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Old 15-03-18, 19:34   #51
AkyV
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Somebody (perhaps Mulf?) had a similar error.
The reason was he did NOT use the minimum TRNG, which is 1.3.0.7, but an older version.

Last edited by AkyV; 15-03-18 at 19:38.
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Old 15-03-18, 19:53   #52
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Yeah I had this yesterday. I just forgot to update to 1.5.7
I even had a video from this but I figured it out and didn't upload.
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Old 18-03-18, 00:04   #53
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AkyV, I was looking at the functions that Paolone has found that we can use for making plugins, and I've seen there was the AlterFOV function. Do you think you could make a trigger for us to customize it? Maybe a Customize= command too to customize it for a whole level too. I'll be trying things with plugins in the future I think so that's I'm looking a bit at everything I can, but it would be a nice addition to your plugins.

Tip: the value has to be multiplied by 192 to fit normal FOV values (I mean, the same as the ones used by flybys). Found that with trial and error, if it is 191 or 193 I have no idea but 192 makes sense and it looks like it's the same (cause 80*192 makes the same FOV as usual).

Mmh, maybe I'll try my own version if I dig through the plugin's tutorials. Could be useful for making other plugins in the future.

Last edited by Joey79100; 18-03-18 at 01:56.
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Old 21-03-18, 22:24   #54
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Just wanted to say, I've been using this condition trigger to make the teethspikes sound play underwater:
Code:
; Set Trigger Type - CONDITION 247
; Exporting: CONDITION(247:52) for OBJECT(524) {Plugin_AkyVMix01}
; <#> : TEETH_SPIKES               ID 524    in sector (6,3) of Room40
; <&> : Trap. <#> Teeth Spikes is in (E) position 
; (E) : In the ground (not activated yet/deactivated)
; WARNING:
; If you'll give this trigger to other people or you'll use it with a script.txt different than current
; you should add to the script, first of triggergroup where you'll use this trigger, the following line:
; #define @Plugin_AkyVMix01  2
; Values to add in script command: $029000, 524, $5F7
Works like a charm!!!
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Old 21-03-18, 22:35   #55
AkyV
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Quote:
Originally Posted by Joey79100 View Post
AkyV, I was looking at the functions that Paolone has found that we can use for making plugins, and I've seen there was the AlterFOV function.
...and I missed this post till now!

Quote:
Do you think you could make a trigger for us to customize it? Maybe a Customize= command too to customize it for a whole level too.
Maybe later. For the time being I am occupied with other plugin things, and, honestly, this feature is not really clear for me... (Later I will try to learn it.)

Quote:
Mmh, maybe I'll try my own version if I dig through the plugin's tutorials. Could be useful for making other plugins in the future.
Cool idea, too!

Quote:
Originally Posted by Titak View Post
Works like a charm!!!
Nice to hear!
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Old 26-03-18, 18:38   #56
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Replying to AkyV's post.

Hey, sorry for posting on that thread
Apparently, I've attempted to restart my computer (usual updates when you install windows all over again...), and for some reason everything is working!
I haven't tested the triggers in-game, but no fullscreen problem, "Last Projects" are not crashing the editor or anything like that. Wonderful!

I'll let you know if anything comes up. Thank you!
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Old 26-03-18, 20:07   #57
SrDanielPonces
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Sorry for double post BUT:

on your C151, it asks for a Parameters= script.
However, I don't understand the "Numbers Field" of that, which is between "-32768 and 32767".
Let's say I want to check if the bar value is less or equal than 75% of the air bar.. what number value would I put there??
Thanks in advance.
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Old 26-03-18, 21:00   #58
AkyV
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C151 is about percent, so what you need to check is between 0 and 100. That is from -32768 and 32767, because PARAM_NUMBER_RELATION can check even smaller number than 0, and even bigger number than 100, because PARAM_NUMBER_RELATION is used for more relation procedures, not only C151.

"Less or equal than 75%"

Syntax: Parameters=PARAM_NUMBER_RELATION, IdParamList, Relation flags (FREL...), Number

Eg. for PARAM_NUMBER_RELATION Id=1:

Parameters=PARAM_NUMBER_RELATION, 1, FREL_LESS+FREL_EQUAL, 75

Last edited by AkyV; 26-03-18 at 21:09.
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Old 26-03-18, 21:48   #59
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^
Works like a charm for my "play nearly-drowning sound when airbar starts blinking". Saves me a variable.

However... I am using that same variable to make Lara cough when she surfaces.
It works with the variable (condition that variable has value less than 400), but it does not work with C151 for Parameters=PARAM_NUMBER_RELATION, 1, FREL_LESS + FREL_EQUAL, 22.
The C151 is in the same TG as the condition that Lara is playing her surfacing animation (anim 114).
I've tried both "Check the air kept (only out of underwater)" and "Only underwater" options.

Any ideas?
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Old 26-03-18, 21:56   #60
AkyV
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Script sent?

Note:
"Air kept" version, as I say in the remark, works only with the scuba setup.

EDIT:
I wrote in the remark:
Quote:
It checks Lara's underwater air amount. (Except: if you'd like to study the air percent when that is increasing while Lara is floating on the water surface.)
Now I remember. I ruled out the floating part, because that is NOT Lara's underwater air. I suppose, when she is surfacing, that has a floating state, that is why the condition seems false in your case.

Last edited by AkyV; 26-03-18 at 22:06.
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