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Old 23-04-23, 16:00   #411
GeekOfComedy
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Quote:
Originally Posted by Kubsy View Post
We don't really have a node that enables all of the moveable's of the same type, but can be added sure.

For now you have to just put 30 action nodes linked together to activate the moveable. But 30 action nodes is probably not a good idea because TE node window will struggle to render instantaneously.
No problem. Just another feature request to the laundry list

Or even if it was something I can add in the Tomb IDE script editor to reduce node clutter.
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Old 23-04-23, 20:33   #412
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Originally Posted by GeekOfComedy View Post
No problem. Just another feature request to the laundry list

Or even if it was something I can add in the Tomb IDE script editor to reduce node clutter.
Yes. With written Lua this is easier, because we have a GetMoveablesBySlot() which returns the table (list) of the moveables. If you do the Enable() thing, then it should enable all 30 waterfall mists. :P
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Old 23-04-23, 20:46   #413
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Originally Posted by GeekOfComedy View Post
No problem. Just another feature request to the laundry list

Or even if it was something I can add in the Tomb IDE script editor to reduce node clutter.
you can add this Lua function to your Lua Level File and trigger it with a volume trigger ingame. It will trigger all placed waterfallmists in the level:

Code:
LevelFuncs.Enable_All_Waterfallmists = function ()
local moveables = GetMoveablesBySlot(TEN.Objects.ObjID.WATERFALLMIST)
      for index, moveable in pairs(moveables) do
      moveable:Enable()
      end
end
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Old 24-04-23, 07:45   #414
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Originally Posted by Die Basis View Post
you can add this Lua function to your Lua Level File and trigger it with a volume trigger ingame. It will trigger all placed waterfallmists in the level:

Code:
LevelFuncs.Enable_All_Waterfallmists = function ()
local moveables = GetMoveablesBySlot(TEN.Objects.ObjID.WATERFALLMIST)
      for index, moveable in pairs(moveables) do
      moveable:Enable()
      end
end
Or put it on the Onstart function to trigger when ganes starts
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Old 18-05-23, 21:08   #415
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Hello.
I was able to display the name of my level in the level selection, but when I launch it, the loading returns me to the menu. Do you have any idea what I did wrong? (nothing like Alisa97 in the previous page)
Also, I can't set the OCB of an object. Does Tomb Engine have another way to do it?

Thank you.
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Old 19-05-23, 06:34   #416
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When a level throws you back to the title screen, it means there is an error in your script files. Check the Engine/Logs/TENLog.txt file for the error (or simply check the console window if you ran the game in debug mode, which is what it does by default when launching the level from TE).

As for OCBs, they're still used and applied the same way in TEN as in other engines. You should be able to bring up the object's properties popup with the O key while the object is selected, or by double clicking the object.
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Old 23-05-23, 12:15   #417
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I've been building a level with Tomb Editor and Tomb Engine, but now I have a problem that my zipline isn't working. Lara grabs the handle but as soon as she starts to slide she falls down on the ground. Do I need some special setup for the zipline to work in TEN? Similar setup worked when I used it in tr3 engine.
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Old 23-05-23, 12:17   #418
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Quote:
Originally Posted by foxi View Post
I've been building a level with Tomb Editor and Tomb Engine, but now I have a problem that my zipline isn't working. Lara grabs the handle but as soon as she starts to slide she falls down on the ground. Do I need some special setup for the zipline to work in TEN? Similar setup worked when I used it in tr3 engine.
Ziplines are broken at the moment.
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Old 24-05-23, 07:01   #419
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Thanks good to know. Back to tr3 it is!
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Old 24-05-23, 08:20   #420
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^
Keep in mind TEN still gets updated regularly if this is the only thing that is making you switch to the TR3 engine, and it seems (from what I read) that they've already found a fix for ziplines, so it should be fixed in the next version.
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