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#15471 |
Explorer
Join Date: Aug 2003
Location: Brazil
Posts: 891
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Thank you very much AkyV!
Based on your answer I was able to do a little of testing and it seems that it is a bug. And it only happens with Fade Out (Very Long) and Fade In (Very Long). Using Fade Out with any Fade In with any other Timer than Very Long works fine. Using F85 with "Fade Out and Fade In (screen becomes black and then come back the light)" Extra and Very Long time also glitches out. Once again, thank you very much! |
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#15472 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,766
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You are welcome!
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#15473 |
Historian
Join Date: May 2019
Posts: 322
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Has anyone had any luck in getting TokyoSU TR1 enemies to work? I'm scripting things correctly but things just don't work.
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#15474 |
Hobbyist
Join Date: Apr 2021
Posts: 74
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So, TRLE.net is for custom, fan-made levels based on TR1-5 engines and assets. Is there any website where fans put their NextGen levels? I haven't found one.
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#15475 |
Hobbyist
Join Date: Jan 2022
Location: Braga, Portugal
Posts: 62
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NG levels aren't usually set apart from regular TR4 levels, so it just depends on the time they were released and on the builders who published each level.
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#15476 |
Hobbyist
Join Date: Apr 2021
Posts: 74
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#15477 |
Hobbyist
Join Date: Jan 2022
Location: Braga, Portugal
Posts: 62
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There are no such levels that I know of. There are levels using assets from more recent TR games, but the engines are always TR1-5 or, more recently, TEN (a TR5 inspired community engine with most TR1-5 assets and more).
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#15478 |
Archaeologist
Join Date: Jan 2012
Location: My Computer
Posts: 1,024
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Hello! I have a little issue, I hope someone can help me
![]() For my level in the final path, I want to be a timer that when it reaches zero, kills Lara in a simulated explosion. I have already made my TriggerGroup command which is the following: Code:
TriggerGroup= 9, $2000,80,$00B6, > ; Play Blown Up Animation $2000,63,$0001, > ; Kill Lara with Flames $2000,355,$1401; Flash Orange on Screen ![]() This is the command i wrote: Code:
GlobalTrigger= 6, IGNORE, GT_SCREEN_TIMER_REACHED, 0, IGNORE, 9, IGNORE Code:
GlobalTrigger= 6, FGT_DISABLED+FGT_SINGLE_SHOT, GT_SCREEN_TIMER_REACHED, 0, IGNORE, 9, IGNORE ![]() I even tried making a conditional TriggerGroup to add it in the Parameter flag of the GlobalTrigger, but the same result, the trigger goes on instantly. I wonder what i'm doing wrong ![]() Last edited by renspyro; 20-12-22 at 18:35. |
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#15479 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,766
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Hello!
The screen timer is also 0 in the moment when the level starts, that is why it explodes Lara in the first moment. What I suggest (all of them aggregated): - Instead having "zero timer" GlobalTrigger condition, use eg. "timer is 1" condition. Plus, the TriggerGroup to be activated by the GlobalTrigger must be something else: a Flipeffect to activate an Organizer. In the Organizer, start with that 1 second slip. If that is over (i.e. when screen timer is 0), then the events you want will happen. - It is complicated to trigger anything if Lara is dead. So, for example, even a tiny milli-second after her death, you cannot really trigger that orange flash. My suggestion is the first event in the Organizer (i.e. when screen timer is 0) is the orange flash. After that place 1-2 tick frames for the next event, so the player won't recognize they happen not at the same time, but one after the other, it happens so fast. (For the third event: try another 1-2 frames. But flame and blowing are both killing commands, I am not sure which should happen sooner in the Organizer - try it.) - And perhaps a single shot flag is also recommended, if you experience that GlobalTrigger starts the flash again and again while that "counter is 1" is true. EDIT: In this construction, you don't need FGT_DISABLED or a Flipeffect to activate the GlobalTrigger. Last edited by AkyV; 20-12-22 at 23:02. |
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#15480 | |
Archaeologist
Join Date: Jan 2012
Location: My Computer
Posts: 1,024
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Thank you so much for the feedback!
I'm quite new with NGLE and i didn't have any idea of the organizers, i tried this Organizer: Code:
Organizer= 1, FO_TICK_TIME, IGNORE, 3, 11, 2, 9, 1, 10 ![]() After that, while i was checking in NG Center the _MNEMOMIC constants for a command i needed, i found this intresting command: GT_TRNG_G_TIMER_EQUALS and it's actually what i was trying to do without the organizer ![]() Quote:
Code:
GlobalTrigger= 6, IGNORE, GT_TRNG_G_TIMER_EQUALS, 1, IGNORE, 9, IGNORE ![]() Now i have two ways to work with this style of timer triggers and i learned about the organizers. Thanks again! ![]() |
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