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Old 14-06-19, 19:27   #111
Danath
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Ruu, i'm sorry but i couldn't finish the game. That rope with the inverted camera was simply too annoying and i had to call it quits there after many tries. :\
Other thing: why no binoculars? That pillar you have to climb in the skeleton room would be no issue then.
I found out that the music for the skeletons keeps triggering when you pass through again, it would need to be one-shot.

On the upside, i was enjoying it until that point. And darkness wasn't an issue for me, i had 20+ flares before i stopped.
What i've seen of the level is beautiful and well constructed. Great atmosphere and nice "jumpscares".
Also great use for the diary.
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Old 16-06-19, 15:55   #112
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The issue with audio playing over and over again seems to be an engine issue, I had the exact same problem and I was told to just use the rolling ball trick to trigger audios... I resisted for as long as I could but found no proper solution and had to give in eventually... :/
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Old 17-06-19, 16:23   #113
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It's because the NG triggers always count on separate sectors.
Drag a trigger onto 5x5 squares. In classic editor it will trigger once.
But in NG it will trigger 25 times, once per every square of 5x5 area.
Rollingballs aren't really needed. Conditions and flipeffects will do also.
Unless you use NewSoundEngine=DISABLED which restores classic audio.
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Old 17-06-19, 17:09   #114
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For me, NewSoundEngine=DISABLED was mostly a mess, not a restoration of the old audio system. I found it useful only in one aspect: if I wanted to play properly Von Croy's classic hardcoded cutscene system of Angkor Wat.

If you want a TRNG flipeffect to play an audio nicely once stepping each time into a bigger activating area than 1x1, then put the trigger into a TriggerGroup, and activate the TriggerGroup itself on the map, having a TGROUP_SINGLE_SHOT_RESUMED flag in the script for this trigger.

Last edited by AkyV; 17-06-19 at 17:10.
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Old 18-06-19, 03:07   #115
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Aaaah... resumed flag will look for a condition to replay the sound.
And since there is NO condition, the sound will never replay. Clever.
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Old 18-06-19, 06:32   #116
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Why TGROUP_SINGLE_SHOT_RESUMED instead of TGROUP_SINGLE_SHOT?
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Old 18-06-19, 08:06   #117
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Quote:
Originally Posted by DJ Full View Post
It's because the NG triggers always count on separate sectors.
Drag a trigger onto 5x5 squares. In classic editor it will trigger once.
But in NG it will trigger 25 times, once per every square of 5x5 area.
Rollingballs aren't really needed. Conditions and flipeffects will do also.
Unless you use NewSoundEngine=DISABLED which restores classic audio.
My triggers were on single squares only and yet they would trigger over and over regardless of one shot flags or chosen activation method. The same would happen even if I put the audio trigger in a trigger group and call that TG from the sector... I'm using TombEditor so I will check this in NGLE, perhaps it's an editor issue. I don't believe I used the old sound engine but I will double-check.


Quote:
Originally Posted by AkyV View Post
If you want a TRNG flipeffect to play an audio nicely once stepping each time into a bigger activating area than 1x1, then put the trigger into a TriggerGroup, and activate the TriggerGroup itself on the map, having a TGROUP_SINGLE_SHOT_RESUMED flag in the script for this trigger.
Interesting! I didn't think of it, I will check this out and see if that works. I honestly don't want to be using rollingballs each time I want to trigger an audio cue!
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Old 18-06-19, 10:05   #118
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Quote:
Originally Posted by JMN View Post
Why TGROUP_SINGLE_SHOT_RESUMED instead of TGROUP_SINGLE_SHOT?
Quote:
Originally Posted by AkyV View Post
If you want a TRNG flipeffect to play an audio nicely once stepping each time into a bigger activating area than 1x1, then put the trigger into a TriggerGroup, and activate the TriggerGroup itself on the map, having a TGROUP_SINGLE_SHOT_RESUMED flag in the script for this trigger.


TGROUP_SINGLE_SHOT should be used when you want certain audio to play only once and then never again.
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Old 18-06-19, 14:40   #119
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If I understand this correctly:
Single shot won't care about condition, but will trigger on all squares separately.
Single shot resumed will wait until condition. No condition means no replay.
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Old 18-06-19, 17:00   #120
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Just place an F118, mostly in "single" mode", eg. on 5x5 squares, to activate a TriggerGroup. That TriggerGroup in the script has a resumed flag, that is all.

shot: just like "one shot". "Now only once and never again".
shot resumed: "Now only once for the whole trigger area. Then leave the trigger area, and come back into the area to activate once more. Then leave again and again for the same".

Maybe it tells more:
https://www.tombraiderforums.com/sho...d.php?t=206750

EDIT:
If you are really interested with fiddling things like this, then I also recommend these tutorials:
TRNG – Simulating new trigger structures in the map
TRNG – Trigger activators
TRNG – Trigger adjustment and identification
TRNG – TriggerGroups – how to use them
TRNG - Trigger interactions
TRNG – Trigger working methods
https://www.tombraiderforums.com/sho...d.php?t=205764
https://www.tombraiderforums.com/sho...d.php?t=205564
https://www.tombraiderforums.com/sho...d.php?t=206559

Last edited by AkyV; 18-06-19 at 17:20.
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