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Author Topic:   using animating5
martness
Junior Member

Posts: 14
From:england
Registered: Dec 2000

posted 12-15-2000 11:05 AM     Click Here to See the Profile for martness   Click Here to Email martness     Edit/Delete Message   Reply w/Quote
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?.

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MrEDude
Member

Posts: 278
From:Niagara Falls, Ontario, Canada
Registered: Nov 2000

posted 12-15-2000 11:18 AM     Click Here to See the Profile for MrEDude   Click Here to Email MrEDude     Edit/Delete Message   Reply w/Quote
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.

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Just putting in my two cents.

[This message has been edited by MrEDude (edited 12-15-2000).]

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Reb@Eidos
unregistered
posted 12-15-2000 12:18 PM           Edit/Delete Message   Reply w/Quote
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).]

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martness
Junior Member

Posts: 14
From:england
Registered: Dec 2000

posted 12-15-2000 12:33 PM     Click Here to See the Profile for martness   Click Here to Email martness     Edit/Delete Message   Reply w/Quote
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 vehicle

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MrEDude
Member

Posts: 278
From:Niagara Falls, Ontario, Canada
Registered: Nov 2000

posted 12-15-2000 12:35 PM     Click Here to See the Profile for MrEDude   Click Here to Email MrEDude     Edit/Delete Message   Reply w/Quote
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?


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Just putting in my two cents.

[This message has been edited by MrEDude (edited 12-15-2000).]

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martness
Junior Member

Posts: 14
From:england
Registered: Dec 2000

posted 12-15-2000 11:28 PM     Click Here to See the Profile for martness   Click Here to Email martness     Edit/Delete Message   Reply w/Quote
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.

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