08-02-24, 13:18 | #15581 |
Member
Joined: Nov 2014
Posts: 19
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Hi.
Is there any way to force Lara to change her orientation toward the object or enemy? Of course the position of Lara and the enemy will also change. I have looked through triggers and scripts but could not find a way to do that. |
07-03-24, 00:03 | #15582 |
Member
Joined: Apr 2010
Posts: 3,689
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Im currently trying to get a timed retracting parallel bar to work, i have the bar itself working perfectly fine, but i need lara to fall off if she is on the bar when it retracts. Iv'e tried everything i can think of but im at a loss. No matter what the bar retracts and lara continues to swing in the air until i release action and she leaps off. My goal is to have her just enter the light falling straight down animation "34" and just fall straight down.
The current setup i have is an organizer that retracts the bar, at he same point it retracts a global trigger activates to force lara's animation to 34 under the condition she is performing the bar swing anim. Iv'e also tried conditions for if lara is touching the bar. Nothing forces her animation to change though. Has anyone done something like this setup before or have any ideas? |
07-03-24, 01:47 | #15583 |
Member
Joined: Nov 2011
Posts: 4,882
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Can you share your setup? I tried it quickly and it works for me, so I assume it might be the GlobalTrigger that is not set up correctly. Also I'd suggest forcing animation 30 instead, and you can check state IDs 128 & 3 for swingpole to cover all animations. (if those are the state ids of your animations)
Last edited by Raider99; 07-03-24 at 01:49. |
07-03-24, 02:48 | #15584 |
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Joined: Apr 2010
Posts: 3,689
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Thanks i checked again and it was my triggergroup activating global trigger, somehow i messed up activating it XD though it does bring up something else, now the setup is working perfectly, accept its a switch to extend the bar, nothing stops lara from pulling it early and triggering the whole event again breaking it making the bar extend out endlessly! I tried making it a timed switch but then once the switch resets it also triggers the even again.
I have an extremely convoluted long solution in my mind i know will work, but any thoughts on that incase theres a super simple solution im just not thinking of? |
07-03-24, 02:56 | #15585 |
Member
Joined: Nov 2011
Posts: 4,882
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I'd move the switch with action trigger by 8 units up or down to make it unusable. And once you need it to be usable again, you just move it back.
Last edited by Raider99; 07-03-24 at 02:58. |
07-03-24, 03:36 | #15586 |
Member
Joined: Apr 2010
Posts: 3,689
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Ah i didn't think to move the switch itself! I ended up making the entire thing a scripted trigger, the only trigger i have in the level itself is the timed trigger for the switch itself, i have a another global trigger checking if lara is pulling that specific switch, then triggering everything!
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15-03-24, 00:14 | #15587 |
Moderator
Joined: Dec 2011
Posts: 4,881
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18-03-24, 22:10 | #15588 |
Member
Joined: Apr 2010
Posts: 3,689
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So I've been thoroughly testing a level I'm almost done with and so far can't seem to get anything to break or crash, which is good XD I do have this however when compiling, the only yellow message i get. Should I worry about this?
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18-03-24, 22:51 | #15589 |
Member
Joined: Jul 2016
Posts: 1,905
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Not really, it's just a warning (not for TR4 vanilla engine, that's the original limit)
The only problem you might see if you have a torch it's the flame bug, flame gets attached to a different item inside the level when you drop a lit torch on the ground |
Yesterday, 15:13 | #15590 |
Moderator
Joined: Dec 2011
Posts: 4,881
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Hello!
Just a thought about my latest and previous posts to Tomb Engine: https://www.tombraiderforums.com/sho...&postcount=470 It doesn't mean I abandoned TRNG, the manual I have been working on, or future TRNG plugin plans. I simply curious about TEN, and from now on I am also on it. |
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