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Author Topic:   Moveable block/heavy triggers help
Stunaep
Junior Member

Posts: 3
From:
Registered: May 2002

posted 05-14-2002 10:50 AM     Click Here to See the Profile for Stunaep   Click Here to Email Stunaep     Edit/Delete Message   Reply w/Quote
Well, here's what I'm trying to accomplish: There are a number of moveable objects. one of them needs to be pulled to a square, after what a door (ok, four doors) will open. Anyway, I've set heavy trigger and standard triggers on the square, where the block needs to be pulled to. My question is, how can I designate THAT block as the one that will activate the trigger. I've checked out the planet room in library.prj, and done a search in this forum, but have found no solution. Help.

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Everyone lies; but it doesn't matter, because noone listens. - Lieberman's law.

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psiko
Member

Posts: 1123
From:unconsciousness
Registered: Mar 2001

posted 05-14-2002 03:16 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
the door is activated by a "FULL" heavy trigger, this means that ALL the code bits in the heavy trigger must be pressed (black).

You need FOUR objects to activate that door, so a "full" heavy trigger can be done putting FOUR heavy triggers like this:

1 code bit pressed for the first heavy trigger of the door
2 code bit pressed for the second geavy trigger of the door
3 code bit pressed for the third heavy trigger of the door
4,5 code bit pressed for the fourth heavy trigger of the door.

Now, you haven't talked about some CAM far view, so the puzzle you want, should work if you do like this:

press the button numbered as 1 on the first moveable block OCB settings if you want that pushable object would go in the FIRST heavy trigger.

Press 2 on the OCB for the second pushable object if you want that would go on the second heavy trigger.

Then 3, then 4,5 on the OCB settings for the last two pushable objects.

That should work

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Stunaep
Junior Member

Posts: 3
From:
Registered: May 2002

posted 05-15-2002 04:26 AM     Click Here to See the Profile for Stunaep   Click Here to Email Stunaep     Edit/Delete Message   Reply w/Quote
perhaps I explained this a bit badly. What I'm trying to do is to have ONE pushable object trigger four doors, the problem is, that i do not know, how to make ONE CERTAIN pushable object (there are others) to trigger it. After reading your explanation I tried having the pushable object trigger ocb 1,2 and a normal trigger, set somewhere, where Lara has to step on triggers ocb 3,4,5 (you can't put all ocb numbers on a moveable object, that way the object won't move), but now I'm running into the special trigger error - I can trigger only one door. Perhaps a heavy switch?

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aktrekker
Member

Posts: 1096
From:WA, USA
Registered: Apr 2001

posted 05-15-2002 08:40 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Make the first one a heavy trigger. Make the rest normal triggers. By having them on the same square as the heavy trigger, they will all ACT like heavy triggers.

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Stunaep
Junior Member

Posts: 3
From:
Registered: May 2002

posted 05-15-2002 08:42 AM     Click Here to See the Profile for Stunaep   Click Here to Email Stunaep     Edit/Delete Message   Reply w/Quote
no pb. with that, only

quote:
that i do not know, how to make ONE CERTAIN pushable object (there are others) to trigger it.

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Everyone lies; but it doesn't matter, because noone listens. - Lieberman's law.

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psiko
Member

Posts: 1123
From:unconsciousness
Registered: Mar 2001

posted 05-15-2002 10:10 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
if you don't want that people should find it without knowing which of them is the correct, you can build a path for that pushable object to its heavy trigger... this means build some sloped or raised squares round the path...

Xeth Radya series, if I remember well, has something like this in one of his levels...

BTW, I was wrong in my previous post, for the kind of puzzle I misunderstood, you should have used "heavy switch" triggers, ooops

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