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Old 20-01-07, 21:53   #11
Mulf
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EssGee, the "explode object" thing has been on my own wishlist for quite a while, but it's possible now to do just that with a custom flipeffect (SHATTER_ITEM) that works on any movable (not just the MINE object).

Last edited by Mulf; 20-01-07 at 21:54.
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Old 20-01-07, 22:00   #12
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Quote:
Originally Posted by Mulf View Post
EssGee, the "explode object" thing has been on my own wishlist for quite a while, but it's possible now to do just that with a custom flipeffect that works on any movable (not just the MINE object).
Hi Mulf
Wow, is that right? Maybe I missed this in the previous thread. Can you tell me the Flipeffect instruction or do I just need to do a bit more homework and find it.
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Old 20-01-07, 22:15   #13
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As requested, instructions for using the SHATTER_ITEM flipeffect:
First, find out the internal ID of the (animated) object you want to shatter. It's the number that identifies the particular object you've placed on the map, not the generic object ID of the wad list. (The number is shown in brackets when you select the object in the editor, or else you can use Fexinspect to find it out.) Let's say, your object has the number 589 assigned to it.
Second, open TREP, enable the Flipeffect Editor, and create a flipeffect "SHATTER_ITEM 589".
Third, trigger that flipeffect in your project. And that should be about it.

Last edited by Mulf; 20-01-07 at 22:17.
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Old 20-01-07, 23:11   #14
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Thank you Mulf
Simple and clearly explained, so that even I should be able to create this one
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Old 20-01-07, 23:24   #15
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@Heinz

Interesting sounding patch.

This is probably a dumb question and I need to think outside the square a bit, but in what situations might this be used?
That's entirely up to you, EssGee. Of course it has no practical effect in Tomb Raider gameplay, defeating enemies etc, but as a decorative or weird element it can be used. You can have a thumb sized Lara in a crystal ball, predicting the outcome ot the elections, a giant figure covering half the horizon, or a hall of mirrors just for fun... Or you can disregard this particular patch, which is better than use it just to use it. Anyway it is an additional possibility...


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Old 21-01-07, 06:44   #16
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Hmm, feeling very incompetent Having no success with this Shatter item flipeffect. This my first attempt at setting a custom flipeffect and I'm failing badly.

In my test I'm using a rollingball (but also tried an animating object).
Item in Editor window is 24

So In TRep Flipeffects Editor I enter:
SHATTER_ITEM 24
STOP

Checked One shot tick box, tried both pre and post setting. Assigning this as FlippEffect 47
Extend Tomb4 and Remap Scenery are both checked

In Editor I have placed a : Trigger (oneshot) for FlipEffect (47)

Result is always the same - Game crashes to desktop when Lara stands on the trigger.
Using Trep 0.751 with syntax .fln dated 2/1/07
What am I doing wrong?

Last edited by EssGee; 21-01-07 at 07:00.
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Old 21-01-07, 07:52   #17
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you need to use fexinspect for the number, SG, the one on winroomedit isn't the right one.
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Old 21-01-07, 08:47   #18
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Quote:
Originally Posted by GeckoKid View Post
you need to use fexinspect for the number, SG, the one on winroomedit isn't the right one.
Well I tried that now Jackie and it didn't work either. I don't understand how that could be correct either. If I place two objects the same in a room, Fexinspect show their ObjID as identical. Surely it is the Winroomedit number (because this is a unique number for that one object), shown when you click on the placed object.
I'm not very good at this
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Old 21-01-07, 08:52   #19
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Talking Some Request

To begin : I'm looking for the directionnels keys in FlipEffects, can you search for they ?

I'm looking for it : I have a flipeffect (Yes ! A flipeffect !)
Just I want it can use only one shot in a level...
-Use the One-Shot function...
...Wait ! I want it can use 1 shot in a level but I want it executed to the end and now it's not usable !
How to ?

How about the DRAW_ITEM command ?
And to finish : How to check if lara is facing on a wall ?

Thanks in advance !
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Old 21-01-07, 11:40   #20
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Lightbulb Working boat-vehicle?

Having a working boat object, like in TR2 Venice or the kayak in TR3, would be nice. I could use that for my next levelset.

Just wondering...
Wouldn't something like that be possible with a flipeffect?
Something like: "put heavy-trigger for flipeffect 'make vehicle ride on watersurface' on bottom of waterroom or on watersurface"
Then when a vehicle hits water it just keeps on going on the watersurface instead of exploding or submerging.
For a realistic oat ride one would only have to make sure the boat can't get onto the shore.
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