonna explain you the whole thing:
Please do the following steps:

1. Grab a chocolate bar or any other object from the net or create one from scratch yourself.
2. Open WadMerger. On the right hand side, open your chocolate bar WAD, and to the left, open your level's WAD. (i.e. the level you want to import this feature to.)
3. Double-click on the object you have to your right to copy it to a slot to the left.
4. Left-click on the newly created slot on the left panel, the slot which is assigned to the copy of your chocolate bar object.
5. Press the "Rename" button in the middle.
6. From the appeared list, give this a new PUZZLE_ITEM(X) name definition. Here, we are using PUZZLE_ITEM11.
7. Save your WAD now.

Now, we must head directly to NG Center, because we need a program in order to define a new pickup item.

8. First, calculate the relative axis and orientation of your chocolate bar PUZZLE_ITEM11 object. Alternatively, you can test the provided coordinates here:
Code:
Puzzle= 11,Chocolate Bar, $0011,$0400,$0000,$0000,$0000,$0002
9. Here is the script which now you can use to trigger a select item event whenever the player wants to use this from the inventory:

Code:
GlobalTrigger=  2 , FGT_REPLACE_MANAGEMENT , GT_SELECTED_INVENTORY_ITEM , PUZZLE_ITEM11 , 7 , 9 , 10

TriggerGroup=  7 , $8000+TGROUP_AND, 950, $21D
TriggerGroup=  9 , $2000, 90, $D , $2000, 49, $A , $2000, 70, $1F74
TriggerGroup=  10 ,$2000, 70, $1F02
Well, here goes the whole thing:

GlobalTrigger= 2, ... checks for the condition that whenever the user selected puzzle item 11 from the inventory, then check the amount of health the player has currently ( CONDITION IN TRIGGER GROUP 7 ). If it was below 95%, then PERFORM TRIGGERGROUP 9, and if not, PERFORM TRIGGERGROUP 10.

TriggerGroup= 7 DETAILS:
; Set Trigger Type - CONDITION 29
; Exporting: CONDITION(29:58) for PARAMETER(950) {Tomb_NextGeneration}
; <#> : Vitality= 950
; <&> : Lara. (Health) Lara vitality is (E)Condition than <#>vitality
; (E) : Less than ...
; Values to add in script command: $8000, 950, $21D


TriggerGroup= 9 DETAILS:
; Set Trigger Type - FLIPEFFECT 90
; Exporting: TRIGGER(13:58) for FLIPEFFECT(90) {Tomb_NextGeneration}
; <#> : Lara. (Health) Recharge Lara, increase life by <&>percentage of full vitality in (E) way
; <&> : 5 Percentage
; (E) : Immediatly, one-shot
; Values to add in script command: $2000, 90, $D

; Set Trigger Type - FLIPEFFECT 49
; Exporting: TRIGGER(10:58) for FLIPEFFECT(49) {Tomb_NextGeneration}
; <#> : Inventory-Item. Decrease (-1) number of <&>inventory-item in inventory
; <&> : PUZZLE_ITEM11 Slot=185
; (E) :
; Values to add in script command: $2000, 49, $A

; Set Trigger Type - FLIPEFFECT 70
; Exporting: TRIGGER(8052:58) for FLIPEFFECT(70) {Tomb_NextGeneration}
; <#> : Sound. Play <&>Sound sample of first group (0-255) for (E) time
; <&> : MENU_MEDI 116 Ok medi_fix
; (E) : Perform one single time
; Values to add in script command: $2000, 70, $1F74


TriggerGroup= 10 DETAILS:
; Set Trigger Type - FLIPEFFECT 70
; Exporting: TRIGGER(7938:0) for FLIPEFFECT(70) {Tomb_NextGeneration}
; <#> : Sound. Play <&>Sound sample of first group (0-255) for (E) time
; <&> : LARA_NO 2 Ok lara_no
; (E) : Perform one single time
; Values to add in script command: $2000, 70, $1F02


-----------------------------------------------------------------------------------------

I have already tested the code and it works.
Please if it didn't, then do not forget to let me know!
Have fun!
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Last edited by TheLostSecret; 03-06-19 at 14:06. Reason: COMPLETED THE REPLY
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Old 03-06-19, 15:11   #18965
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^ Wow Thanks!!! honestly, your explanation sounds a lot like my way of thinking about it, I studied a way to make it work and I thought it looked like it. Thank you very much for your help and detailed explanation, thank you very much!
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Old 03-06-19, 15:57   #18966
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Are there any threads on controlling enemy AI? Searching is difficult because 'AI' is such a short word to use.

Also any pointers on scripting?

I'm trying replicate enemy behaviour from Metal Gear Solid. So setting up patrol routes (can you do this for SAS slot?) and triggering attack mode based on certain conditions such as being seen within 2-3 sectors. Also, if you 'alert' enemies is there any way to make them return back to guard or patrol mode?

Last edited by Reggie; 03-06-19 at 16:36.
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Old 05-06-19, 00:36   #18967
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I'm trying to make a cut cam in a flyby, pressed ocb 7 and put the cam that i want to jump in the timer but it doesn't work even with a dummy cam and it's just 4 cams in total can someone help?
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Old 05-06-19, 08:43   #18968
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Arrow Additional CAM

Quote:
Originally Posted by sampiza View Post
I'm trying to make a cut cam in a flyby, pressed ocb 7 and put the cam that i want to jump in the timer but it doesn't work even with a dummy cam and it's just 4 cams in total can someone help?
Remember that if you want the camera to jump at the final number of the sequence, then you also need an additional camera at the very end of the sequence.

Assume you are currently at CAM 2 and you want to make it jump to the CAM 4 and CAM 3 is dummy. Don't forget that you also need a CAM 5 in order to make it work, because as soon as the jumping is performed, you need to have one more extra camera to make it jump to CAM 4.

Regardless, Let me know about the results.
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Last edited by TheLostSecret; 05-06-19 at 08:45.
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Old 05-06-19, 15:49   #18969
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I didn't know about that, it worked thank you.
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Old 05-06-19, 16:12   #18970
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Quote:
Originally Posted by sampiza View Post
I didn't know about that, it worked thank you.
You are very welcome!
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