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Author Topic:   Reb, I need your help! (or anyone else's...)
Trocinth
Member

Posts: 122
From:Bronx, New York, USA
Registered: Dec 2000

posted 01-25-2001 04:10 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
I've previously posted what I thought would be a laughably simple question, but apparently it was tougher than I thought. I'm trying to create a puzzle in which Lara needs to use two puzzle pieces in order to open a door (I'm using the canopic jars from the Karnak WAD.) I've set the puzzle holes, triggered them as KEY HOLES, and set the object code bits as follows:
First KEY HOLE-- turned on code bits 1 and 2
Second KEY HOLE-- Turned on code bits 3,4, and 5
Each of these KEY HOLES is linked to a trigger for a fly-by camera (the camera trigger has all five code bits turned on.) The fly-by is aimed at the door, and it activates a heavy trigger which, in turn, opens the door.

Here's the problem: the fly-by is always activated after Lara puts just one of the canopic jars in the "Key Hole," and, of course, the door opens. So, there's no point in Lara finding the second canopic jar.
I don't want the camera to be activated until *both* canopic jars are set in place. I looked at the original Karnak level several times, and I can't see what I'm doing wrong. PLEASE HELP!

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Sore Thumb
Member

Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 01-25-2001 04:29 PM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
I havent tried this myself but it sounds like you might need to to turn off all the code bits for the cam that way only the triggers code bits would be activated for each hole,,,,did you try that yet?

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Sore Thumb but still clicking

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Raider Nut
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Posts: 88
From:Norwich
Registered: Dec 2000

posted 01-26-2001 11:04 AM     Click Here to See the Profile for Raider Nut   Click Here to Email Raider Nut     Edit/Delete Message   Reply w/Quote

I answered your previous message earlier in the week.

Did it not work.

Let me know

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Trocinth
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Posts: 122
From:Bronx, New York, USA
Registered: Dec 2000

posted 01-26-2001 03:58 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
Thanks, Raider Nut, I did get your answer. The problem, however, was that I don't have a first and second keyhole, so to speak, because Lara should be able to use the keyholes in any order. As long as she puts both canopic jars in the holes, the door should open... but not before.

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Sore Thumb
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Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-01-2001 04:32 AM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
Ok I have a simular problem or question that I also thought I could solve but i havent yet. I have 4 switches that I want to trigger 1 flyby camera. I have tried using code bits 1&2 on the first switch and 3 for the second switch,4 for the third and 5 for the last. In this case I had all the cameras code bits turned off and that didnt work right,because the camera was activated after hitting just the first switch. So I tried the same thing but with the camera code bits on and still had the same thing. I can only think of one other way to do it and that would be to turn all the code bits on for the switches and 1&2 for the first cam trigger,3 for the second cam trigger,4 for the third cam trigger,and 5 for thr fourth cam trigger but im not sure thats gonna work either..........Can somebody help me out with the solution.....quick...like yesterday?

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Sore Thumb
Member

Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-01-2001 11:18 AM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
????????????????

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Sore Thumb
Member

Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-01-2001 11:35 AM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
well I tried it the last way I know how....
all the switch code bits turned on and only 1&2 for the first cam trigger,3 for the second,4 for the third and 5 for the fourth and guess what?....It didnt work...somebody please tell me how to do this shi#t!

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Sore Thumb
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From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-01-2001 01:22 PM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
???????/

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Sore Thumb
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Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-02-2001 01:55 PM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
????????????????????????????????????????

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Trocinth
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Posts: 122
From:Bronx, New York, USA
Registered: Dec 2000

posted 02-02-2001 04:19 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
Well, Sore Thumb, I guess we stumped them all. Not even Reb can answer our questions.

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Sore Thumb
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Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-03-2001 02:00 PM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
Yeah man your right! This topic has been at the top for the longest time and nobody seems to have the answer. I guess its just not designed to work that way because the obvious set up just doesent work........

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Trocinth
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Posts: 122
From:Bronx, New York, USA
Registered: Dec 2000

posted 02-04-2001 07:53 AM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
But it works in the demo levels, so what's the deal?! Surely somebody else out there has made puzzles using multiple triggers-- share your knowledge, please!

