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Author
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Topic: Splitting 1 level into 2...... uhm.... ( ?_? )
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Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-11-2002 06:27 AM
Story: I have this level Sacred City of Ukanimba, i am using a very large texture set, which you might already guess, drains too much memory. I have in that texture set unneeded textures, but i cant remove then and remake my texture set cause oherwise i have to retexture all 91 rooms... I know it is able to split levels.
Lara comes in this room with a switch, she pushes it and a door opens, normally, she enters this room and right on the left of here is a small hall with 3 doors, behind every door a "objective". Problem: The 3 objectives cant be made, low on memory. I want to split this level into 2 levels. Catch my point ? Lara ends the level when pulling a lever and a doors opens,( she doesnt enters the room with 3 doors yet ) Now she must jump to the 2nd part of this level. In the 2nd part she CAN return to the 1st part. So the player can jump anytime he wants. But when the player has collected behind each door 3 puzzles pieces Then he can open the Big Door in the 1st part of the level. And behind that door is a switch which is the 4th of the City of Ukanimba level, that allows lara to finish it. I dont know how to set up this.... I cant make a seperate level and call it 2nd part cause...for example, My level contains traps like rolling balls, when a player completes this trap he doesnt haves to do it again right ? Same goes for pickups, supose he picked up a medi-pack, then that medi pack MUSNT be there when he returns to the 1st part of the level.
Hope i dont confuse you, but to explain this very short Lara must be able to jump any time she wants from part 1 to part 2, The level must be the same as she left it. Hope that someone can help me...
------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-11-2002 10:00 AM
I hope I can explain good enough and you'll understand what I meen.You must place a finish trigger where you want the levels part 1 to end. Next to the window where finish was written is a window where you must put the number for the level you want lara to 'jump' to (for example if U want too jump to 'playable tutorial level' you must enter 1) In the timer window you must enter a number(start with 1). You must place the LARA_START_POSITION(LSP)object where you want Lara to start the level with the big part pointing to the place Lara will look at when she begins the level. Open the OCB options for the LSP and enter the same number you entered in finish triggers timer window. If I'm telling this too complicated you can look in the coastal.prj and catacombs.prj, there were some good examples of level jumping. Place the LSP a little 'deeper' in the level, coz if you want to go back you'll need to place another finish trigger. Well you must do the same again to be able to jump back to the levels part 1. And such traps as rollingballs, wont be triggered again, and the player wont be able to pick up an extra medipack. If the traps are triggered again just press one shot in the trigger. Hope you understood everything.  If don't ask or wait till someone explains more clearly.  IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-11-2002 11:14 AM
It makes all sence. The explanation was perfect  Thank you so much, ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-12-2002 09:42 AM
I did placed a finish trigger i did putted "10" in the field next to fiinsh ( the sencond part of the level. I did also put "1" in the timer field, pressed enter ofcourse. I put a LSP in the 2nd part of the level. I chose the LPS, pressed "o" and entered 1 in the field, pressing enter then closing the window. But when i test, lara finishes the level but starts in a black place where she is stuck and cant get out. Same goes for the oposite level jump ( from part 2 to 1 ) Huh ??????? What am i doing wrong !  ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-12-2002 10:10 AM
I've experienced something like this previously too. i just don't remember how I fixed this, maybe delete the trigger and place it again? I'll think how I fixed this. But until I remember its best to test and experiment a lot.IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-12-2002 10:21 AM
I really have no Idea what you did wrong, it worked fine for me. I can advice you to replace the trigger again, but so it's a mystery to me  IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-12-2002 01:23 PM
I got the 1st part worked outI added the LPS in the level but somehow i had to put a 7 instead of a 8 in my finish trigger... Lookie down here... [Level] Name= Start round Legend= Your quest is to find The Forgotten City of Sanus Horizon= DISABLED Layer1= 160,160,192,7 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\TUT1,110
[Level] Name= Pyramid of Cheops (outside) Horizon= ENABLED Layer1= 128,128,128,-8 ColAddHorizon= ENABLED LensFlare= 250000,-32000,110000,128,96,0 Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Mirror= 69,$7400 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 72227,-9216,65129,72056,-9668,68004,4 Level= DATA\COASTAL,105 [Level] Name= Pyramid of Cheops (inside) Puzzle= 1,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 1,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 1,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 2,The Timeless Sands, $0018,$0300,$0000,$0000,$0000,$0002 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 4,Ra Cartouche, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 7,Triangle Key, $0009,$0300,$0000,$0000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 22914,-258,58555,24058,-1431,60624,23 Level= DATA\SETTOMB,108 [Level] Name= Underground City Burials Puzzle= 2,Sacrat Scroll, $0006,$0400,$0000,$c000,$0000,$0002 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 37332,-617,76143,39802,-1419,74960,7 Level= DATA\Burial,108 [Level] Name= Sun Temple of RA Puzzle= 2,Sacrat Scroll, $0006,$0400,$0000,$c000,$0000,$0002 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 51712,-1776,19970,49982,-2275,17689,37 Level= DATA\CATACOMB,108 [Level] Name= Jungle Ruins Layer1= 160,160,192,7 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\JRuins,110 [Level] Name= Sacred Valley of Ukanimba Layer1= 60,140,235,7 Horizon= ENABLED PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\Sacret,111 [Level] Name= Sacred City of Ukanimba Layer1= 60,140,235,7 Horizon= DISABLED PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\SunkC,111 [Level] Name= Earth Temple of Neptunes Horizon= ENABLED Layer1= 160,160,192,7 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\Earth,110 Well if "start level" is Finish number 1, well then to jump to, for example, to Sun temple of Ra, you need Finish number 5 right ?
