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#15391 | |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 848
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#15392 |
Student
Join Date: Feb 2014
Posts: 218
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Maybe try to put a dummy trigger?
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#15393 | |
Archaeologist
Join Date: Jul 2016
Location: Italy
Posts: 1,633
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To make sure, just untick "Draw all rooms" to see the single room and check that out, otherwise you can see if floor/ceiling height values match between the two rooms (you can see them at the bottom of TE)
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#15394 |
Student
Join Date: Jun 2015
Location: Brazil
Posts: 109
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Is there a way to force Lara to switch ammo in a certain weapon?
I am asking that because, a couple of days ago, I have asked if it was possible to add a new weapon when you have already filled all your weapon slots. After a couple of days, and after analyzing what NateH96 has done on its TR1 and TR2 conversion projects, I think I have finally discovered a method that allows me to force Lara to equip a weapon, while "disguising" that weapon as another weapon, thus effectively allowing me to create more weapon slots: Using the trigger $2000,53,$000A, I force Lara to draw the weapon she has currently selected. Using the trigger $2000,246,$0607 and $2000,246,$0606, I force Lara to have the currently selected weapon be the crossbow. There is also the trigger $2000,340,$4C04, which is a bit more complicated to explain. It swaps CROSSBOW_ANIM's meshes with ANIMATING16_MIP's meshes. ANIMATING16_MIP in my game is actually the GRENADE_GUN_ANIM imported to that slot. This means I am effectivelly switching the crossbow animation's meshes with those of the grenade gun. There are also a script line that makes Lara unable to switch ammo when selecting the crossbow in the rotating menu: Customize= CUST_CINV_ITEM_ACTION, CINV_ITEM_CROSSBOW, CINV_FACTION_CONFIRM, CINV_ACTION_EQUIP, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, CINV_ACTION_CHOOSE_AMMO, IGNORE, IGNORE, IGNORE, CINV_FACTION_DISABLE, IGNORE, IGNORE The result in-game is that I have Lara visually holding the grenade gun, but it is actually the crossbow, and it shoots bows (Crossbow's projectiles). This disguised crossbow is shooting the ammo 2 from crossbow (Poison Ammo) as opposed to the ammo 1 (Regular Ammo). Lara cannot switch either ammo, and they will have different properties (e.g. damage done, for example) ![]() There is an issue, however. I also want to use the actual crossbow in-game, with its ammo 1 loaded. The issue is, I don't know how to force Lara to load the ammo 1 from crossbow when selecting the actual crossbow, or load the ammo 2 when selecting the grenade gun. This means that if I already, for example, selected the ammo 1 from crossbow, and then I attempt to select the grenade gun, I will have Lara visually holding a grenade gun, but shooting ammo 1 (which is meant to be the crossbow ammo). I don't want this. I want to force Lara to switch ammo when selecting either weapons. In short, I want to force Lara to switch ammo whenever she selects what is essentially the same weapon, but activated with different commands. I know this is possible because NateH96 did this on its projects, but analyzing the code, I don't seem to find what trigger he used to force switching ammo. Is there a way to do this? |
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#15395 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,627
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Aky's first plugin has a flipeffect to Load a specific ammo into the crossbow (508), hopefully that is what you are looking for
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#15396 | |
Student
Join Date: Jun 2015
Location: Brazil
Posts: 109
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There is an issue, however. Even after installing the plugin, for some reason, I can't see this flipeffect option in the list of flipeffects. This may have to do with the fact I am using Tomb Editor... Maybe I need to try to ask in the Tomb Editor forum, what is the issue? |
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#15397 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,627
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Ah, yes, you will need to export the command into a triggergroup. I usually copy the command from NGLE to paste into my script (it's a pain, but it works).
TE doesn't support plugins from the trigger window, but TombIDE still supports it and since it compiles with NG_Center, the triggergroups will still work. Just be sure that the plugin# is the same in TE and NGLE. I think it's the first # in the triggergroup command, like 01 or 02.
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#15398 | |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,697
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https://www.tombraiderforums.com/sho...d.php?t=226284 |
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