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Old 23-08-20, 07:18   #11
TR-Freak
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TR3 Temple of Puna uses is.
When you enter the slope to the final boss, all active enemies disappear. this is clearly visible when you keep the one near the slope alive
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Old 24-08-20, 10:14   #12
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Originally Posted by TR-Freak View Post
TR3 Temple of Puna uses is.
When you enter the slope to the final boss, all active enemies disappear. this is clearly visible when you keep the one near the slope alive
Yeah they probably put that trigger whenever you reach a point of no return. After sliding down, there's no way to get back up and therefore no reason for the enemies to still be rendered. They'd only take up gaming resources.
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Old 24-08-20, 14:28   #13
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Originally Posted by ackamonk View Post
Just curious - is there anywhere known in TR1-3 that this is used?

Slightly unrelated but I've read a similar trigger is used in TR4 Catacombs to clear all the undead knights, just in case Lara doesn't deal with them and too many are alive at once.
As I found when I checked, lots of places. If you own TR1/2/3 for PC, you can download the program FexInspect which allows you to load TR levels and analyze each room individually. There’s a function to search for triggers, which is what I did.

As for the knights in TR4, they would use a different trigger type, “antitrigger” to clear still live enemies. AFAIK “bodybag” only clears enemies that have been killed.
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Old 24-08-20, 19:07   #14
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As I found when I checked, lots of places. If you own TR1/2/3 for PC, you can download the program FexInspect which allows you to load TR levels and analyze each room individually. There’s a function to search for triggers, which is what I did. .
Ah I'll give that a go, thanks. I've used TombViewer a fair bit but this looks a lot more advanced.
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Old 25-08-20, 14:00   #15
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"Bodybag" trigger only worked in conjunction with a bit set in every enemy called "Clear body". If the bit was set the bodybag trigger would discard the enemy's corpse from rendering. If it wasn't the enemy stayed.
Anyway, all of this worked only within a single playthrough. As mentioned before, as soon as the enemy is dead, the game doesn't update nor store its position anymore so if you save and reload the game, every dead enemy disappear from sight.
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Old 28-08-20, 17:49   #16
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Interesting, thanks for the additional info, Gancian.
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Old 31-08-20, 20:18   #17
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If it's possible to edit the WAD and recompile the level, I think removing the death flag from the animation will stop them from disappearing.
I could be wrong.
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