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Author
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Topic: Need help with Mech Beetles and Mappers
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hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001
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posted 09-05-2001 10:44 AM
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.------------------ Did ya know that Lara can breathe under water? IP: Logged |
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001
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posted 09-05-2001 11:05 AM
Hey, cīmon! I've replaced Cleopatra's Palaces! Please help me with this!IP: Logged |
aktrekker Member Posts: 454 From:WA, USA Registered: Apr 2001
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posted 09-05-2001 12:09 PM
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. IP: Logged |
inchdix Member Posts: 821 From:hornchurch, essex. england. Registered: Dec 1999
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posted 09-06-2001 01:51 AM
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) ------------------ I WAS PRESSING THE DARN WALK BUTTON !! CELTIC FOLLY 1-5 IP: Logged |