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#261 |
Tomb Raider
Join Date: Apr 2012
Location: Insanity
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no idont think so, theres a CUST_FIX_WATER_BUG or whatever but it is not a life saver
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#262 | |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 405
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![]() is there a pendant in TEN?
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Greetings, :-) l.m. :-) |
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#263 | |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 405
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https://lwmte.github.io/ is there a complete reference of classes and methods for queries and statements in TEN? If so - where I can find it?
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Greetings, :-) l.m. :-) Last edited by l.m.; 26-09-22 at 19:06. |
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#264 | ||
Professor
Join Date: Mar 2012
Location: France
Posts: 3,712
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Actually reading the script again you do miss I thing: it was not triggering the animation if there's a block in front. Here you won't have this extra check. But I really think it's for the best, because this check means even if Lara has a bit of margin before the wall and she's angled a bit to the side, then the animation still won't trigger. I'd rather have Lara try to run and then run a bit against the wall than have her just wait as I'm holding the Up key. ![]() Quote:
But right now accessing room tags has not been implemented yet, but it's in the plans. ![]() |
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#265 | |
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Join Date: Feb 2009
Location: Iserlohn
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![]() I understand now that I can set different states for an animation, like this "run state" in a free fall. But what means Low and High Frame? Why there is a 0 in Low and a 1 in high frame? Is there any tutorial for this?
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Greetings, :-) l.m. :-) |
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#266 |
Professor
Join Date: Mar 2012
Location: France
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There is the current state, which is assigned to the animation to tell the engine what Lara is doing, so it knows what she can do.
The engine sets the "next state" without overwriting the current state, and when it meets a state change for this "next state" then it will play the corresponding animation. Low frame and end frame define during what time, in the current animation, the selected Next Animation can be triggered. |
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#267 | |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 405
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If I understand correctly, is there a period of time where the next animation is triggered? So random? For example, there is an entry for STATE Death in Animation 24 "Freefall Land". It says low frame 0 and high frame 39. Does that mean the state for death (and then Anim 138) plays between frame 0 and frame 39 during the "Freefall Land" animation? So it can be, if the status "Death" occurs during the "Animation 24 Freefall Land" can the animation for it be triggered either in frame 0,1,2,3,4,5, ... 39?
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Greetings, :-) l.m. :-) |
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#268 |
Tomb Raider
Join Date: Apr 2012
Location: Insanity
Posts: 10,273
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#269 | |
Hobbyist
Join Date: Jan 2022
Location: Braga, Portugal
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#270 |
Historian
Join Date: Feb 2009
Location: Iserlohn
Posts: 405
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it would be nice if there will be 2 more functions to select moveables/ statics:
GetMoveablesBySlot(slot) GetStaticsBySlot(slot) with a table return - So we can iterate over the result and can change properties of a group of statics / moveables in one go. I know I can write myself a table of statics / moveables, but it is annoying to select all of the placed items in TE and then build a table manually with the collected static / moveble ID's
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Greetings, :-) l.m. :-) Last edited by l.m.; 27-09-22 at 13:42. |
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