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Old 05-06-19, 13:03   #13531
Caesum
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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
Okay so I have checked and this works, but it doesn't work always. It seems like it isn't checked every frame, but only every few frames and only when Lara is moving. If those conditions are met then sometimes sink will be activated. But it's not enough for me, definitely not enough.
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Old 05-06-19, 13:11   #13532
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Quote:
Originally Posted by Caesum View Post
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
Okay so I have checked and this works, but it doesn't work always. It seems like it isn't checked every frame, but only every few frames and only when Lara is moving. If those conditions are met then sometimes sink will be activated. But it's not enough for me, definitely not enough.
I'm not sure about what I'm saying but here are a few options you can try:

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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Old 05-06-19, 13:23   #13533
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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?
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Old 06-06-19, 03:19   #13534
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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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Old 06-06-19, 09:14   #13535
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Quote:
Originally Posted by Sarah_Hardy View Post
Hi How do I add a collision on Metasequoia? It's possible?
No, but you can add collision box with StrPix, and with plugins and enumFSLOT.COLLISION_BOX flag in pSlot->Flags, and add ItemPushLara() you can add collision that push lara
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Old 06-06-19, 09:20   #13536
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What is a collision that pushes Lara?
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Old 06-06-19, 17:31   #13537
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Quote:
Originally Posted by LGG_PRODUCTION View Post
What is a collision that pushes Lara?
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.
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Old 06-06-19, 19:46   #13538
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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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Old 06-06-19, 21:18   #13539
AkyV
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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
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Old 06-06-19, 23:18   #13540
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Thanks, got it working.
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