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Author Topic:   TRIGGER_TRIGGERER
Malte
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Posts: 120
From:Germany
Registered: Apr 2002

posted 05-02-2002 01:42 PM     Click Here to See the Profile for Malte   Click Here to Email Malte     Edit/Delete Message   Reply w/Quote
Hi
I've heard that you can trigger triggers with the TRIGGER_TRIGGERER.

Is it right that you can trigger special triggers (like FLIPEFFECT's) that way and Lara doesn't have to step on these triggers?

Could you tell me how I can setup such a trigger construction ?

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Yasin
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Posts: 395
From:Netherlands
Registered: Jan 2002

posted 05-02-2002 01:48 PM     Click Here to See the Profile for Yasin   Click Here to Email Yasin     Edit/Delete Message   Reply w/Quote
A trigger triggerer is a nullmesh which has special behavior


Firstly Select Create a kind of all with a slope... then select any square on your mapview in that room. Then press the T button next to B ( under R-W-M )

The chosen square becomes blue. Now put a Trigger_Trigger ( TT for short ) On that square.

Now example, Put a rolling ball on the path of that trigger. As trap. Put at the end of the hall a key, Now set the trigger for the Rollingball ON de square where you marked it with T ( blue ).
Then set a trigger for TT on the key.

Now.....when lara walks in this hall and walks over the blue square ( TT ) The ball wont be triggered, Cause the Trigger under this Blue square is Inactive. When she walks towards the key and walks over the Trigger for the TT The Blue Square will become Active

When lara goes back and walks over the trigger at blue square the rolling ball will come !

This way you can controll when the trap is activated or ready to be activated.... Hope it was clear enough

[This message has been edited by Yasin (edited 05-02-2002).]

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Malte
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Posts: 120
From:Germany
Registered: Apr 2002

posted 05-02-2002 10:51 PM     Click Here to See the Profile for Malte   Click Here to Email Malte     Edit/Delete Message   Reply w/Quote
Yes, I know, for what the TT is useful (manual). But I think somebody mentioned that TT itself can trigger the triggers under it. But I can't find the post (I think Tomb_Raider_Nut mentioned that in her Von_Croy Ai manual, too, but she doesn't say how it's setuped).

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Yasin
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Posts: 395
From:Netherlands
Registered: Jan 2002

posted 05-03-2002 01:56 AM     Click Here to See the Profile for Yasin   Click Here to Email Yasin     Edit/Delete Message   Reply w/Quote
Hmmmmmmm I thought that also the first time i saw a TT in the manual,

If this is true we could create switches with combination ocb like in Palace Midas where you find the 3 iron bars

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Malte
Member

Posts: 120
From:Germany
Registered: Apr 2002

posted 05-03-2002 06:16 AM     Click Here to See the Profile for Malte   Click Here to Email Malte     Edit/Delete Message   Reply w/Quote
That would be nice if it worked. I would not have to use cameras or rollingballs to antitrigger a door for example with a switch.

So, question: Did I missunderstand it or is it really possible.

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Yasin
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Posts: 395
From:Netherlands
Registered: Jan 2002

posted 05-03-2002 07:53 AM     Click Here to See the Profile for Yasin   Click Here to Email Yasin     Edit/Delete Message   Reply w/Quote
Maby if we dont ad the blue square and simply put a heavy trigger under it. Maby the TT will behave like a object that can trigger heavy triggers. Worth to try, i will test it soon

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Malte
Member

Posts: 120
From:Germany
Registered: Apr 2002

posted 05-03-2002 08:54 AM     Click Here to See the Profile for Malte   Click Here to Email Malte     Edit/Delete Message   Reply w/Quote
That doesn't work, I've already tested it !

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