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Author | Topic: Doors + Flipmaps = problems!!!!!!
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-04-2001 08:03 AM I have flipped a lava room into a water room. After the flip, I cannot connect the room with any room and vice versa. Any solutions? I don't want to remake my hard work by deleting the flipmap, connecting the room, and flipping again. ------------------ Did ya know that Lara can breathe under water? IP: Logged
Emma P Moderator Posts: 476 From:Suffolk, England Registered: Apr 2001 | posted 09-04-2001 08:26 AM You can not connect rooms to flipped rooms. It's as simple as that. The only way to connect a room now will be to delete the flipped room, connect any rooms you want, and then flip it again. Which is why it warns you in the manual that you must complete your rooms before flipping. ------------------ Emma: Stop it! Driber_IF: Stop it! Emma: Scary! IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-04-2001 08:32 AM Sigh. All that hard work...right in the trash. I'm gonna select all/copy in the flipped room and then delete it, then connect and stuff, and then create the new flipmap and paste the old stuff. Thanx for your help, Emma. ------------------ Did ya know that Lara can breathe under water? IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-04-2001 09:56 AM Now I've done the flipmap and triggers! But there's another problem. It's two flipmaps, and when I play, only one is triggered. The triggers are in this order: "TRIGGER for FLIPMAP (2)" "TRIGGER for FLIPMAP (1)" "SWITCH for SWITCH_TYPE1". Only flipmap 1 is triggered. The switch trgger is split into two, because I have two switches. Any solutions to this problem? ------------------ Did ya know that Lara can breathe under water? IP: Logged
Emma P Moderator Posts: 476 From:Suffolk, England Registered: Apr 2001 | posted 09-04-2001 10:06 AM I haven't done much work with flipmaps, but think about this for a min. If the trigger for the 2nd flip map is in the first room before it is flipped. Then as soon as you flip the first one then you lose the 2nd flip get it? I think that in theory the 2nd flip should be placed in the room once it has been flipped. Try it cause it sounds like it might work right? IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-04-2001 10:16 AM um...I don't really understand... It's a big red room with another red room below it, and a sideroom with the flipmap triggers on one of the walls. The room below is a water room with death squares connected with toggle opaticy 2 and lava textures. When I trigger the flipmaps (blue rooms with water textures, no death squares), only the room above the water room is triggered, but the "air" room is blue and the water room is still red lava with death. Got it? ------------------ Did ya know that Lara can breathe under water? IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-04-2001 11:13 AM *bump* STILL NEED HELP! ------------------ Did ya know that Lara can breathe under water? IP: Logged
aktrekker Member Posts: 454 From:WA, USA Registered: Apr 2001 | posted 09-04-2001 03:33 PM Are you saying you want to trigger 2 flipmaps with a single switch? IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-04-2001 11:45 PM Yes. ------------------ Did ya know that Lara can breathe under water? IP: Logged
inchdix Member Posts: 821 From:hornchurch, essex. england. Registered: Dec 1999 | posted 09-04-2001 11:50 PM Then simply give both flip-maps the same number and they will be triggered simultaneously when you throw the switch ------------------ I WAS PRESSING THE DARN WALK BUTTON !! CELTIC FOLLY 1-5 IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-05-2001 12:33 AM I have tried that. It didn't work. ------------------ Did ya know that Lara can breathe under water? IP: Logged
aktrekker Member Posts: 454 From:WA, USA Registered: Apr 2001 | posted 09-05-2001 02:26 AM I don't think a trigger can make 2 things happen. The game engine isn't designed that way. Once it finds the first matching flipmap, it stops. Don't know if this will work, but thought I'd throw it out there. If I recall, the only way to have 2 special triggers on one block is if one is a Flyby. What if you create a flyby sequence, and on the first 2 cameras (still out of sight of the flipped rooms) also trigger one of the flipmaps? I really hate flyby's because they are overused. But a short one showing that something happened isn't bad. You would have to make it so you can't break out until the flipmaps are triggered. IP: Logged
MIRAI/TRT Junior Member Posts: 5 From:JAPAN Registered: Aug 2001 | posted 09-05-2001 03:19 AM Hi, you don't need to trash it, just cut and paste to another room. Connect your doors, flip, past back. I did that a lot when I had the same problems. pe@ce MIRAI IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-05-2001 03:38 AM I have tried with a Flyby, but it didn't work. Because I entered the wrong seq number in the first camera so it became connected with the intro cam. I will try the Flyby trick again. Thanx. ------------------ Did ya know that Lara can breathe under water? IP: Logged
hteS Member Posts: 387 From: Stockholm, Sweden Registered: Aug 2001 | posted 09-05-2001 08:37 AM YAAAAAAY!!!!!! IT WORKS!!!!!! YAHOOO!! I triggered a trigger triggerer from the two switches. Under the TT I placed a flipmap trigger and that WORKED! Thanx to all who helped me! I would like to give special thanx to aktrekker who gave me the advice of the "cannot trigger 2 things to happen" problem. Thank you aktrekker! ------------------ Did ya know that Lara can breathe under water? [This message has been edited by hteS (edited 09-05-2001).] IP: Logged
inchdix Member Posts: 821 From:hornchurch, essex. england. Registered: Dec 1999 | posted 09-06-2001 02:08 AM Ok hteS...... this is actually how you set up the triggers as I was reffering to.... number your flips whatever you like as long as they are the same. Place a trigger for the same flip under each switch. In the trigger field for one switch, highlight the numbers 1,2&3 , in the trigger field for the other switch, highlight the numbers 4&5.... that way both flips will only activate once both switches are thrown..... and that way you save yourself an object that could be used elsewhere! ------------------ I WAS PRESSING THE DARN WALK BUTTON !! CELTIC FOLLY 1-5 IP: Logged

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