28-07-21, 20:49 | #421 |
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^
I have no idea how controllers work exactly, but if a keyboard also still works, can they then avoid the issue by using the keyboard for saving the game? So keep the controller for moving Lara around and the inventory and such, but use the keyboard for saving/loading only. Because if this is possible, I should add a "when using a controller" readme file. |
08-08-21, 13:15 | #422 |
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Would anyone happen to have a more up to date Wad containing the objects for a TR1 Inventory and Options based on the Script JMN has provided quite some pages back?
Another two questions since I recently got back into this is how would I go about having the Rings not be affected by Room light and also how would I go about removing certain items such as Binoculars and Flares? Much appreciated! Last edited by TombRaiderTim; 08-08-21 at 13:17. |
08-08-21, 13:24 | #423 |
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I don't have a wad with TR1 objects, but I can answer the other questions
About inventory lighting, you can set the inventory to react to a specific room light using cust_cinv_lighting For the number of objects at the start of the level, you can still use "Equipment=" command and set the amount to 0, that way you won't have that object anymore in the inventory |
08-08-21, 14:23 | #424 | |
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Quote:
Customize= CUST_CINV_LIGHTING, 1, IGNORE, IGNORE, IGNORE, IGNORE This should allow for the ambient light from said room number 1 to be the chosen lighting for the Inventory but it does not seem to be working. EDIT: Nevermind, should have included the XYZ position. Last edited by TombRaiderTim; 08-08-21 at 14:28. |
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08-08-21, 15:10 | #425 | |
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Quote:
EDIT: Ahh, you managed to work through it. Nevermind! |
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08-08-21, 19:32 | #426 |
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Alright, got a little issue already. I was just trying to add to the script the options to change the SFX of the ring menus themselves but for some reason, whenever I add them, the ring menu reverts to the original TR4 menu.
Customize= CINV_SFX_INVENTORY_OPEN, 109 Customize= CINV_SFX_INVENTORY_CLOSE, 111 Customize= CINV_SFX_RING_ROTATE, 108 Customize= CINV_SFX_RING_CHANGE, IGNORE |
10-08-21, 22:07 | #427 |
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^
It has to be like this: Customize= CUST_CINV_SFX, CINV_SFX_INVENTORY_CLOSE, *** So you are missing the CUST_CINV_SFX command. |
14-08-21, 10:17 | #428 |
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I've been having trouble with the font on an Examine 2 object. I have the following script to turn the font yellow:
Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_2, IGNORE, IGNORE, IGNORE, CL_YELLOW, IGNORE, IGNORE, ENABLED However, the font still appears as gray in-game. Have I done something incorrect? Last edited by Craig Michaels; 14-08-21 at 10:59. |
14-08-21, 19:59 | #429 | |
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If you click in this last field you can see this, in NG-Centre, "Enabled (CINV_TRUE/FALSE)". So the word enabled is not the command to use in this case. |
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15-08-21, 19:11 | #430 | |
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Code:
Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_2, IGNORE, IGNORE, IGNORE, CL_YELLOW, IGNORE, IGNORE, CINV_TRUE I'll keep experimenting but if anyone spots the problem, let me know! I've been able to change the color of other inventory text no problem. EDIT: The issue does not occur when I use the *exact* same script for the EXAMINE3 object . . . I can just switch to using that slot, but I'm really confused by the lack of color change for EXAMINE2. Has anyone else had this issue? EDIT 2: SOLVED (BUG?) I finally solved the issue by experimenting with all three "EXAMINE" commands in the code. I did the following in my script: Code:
Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_1, IGNORE, IGNORE, IGNORE, CL_RED, IGNORE, IGNORE, CINV_TRUE Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_2, IGNORE, IGNORE, IGNORE, CL_YELLOW, IGNORE, IGNORE, CINV_TRUE Customize= CUST_CINV_TEXT, CINV_TXT_EXAMINE_3, IGNORE, IGNORE, IGNORE, CL_WHITE, IGNORE, IGNORE, CINV_TRUE "EXAMINE_1" actually changed the color of the first half of the script on the Examine2 object. "EXAMINE_2" actually changed the color of the script on the Examine3 object. "EXAMINE_3" actually changed the color of the second half of the script on the Examine2 object. I hope this information is useful to others, or happy to find out how I might be wrong or doing the code incorrectly. In any case, I can now get the script the color I want, it's just the code is discombobulated with what actually appears (unless I've misunderstood it). Last edited by Craig Michaels; 17-08-21 at 04:12. |
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