Well i did a test, I jump from Sacred City of Ukanimba to Sacred Valley of Ukanimba, when i put number 8 ( Sacred City of Ukanimba ) she starts in the same level, when i put a 7 next to the finish trigger it does jumps to Sacred Valley. But the jump to Sacred City was good, i putt 7 next to finish and the LPS in sacred City had number 1 in OBC, i made also a finish trigger for jumping back to Sacred City by putting 9 next to finish and a "2" for the LPS in Sacred City. But when jumping back from Sacred Valley to Sacred City she starts in a black area again... 
Can Anyone help me please ?
------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-12-2002 01:47 PM
If I understood right (sorry the very last part was hard to understand) you placed '9' next to the finish, but isn't that the Earth temple of neptuness? Or was it ment to be jumped there? As i understood you needed a jump to the Sacred city no the Earth temples of Neptunes?IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-12-2002 02:37 PM
Maby that is what i am doing wrong. So Sacred City is "8" right ? I will try that first, thanks  ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-12-2002 02:46 PM
Sorry, i added 8 next to finish trigger in Sacred Valley where she must jump to Sacred City. But she starts in the black room again.... *sigh*Finish trigger in Sacred City has "7" next to finish and 1 in the timer field. The LPS in the Sacred Valley has "1". This is ok, no problems, but.. Finish trigger in Sacred Valley has 8 next to finish field and 2 in timer field. The LPS in Sacred City has also 2. She must jump back to Sacred City, but ends in black level... Arg.... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
aktrekker Member Posts: 889 From:WA, USA Registered: Apr 2001
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posted 01-13-2002 12:47 AM
I have run into this when I tried having more than one level jump in the same level. All I can suggest is to look at the catacomb project. It has more than one level jump. The way the start positions are numbered is very strange, and I never quite figured it out. But if they are wrong, you end up in the black hole.
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Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-13-2002 02:04 AM
I looked plenty enough in the catacomb prj. And all i saw was that the Lara start position null mesh had a "0" in the obc menu. I cant look at the finish trigger which value it has cause i dunno how to view the finish trigger..And i tested, tested and still doesnt works... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-13-2002 02:25 AM
I don't know what esle for you to do. You can try adding 3, 4 or other numbers instead of 2, but I doubt that this will work. I tried with 0 this too, but this makes Lara to jump to the start of the level( used when placing the final finish trigger).IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-13-2002 03:54 AM
Well i guess... Dunno what options there are left...------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-13-2002 05:49 AM
It still doesnt works !! I hate this 1 thing does works, I only added LPS in the Sacred Valley. I putt 1 in obc of the LPS, then put a finish trigger somehwere with 8 next to finish. And didnt added a number in timer. Lara jumps to Sacred Valley then when she jumps back she starts in Sacred City, BUT she starts where i put lara object in that level. I pushed a block in that level before the jump and when i was returned the block was just like the way i left it.
