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#141 |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 274
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Yes, the problem was when there is a PARAM_PRINT_TEXT active. Looks like it not compatible to have both features actived at the same time.
(In the video, you can see that when I holster the weapons, the bars reappear, but also when I holster the weapons, hides the text line "GOLD" that was behind the health bar, that was intended, I only wanted to show that text line when the HUD appeared). I've tried instead of the plugin, use a normal Custom Bar, and it doesn't dissapear, I can have the printed text and the bar together. So at least is a choice - If I keep the gold text line (with the quantity collected) I may not use the plugin, but I may use your old tutorial to make a Boss health bar at least. - If I discard the gold text (making the player needs to check the the gold in the inventory or just printing the gold in the shop where there are not enemies) I could also do that way to keep using the plugin. x But Gold text + plugin enemies bar. Nothing, it's a very rebel combination. XD
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Living and Left :) Last edited by adngel; 16-11-21 at 17:08. |
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#142 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,624
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And you have more choices to print a random text on the screen, not only PARAM_PRINT_TEXT:
1. The oldest printing flipeffects of TRNG have no script (PARAM) references. 2. PARAM_WTEXT. 3. In my plugin#2, I also have a PARAM_PRINT_VAR (not only for "VAR", i.e. variables) - but this text remains on the screen even for menus or loadscreens, if the condition is still true to print it (except if you remove it with a complicated PARAM_MENU_TRIGGER setup). |
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#143 |
Historian
Join Date: Jan 2004
Location: Surrey
Posts: 274
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That's looks interesting for my case, thank you Aky I'll try them too, (any of them will have to work XD)
Today I'm with modelling meshes tasks, but surelly I'll update with my progress when I get back to programming.
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Living and Left :) |
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#144 |
Inactive
Join Date: Oct 2020
Posts: 10
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Hi all,
A newbie question here; So I recently got into making TR4 levels and learned a bit about the scripting functions. I'm really impressed with what you can do with Global triggers etc. ![]() I discovered about the AkyVmix01 plugin and the new Flipeffect and condition triggers seem really nice. Problem is that they don't show up in Tomb Editor after installing the plugin, so I can't export their script lines to my level script. They do show up in the trigger screen in NG room edit, but I feel like its not giving me the right script lines as most new conditions and flipeffects dont work. Is there any other way to conveniently use these new triggers? I know this question might be a bit vague but I'm just figuring things out still ![]() Thanks in advance ![]() |
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#145 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,624
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You are right, you need to export plugin triggers from NGLE, and then you can place them in TriggerGroup script commands in TombIDE, and then you place triggers for TriggerGroups (eg. F118) down in Tomb Editor to execute the triggers in that TriggerGroup.
For the other thing: Plugin triggers exported are longer than classic TRNG triggers exported. I mean, you can see that plugin triggers are starting with the numbers of 01, 02, 03 etc. which classic TRNG triggers can't have. You need a Plugin script command for that plugin installed in TombIDE. Check the ID in the Plugin command. Eg. if that ID is 1, then that number in your plugin trigger must be 01, not 02, not 03 etc. (I could tell more about it, but perhaps that would be too much to a newbie. ![]() |
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#146 |
Inactive
Join Date: Oct 2020
Posts: 10
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Hello and thank you for the swift reply.
Yes, I feel like some of this stuff is still a bit beyond my scope. ![]() ![]() Will focus on building the rest of my lvl for now ![]() Greetings |
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#147 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,624
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The command name is Plugin.
![]() If not for any buggy reason, you can add it manually. See the help file of that command in the bottom part of the scripter tag of TombIDE: click to Reference Browser tag there, then see the little window in the upper left corner of the Reference Browser window. Click on it, then choose "New Commands List" in the list opened. Then choose "Plugin=" in the list of the big window below, to open the help file. |
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