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Author Topic:   Need help with Mech Beetles and Mappers
hteS
Member

Posts: 387
From: Stockholm, Sweden
Registered: Aug 2001

posted 09-05-2001 10:44 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
Could someone please explain exactly how to make a "Mech Beetle Mapper Corridor With Spikes"? You know that corridor with spikes that shoot out when you drop the Mech Beetle.

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Did ya know that Lara can breathe under water?

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hteS
Member

Posts: 387
From: Stockholm, Sweden
Registered: Aug 2001

posted 09-05-2001 11:05 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
Hey, cīmon! I've replaced Cleopatra's Palaces! Please help me with this!

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aktrekker
Member

Posts: 454
From:WA, USA
Registered: Apr 2001

posted 09-05-2001 12:09 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
You replaced the cleopal project file? WHY?
You should never replace the original PRJ files, you don't have to.

Best way to figure it out is look at the project file and see how Core did it.

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inchdix
Member

Posts: 821
From:hornchurch, essex. england.
Registered: Dec 1999

posted 09-06-2001 01:51 AM     Click Here to See the Profile for inchdix   Click Here to Email inchdix     Edit/Delete Message   Reply w/Quote
Why do so many of you not bother to read the manual?????

Anyway.... here goes..... Place the 2 mapper objects so that the points are facing each other (this determines the path), next, in OCB click on invisible for both mapper obects. Finally, click on the square for the mapper nullmesh and then click the "B" button in the "room" panel (each of them, obviously) and you should see a brownish square in the 2D map on those squares (similar to the blue one when you use a trigger-triggerer)

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I WAS PRESSING THE DARN WALK BUTTON !!

CELTIC FOLLY 1-5

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