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"Give me what I want, and I'll go away."

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hagar
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Posts: 102
From:Phoenix, Arizona, USA
Registered: Dec 2000

posted 02-04-2001 09:33 AM     Click Here to See the Profile for hagar   Click Here to Email hagar     Edit/Delete Message   Reply w/Quote
I made a puzzle that is similar to what you want. It’s not exactly the same but maybe you can use it anyway.

Set your multiple switches to drop a boulder from the ceiling. Place a heavy trigger for the camera under the boulder. It doesn’t matter what order you push the switches in the boulder won’t fall and trigger the camera until Lara uses all of the switches. If you don’t want the player to see the boulder, hide it in a room that Lara can’t get in.

Or, you could possibly use the switches to trigger a bad guy and have him trigger the camera with a heavy switch and an AI patrol point.

BTW - Which demo level did you see this in?

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maniac44
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Posts: 180
From:San Francisco CA USA
Registered: Apr 99

posted 02-04-2001 12:08 PM     Click Here to See the Profile for maniac44     Edit/Delete Message   Reply w/Quote
If it works in the Demo level, why don't you load up the Demo level and "Reverse Engineer" it?

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blacknile
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Posts: 103
From:Uphoria
Registered: Jan 2001

posted 02-04-2001 11:36 PM     Click Here to See the Profile for blacknile   Click Here to Email blacknile     Edit/Delete Message   Reply w/Quote
If you want 2 switches to activate something simply trigger the door or whatever to both of the swithes and then in the trigger set type window set one of the switches to 1 and 2, and the other to 3,4 and 5. Thats it. Things like this are clearly printed in the manual.

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Sore Thumb
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Posts: 43
From:Los angeles,CA,USA
Registered: Jan 2001

posted 02-05-2001 04:07 PM     Click Here to See the Profile for Sore Thumb     Edit/Delete Message   Reply w/Quote
hagar your method just might prove to work for me so I will give it a try the next time I need to split triggers for a flyby........
....took you long enough to reveal it though,
and blacknile why dont you try to use your method to split a flyby cam sequence and then tell us what you get and post it here.

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aaronicus
Junior Member

Posts: 27
From:f
Registered: Jan 2001

posted 02-05-2001 06:18 PM     Click Here to See the Profile for aaronicus   Click Here to Email aaronicus     Edit/Delete Message   Reply w/Quote
What are u guys talking about. Bits? what are those used for and where can I find them. Is there a part in the manual that talks about this? Do u know of anyother manuals?

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I am all.

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Reb@Eidos
unregistered
posted 02-07-2001 03:40 PM           Edit/Delete Message   Reply w/Quote
Sorry guys....I truly thought I addressed this in another string...hmmm...well, anyway, unfortunately I'm not in a position at the moment to troubleshoot. I did play around somewhat with setting code bits (the pyramid puzzle in the cleopal.was) and checked out a bunch in the example levels (I thnk you'll find some in catacomb.was...often when rising blocks are used) and never had a problem getting them to work...maybe it has something to do with triggering a camera. I would suggest first setting it up to trigger the door. If that works, then you know your code bits are working properly. If so, set up the camera EXACTLY the same way (don't forget to elinate the door triggers). Only worry about triggering the camera..not about setting the heavy trigger to activate the door. If the camera works, great...go on to setting up the heavy, etc. If it doesn't work, then you know the editor doesn't like something about triggering a camera using code bits. Remember, if you get stuck on something and you are sure you have set everything up properly, try to think of methodical ways to troubleshoot so you can establish exactly what the limiations are, then work around 'em. Hope this helps...and I really hope you get it working the way you want it to!!! As soon as I have the time, I will be trying to work this out myself. :o)

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Trocinth
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Posts: 122
From:Bronx, New York, USA
Registered: Dec 2000

posted 02-07-2001 04:12 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
THANK YOU REB! I'll try it. I've just experienced a similar problem with the raising block 2 object in the Karnak.WAD, and it worked once I triggered the block directly (rather than through a heavy trigger set beneath the camera.) So I figured this might be the problem, but I haven't had a chance to check it yet.

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