So..... i guess i have to put lara in Sacred City level. The Bad thing is that lara starts in the middle of the level. So players have to walk. But this way the game play doesnt makes Sence !!! Can anyone help me please with this. If there isnt any way then i have no choice to let the players walk the whole way without the game making any sence... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-13-2002 05:52 AM
I've got another crazy idea, that just might work... Place the finish trigger in the valley with 8 next to it and 0 in the timer field. in the city level place LARA, not the LSP and leave the back jumping trigger where it was, rhis must work, otherwise I don't know how to nelp you.  IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-13-2002 09:54 AM
Uhm... EtuxIf you read my post carefully, i said i didnt added a number in timer field for the finish trigger in Sacred Valley, which makes it 0. Lara jumps to Sacred, and jumps back to City BUT she starts where i putted Lara object and not LPS ( the LPS had also 0 in obc ) But still I need to find out how this works Please people, dont tell me to look in Catacomb or Coastel prj cause i cant look at the finish trigger I know that someone has made something like this. Please help me. ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-13-2002 09:58 AM
I propably didn't notice that. But it's very strange that you can't view the finish trigger. It's a normal trigger like all the others too...  IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-13-2002 10:06 AM
I know that Billy the kid had something to do with jumping in his level - The well of lost souls(forgive me, if I say the wrong names.), but he has the thing I call 'teleportarion' (that means makin' jumps in the same level to a different location), that will be in my level too. The one who made Tarragona levels had jumps between levels 7 times, I think he could know what to do.IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-13-2002 10:56 AM
Joseph, he made the Tarregonna level. I dunno what happened to him, he isnt much active anymore. Ps- What i meant with viewing the trigger, Supose i put a finish trigger. I safe the level and then exit the editor. Then load my prj and supose I want to know what values that finish trigger had. How i gonna look on that finish trigger now... ------------------ The best thing and last thing is to try ( ^_^ )=b [This message has been edited by Yasin (edited 01-13-2002).] IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-13-2002 11:04 AM
If you want to view the trigger options as I understood you have to left-click once on the window to the left of the purple/pink trigger button.IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-13-2002 11:10 AM
No no, thats not what i meant, Supose thats a trigger of something ( unknown) but i want to find out what type of trigger it is. Is it a finish / flipmap / maby perhaps someything else. How i found out... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
eTux Member Posts: 61 From:Valmiera, Latvia Registered: Jan 2002
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posted 01-13-2002 11:20 AM
If you mean how to know which trigger is for a flipmap, finish, secret etc. You just must select it and view the options for that trigger or look in the small window which is in the left upper corner - it will be said what trigger and for what it is in a yellow small window.(hope i say about the right thing now)IP: Logged |
aktrekker Member Posts: 889 From:WA, USA Registered: Apr 2001
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posted 01-13-2002 02:29 PM
One suggestion. Pay attention to which direction the start position points. I think it is supposed to point toward the finish trigger. Check catacomb to be sure. This is important. And I think you need to step on the start position before the finish trigger when you jump to a new level. Then, when you get to the next level, you hit start position but not the finish trigger.
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Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-14-2002 02:25 AM
aktrekker, i dont think your idea makes sence, cause even if she passes over the Lara Start position nothing would happen. Why ??? Cause the LPS is just a nullmesh, nothing happens when you pass over it.Point 2 - The direction where the nullmesh is pointing is only needed which side lara is facing. The larger end of the cone is where lara looks at. I think i can use eTux idea better. I didnt knew how to find unknown triggers.
------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |
Yasin Member Posts: 62 From:Netherlands Registered: Jan 2002
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posted 01-14-2002 06:44 AM
YAY !!! I did it !! Lara jumps the level perfectly !  I want to Thank eTux who really helped me alot with this problem,
eTux the thing was like this,
I putted a LPS in Sacred City the LPS had "0" in OCB menu. Then i made a finish trigger with Finish "7" and Timer = 1
Then putted a LPS with 1 in ocb in the Sacred Valley. Then added a finish trigger with Finish = 8 and Timer = 1 Why 1 ??? Well, you explained me how to look at finish triggers, i took a look at the catacomb and coastel finish triggers. And guess what, the catacomb LPS had also 0 in ocb and the Coastel a 1. The finish trigger in Catacomb had 5 and timer=1 The coastel trigger had a value of "1" in timer field. I think its not about the point which ocb the lps has when Jumping back Its the trick forward jump. Using different LPS will make you use 2 or 3 or 4 in ocb. But she only makes 1 jump at 1 spot. Now she starts where i want her to start. And time to build my levels  ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged | |