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Author Topic:   Sit! Stay!
LeeO
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Posts: 916
From:
Registered: May 2001

posted 06-23-2002 09:40 AM     Click Here to See the Profile for LeeO   Click Here to Email LeeO     Edit/Delete Message   Reply w/Quote
I don't understand which box I put the no. 1 in for the Sphinx to lie down. Is it the #1 button or do I type in 1? Either way, it don't work!

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eTux
Member

Posts: 1210
From:Valmiera, Latvia
Registered: Jan 2002

posted 06-23-2002 10:35 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
For OCB's it's Always the timer box. But I know, the sitting ocb for the sphinx doesn't work

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piega
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Posts: 562
From:Netherlands
Registered: Dec 2000

posted 06-23-2002 11:02 AM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
When the sfinx is triggered from a distance he will sit automaticly. When you come close to him then he will stand up and run after you.

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Dont you think you've seen enough?...BANG!!!

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LeeO
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Posts: 916
From:
Registered: May 2001

posted 06-24-2002 08:17 AM     Click Here to See the Profile for LeeO   Click Here to Email LeeO     Edit/Delete Message   Reply w/Quote
Yeah, but I don't want him to wake up until later on...

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Chronicles5
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Posts: 145
From:Boylston, MA
Registered: Jun 2002

posted 06-24-2002 08:21 AM     Click Here to See the Profile for Chronicles5   Click Here to Email Chronicles5     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by LeeO:
Yeah, but I don't want him to wake up until later on...

try extracting the underneath the sphinx level with tr2prj, with objects on, and see what the ocb/triggers are for the sphinxes.
im going to try it myslef right now, I'll let you know what I find out.

EDIT: *comes back later*
sorry, no new ocbs to speak of,
Joby2A.tr4--->unsphinx.prj
sphinxes have ocb of 0, and are triggered from the start. sorry

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well you might like to mind, the bell!
jokami36@aim (always online)

[This message has been edited by Chronicles5 (edited 06-24-2002).]

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LeeO
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Posts: 916
From:
Registered: May 2001

posted 06-24-2002 08:45 AM     Click Here to See the Profile for LeeO   Click Here to Email LeeO     Edit/Delete Message   Reply w/Quote
Thanks for trying.

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seven125
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Posts: 215
From:Austria
Registered: Jan 2001

posted 06-26-2002 01:38 PM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Another possibility would be to put the sphinx not only in the sphinx_slot but also in an animating_slot. As long as you don't want the sphinx to wake up, put the one the animating_slot in the room and later on when you want it to wake up, flip the room and replace the animating_sphinx with the real one!!

I hope this could help!

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hteS
Member

Posts: 1298
From: yellaV of the sgniK, tpygE
Registered: Aug 2001

posted 06-27-2002 02:34 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by seven125:
Another possibility would be to put the sphinx not only in the sphinx_slot but also in an animating_slot. As long as you don't want the sphinx to wake up, put the one the animating_slot in the room and later on when you want it to wake up, flip the room and replace the animating_sphinx with the real one!!

Unfortunately you can't put moveables in flip rooms.

But you could check the "Invisible" button and the buttons 1,2,3,4,5 in the Animating Sphinx's (ANIMATINGx's) OCB and then trigger it with the normal Sphinx (SPHINX). This would make the ANIMATINGx object disappear while the SPHINX appears.

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Don't worry! There will soon be a TRLE site that is...

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seven125
Member

Posts: 215
From:Austria
Registered: Jan 2001

posted 06-27-2002 09:25 AM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
You don't have to put the "real" Sphinx in the flipped room (srooy if i expressed myself indistinct) All you have to place in the flipped room is the trigger for the real sphinx.

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