05-06-19, 13:03 | #13531 |
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Joined: Aug 2008
Posts: 12,070
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Code:
;----------------------------------------------------------------------------- ;UGLY WORKAROUND FOR FALLING BLOCKS AND SINKS IN ONE ROOM ;----------------------------------------------------------------------------- MultEnvCondition=100, ENV_ROOM_IS, 81, IGNORE, IGNORE, IGNORE, IGNORE Triggergroup= 1029, $8000,100,$0010 ;if Lara is in Room 81 Triggergroup= 1030, $5000,319,$002E; TRIGGER SINK of ID 319 ;Triggergroup= 1031, $5000,319,$002C; UNTRIGGER SINK of ID 319 GlobalTrigger= 1017, -1, GT_ALWAYS, 2, 1029, 1030, -1 |
05-06-19, 13:11 | #13532 | |
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Joined: Mar 2018
Posts: 632
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Quote:
1. Instead of using GT_ALWAYS, use GT_CONDITION_GROUP. I can remember that I, too, had some problems running a GT_ALWAYS triggergroup and it didn't seem to work out. 2. Also, remember to type IGNORE in "Parameter" field of your GlobalTrigger. 3. Each room has an entry and an exit point. Try assigning a variable a value instead of using a MultEnvCondition if the above tricks didn't work. For example, at the sectors of the room that Lara wants to enter your desired room, assign value 1 to a local variable and on exit, assign 0. Then, instead of MultEnvCondition, check the variable's value. Anyways, let me know about what you think. |
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05-06-19, 13:23 | #13533 |
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Joined: Aug 2008
Posts: 12,070
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Tried the first two for now but they didn't work, unfortunately. With the third one I guess I'll wait a bit, since I still need a lot of variables for puzzles which have much bigger priority.
In the meantime I'll ask if there is a way to stop a boat from going into places only Lara can walk on? Like very steep surfaces? Or will it manage to get on evey surface unless it is a wall? |
06-06-19, 03:19 | #13534 |
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Joined: Jul 2012
Posts: 4,286
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I think the coding for the boat lets it drive up any sloped surface, hence why it was removed from TR3's Coastal Village, and why the geography of the first Antarctica level became a lot more blocky after the beta build.
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06-06-19, 09:14 | #13535 |
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Joined: Mar 2019
Posts: 687
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06-06-19, 09:20 | #13536 |
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Joined: Jul 2010
Posts: 858
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What is a collision that pushes Lara?
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06-06-19, 17:31 | #13537 |
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Joined: Mar 2019
Posts: 687
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it's a basic collision, like collide with Entity like BADDY or rolling ball
it push lara outside of the collision box (strpix for collisionbox overview). Last edited by TokyoSU; 06-06-19 at 17:34. |
06-06-19, 19:46 | #13538 |
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Joined: Jan 2006
Posts: 22,530
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I have a globaltrigger setup to trigger something based on Lara's distance from a moveable. In this case, getting too close to the moveable should trigger an enemy. How do I use a globaltrigger to trigger an enemy based on that condition?
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06-06-19, 21:18 | #13539 |
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Joined: Dec 2011
Posts: 4,881
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For example:
GlobalTrigger= 1, IGNORE, GT_CONDITION_GROUP, IGNORE, 1, 2, IGNORE TriggerGroup= 1, $9000, 395, $C36 TriggerGroup= 2, $5000, 341, $2B ; Set Trigger Type - CONDITION 54 ; Exporting: CONDITION(54:38) for OBJECT(395) {Tomb_NextGeneration} ; <#> : ANIMATING9 ID 395 in sector (7,6) of Room49 ; <&> : Lara. Distance. Lara is distant by <#>Moveable less or even than (E)Clicks ; (E) : Value= 12 ; Values to add in script command: $9000, 395, $C36 ; Set Trigger Type - ACTION 43 ; Exporting: TRIGGER(43:0) for ACTION(341) {Tomb_NextGeneration} ; <#> : BADDY_1 ID 341 in sector (14,9) of Room15 ; <&> : Trigger. (Moveable) Activate <#>Object with (E)Timer value ; (E) : Timer= +00 ; Values to add in script command: $5000, 341, $2B |
06-06-19, 23:18 | #13540 |
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Joined: Jan 2006
Posts: 22,530
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Thanks, got it working.
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