28-08-20, 16:35 | #361 |
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03-09-20, 17:43 | #362 |
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Code:
; ---- combine Gunpowder Flask with normal arrows to form explosive arrows: one gunpowder flask + 2 normal arrows = 2 explosive arrows TriggerGroup= 136, $2000, 48, $166, $2000, 49, $64, $2000, 48, $166, $2000, 49, $64, $2000, 49, $9 ; adds one more explosive ammo to the inventory, so you have crafted two in total ; decreases normal arrows with 1. Customize= CUST_CINV_COMBO, CINV_ITEM_PUZZLE10, CINV_ITEM_CROSSBOW_AMMO1, CINV_ITEM_CROSSBOW_AMMO3, IGNORE, CINV_FALSE, CINV_FALSE, CINV_TRUE, 136, IGNORE The thing that does not work properly is adding the 2 explosive arrows to the inventory. 20 get added each time I combine the items. I'm using the "Dev build", if that makes a difference. |
03-09-20, 17:46 | #363 |
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Joined: Jan 2019
Posts: 143
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Does she get 10 arrows per pickup? I suspect it adds 2 arrow pickups (i.e. 2x10 arrows) instead of 2 individual arrows to your inventory
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03-09-20, 18:17 | #364 |
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Posts: 33,359
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I have this for the normal and explosive ammo:
Code:
Customize= CUST_AMMO, CROSSBOW_AMMO1_ITEM, IGNORE, IGNORE, 1, 2, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE Customize= CUST_AMMO, CROSSBOW_AMMO3_ITEM, IGNORE, IGNORE, 1, 0, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE, IGNORE *** EDIT *** I went back to my old setup using a GlobalTrigger and the same thing happens: 20 explosive arrows are added instead of just 2. So I'm now using a workaround and remove 1 explosive arrow, 18 times. Another thing I noticed is that the Customize= CUST_CINV_COMBO, *** only works once. My GlobalTrigger setup does work multiple times, but it obviously does not bring up the Combine option on the Gunpowder Flask object when selecting it in the inventory. So the player can't see what's happening when selecting the Gunpowder Flask in the Inventory. Last edited by Titak; 03-09-20 at 20:14. |
09-09-20, 16:25 | #365 |
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Joined: Sep 2006
Posts: 674
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@Titak: I suggest using F700 and F701 of the ring inventory plugin to increase and decrease the item amounts.
Also I don't get the issue with the combo only working once. For me it works multiple times. |
09-09-20, 16:55 | #366 |
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Joined: Jul 2003
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^
I also could have sworn it worked properly before. I'll go back to my initial combine items setup and I'll try F700 and F701 in the TriggerGroup. *** EDIT *** Code:
; ---- combine Gunpowder Flask with normal arrows to form explosive arrows TriggerGroup= 170, $062000, 700, $20F, $062000, 701, $20D, $062000, 701, $12E ; adds 2 explosive ammo to the inventory, remove one Gunpowder flask, decrease normal arrows with 2. Customize= CUST_CINV_COMBO, CINV_ITEM_PUZZLE10, CINV_ITEM_CROSSBOW_AMMO1, CINV_ITEM_CROSSBOW_AMMO3, IGNORE, CINV_TRUE, CINV_FALSE, CINV_TRUE, 170, IGNORE Last edited by Titak; 09-09-20 at 17:34. |
18-09-20, 16:35 | #367 |
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Joined: Jan 2006
Posts: 22,530
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Hi, Jerrycan setup isn't working properly.
The scriptline required for it is: Pickup= 2,Jerrycan, $0015,$0500,$4000,$f000,$0000,$4002 This seems to not work in conjunction with classic inventory. Therefore it breaks the element puzzle setup. https://www.tombraiderforums.com/sho...an#post7425487 If someone, ideally JMN could look into this that would be great. I want this puzzle but I don't want to ditch the classic inventory. |
18-09-20, 18:47 | #368 |
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23-09-20, 11:46 | #369 |
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Joined: Jan 2006
Posts: 22,530
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All working now, thank you!
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14-10-20, 21:58 | #370 |
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Joined: Jul 2003
Posts: 33,359
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I have this in my script:
Code:
Customize= CUST_AMMO, UZI_AMMO_ITEM, IGNORE, 3, 6, 8, IGNORE But instead she picks up 60... Does this have to do with the plugin? If so, what can I do to fix it? ***EDIT*** Oh duh, forum effect kicked in. CUST_CINV_AMMO is the way to go now I guess. *** EDIT 2*** No luck. The ammo is now increased with 30... What am I doing wrong? What am I missing? Last edited by Titak; 15-10-20 at 16:56. |
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