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Old 24-03-19, 13:43   #1
Tombraider95
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Default TRNG - TR3 Revolver Holster

Hello, just want to post this here so the information isn't lost and it can help anyone who wants to do this:

1. THE GOAL


Lara equpping the Revolver with a single pistol remaining in the left holster.



NOTE:

This method works best for levels which don't require the Uzis and obviously has both the Pistols and Revolver. There might be another method to get this working with both pistols and uzis but this isn't the tutorial for that.



2. WHAT YOU'LL NEED

AkyV's first plugin (AkyVMix01)

Lara_Holsters
Lara_Holsters_Pistols
Lara_Holsters_Sixshooter
Lara_Holsters_Uzis

STRPIX
WADMERGER

NOTE: This tutorial is for AFTER you've prepared your correct holsters for your level. Using METASEQUOIA to put your selected weapons into your selected holsters.


STEP 1:

Copy the left holster from LARA_HOLSTERS_PISTOLS and replace this with the left mesh of LARA_HOLSTERS_SIXSHOOTER using STRPIX. Just need to do a simple EXPORT then IMPORT over the right meshes.

It should look like this:



STEP 2:

You need a version of your holsters with just the left pistol (for when Lara equips the Revolver). So copy the empty LARA_HOLSTERS into the LARA_HOLSTERS_UZIS slot in WADMERGER, then copy the left pistol mesh in STRPIX like in STEP 1. ^.

It should look like this:



Now when Lara equips the Revolver it will still swap to the empty LARA_HOLSTERS mesh. We need to now trigger it so as soon as Lara equips the gun, the holsters mesh will swap to the Uzis mesh which has the single pistol.

STEP 3:

With AkyV's first plugin (AkyVMix01) installed we can create this Parameter in NG_Centre:

Quote:
Parameters=PARAM_WEAPON_HOLSTERS, 1, IGNORE, SIXSHOOTER_ITEM, 15, IGNORE
For more details on this parameter look here in the references:



STEP 4:

We now need a script trigger for this parameter:

Quote:
; Set Trigger Type - CONDITION 165
; Exporting: CONDITION(165:0) for PARAMETER(1) {Plugin_AkyVMix01}
; <#> : Parameters=PARAM_WEAPON_HOLSTERS, 1
; <&> : Lara. (Weapons) The weapon has the exact holstered position of <#> parameter
; (E) :
; 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 1
; Values to add in script command: $018000, 1, $A5
STEP 5:

Now we need to setup a global trigger that basically says when this Parameter condition is true, it will force a holster type. So in this case it's the Uzis.

Quote:
; Set Trigger Type - FLIPEFFECT 407
; Exporting: TRIGGER(15:0) for FLIPEFFECT(407) {Tomb_NextGeneration}
; <#> : Lara. (Weapons) Force <&>holsters type for Lara
; <&> : Holsters with Uzis
; (E) :
; Values to add in script command: $2000, 407, $F
STEP 6:

It should look something like this in the script:

Quote:
;[Revolver Holster]

Parameters=PARAM_WEAPON_HOLSTERS, 1, IGNORE, SIXSHOOTER_ITEM, 15, IGNORE

GlobalTrigger= 2, IGNORE, GT_CONDITION_GROUP, IGNORE, 3, 4, IGNORE
TriggerGroup= 3, $018000, 1, $A5; Parameter1
TriggerGroup= 4, $2000, 407, $F ; Force Uzi Holster
BOOM that's all you need to do and it should work like this:




If someone is to find a way to get this method working with both the Pistols and Uzis, then feel free to add into this thread.
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