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Author
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Topic: using animating5
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martness Junior Member Posts: 14 From:england Registered: Dec 2000
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posted 12-15-2000 11:05 AM
anybody know if you can actually use the land rover found in tut1.was ive tried but when she stands on thr trigger square the land rover just flickers on and off?,+ how do you set up a combination puzzle switch to open a door ive tried for hours without any luck anybody help?.IP: Logged |
MrEDude Member Posts: 278 From:Niagara Falls, Ontario, Canada Registered: Nov 2000
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posted 12-15-2000 11:18 AM
Sorry, the vehicle is only for show. For good examples on how to set up combination puzzles, refer to the manual. The info in the Cleopal.WAS section tells how to set up the pyramid puzzle, and the Catacomb.WAS section tells how to set up the puzzle with the 5 sets of bones. Combination puzzles require editing of the code bits, so that all 5 code bits are "on" only after the use of every puzzle piece (or switch) that is required to complete the puzzle. The manual is quite informative, so I would highly recommend that you print out a copy for easy reference.------------------ Just putting in my two cents. [This message has been edited by MrEDude (edited 12-15-2000).] IP: Logged |
Reb@Eidos unregistered
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posted 12-15-2000 12:18 PM
Check out one of the puzzle switches in the example levels. Look carefully at the triggers by looking at the 'set trigger type' window to check for special settings. You have to designate the puzzle_hole as a 'key' and trigger it to the square in front of the Puzzle_hole. You would then set the trigger for the door you wish to open, on the same square as the Puzzle_hole trigger. The door won't be activated to open until after all the puzzle pieces have been found.[This message has been edited by Reb@Eidos (edited 12-18-2000).] IP: Logged |
martness Junior Member Posts: 14 From:england Registered: Dec 2000
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posted 12-15-2000 12:33 PM
quote: Originally posted by Reb@Eidos: Check out one of the puzzle switches in the example levels. Look carefully at the triggers by looking at the 'set trigger type' window to check for special settings. You have to designate the puzzle_hole as a 'key' and trigger it to the square in front of the Puzzle_hole. You would then set the trigger for the door you wish to open once the puzzle has been completed, on the same square as the Puzzle_hole trigger. The door won't be activated to open until after the puzzle has been completed.
thanks shame about the vehicleIP: Logged |
MrEDude Member Posts: 278 From:Niagara Falls, Ontario, Canada Registered: Nov 2000
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posted 12-15-2000 12:35 PM
martness, exactly which type of combination puzzle are you trying to make: 1)combining two puzzle items in inventory, then using them in a recepticle to open the door or 2)using a combination of switches (or puzzle items in individual recepticles) to open the door? ------------------ Just putting in my two cents.
[This message has been edited by MrEDude (edited 12-15-2000).] IP: Logged |
martness Junior Member Posts: 14 From:england Registered: Dec 2000
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posted 12-15-2000 11:28 PM
quote: Originally posted by MrEDude: martness, exactly which type of combination puzzle are you trying to make: 1)combining two puzzle items in inventory, then using them in a recepticle to open the door or 2)using a combination of switches (or puzzle items in individual recepticles) to open the door?
using 2 seperate peices/combining them and then using tthem in apuzzle hole.IP: Logged |