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Author | Topic: Object Code Bits and Objects
Chipmunky Member Posts: 80 From:West Midlands Registered: Apr 2001 | posted 04-25-2001 11:02 AM Does anyone know what the OBC are for objects not listed in the manual ie: objects from TR4 like the collapsing floor found in joby5c.was IP: Logged
KingSpyder Member Posts: 59 From: Registered: Feb 2001 | posted 04-25-2001 09:37 PM quote: Originally posted by Chipmunky: Does anyone know what the OBC are for objects not listed in the manual ie: objects from TR4 like the collapsing floor found in joby5c.was The collapsable floor objects don't need any special OCB settings. They require the "Dummy" trigger set on the same square. As for the others, experiment! That's what I did to discover the you needed the "Dummy" trigger for the collapsable floors. ------------------ KingSpyder KingSpyder@thefreesite.com KingSpyder's World Doctor Who: The Transcripts Project & KingSpyder's Tomb Raider Levels IP: Logged
Chipmunky Member Posts: 80 From:West Midlands Registered: Apr 2001 | posted 04-26-2001 10:38 AM how i tried to set a dummy trigger by selecting the object then selecting the floor square below it and changing from trigger to dummy before pressing the pink button but she still falls through it IP: Logged
Turbo Pascal Member Posts: 67 From: Registered: Dec 2000 | posted 04-26-2001 11:21 AM >how i tried to set a dummy trigger by >selecting the object then selecting the >floor square below it and changing from >trigger to dummy before pressing the pink >button but she still falls through it Like the manual said, YOU CAN'T PUT TRIGER AT SECTOR COLISIONAL WITH ROOM BELOW, (sectors not solid) You must put the trigger at next solid floor, this mean, put the dumy trigger at the sector in the room below. t.p. IP: Logged
Chipmunky Member Posts: 80 From:West Midlands Registered: Apr 2001 | posted 04-26-2001 11:25 AM thanks i was trying to do a bridge over water, but placing the triggers in the water room fixes it, thanx for your help, i dont suppose you know what wad the mutant object is in ? Ive found an animating slot copy of it and the mutant_mip object but cant find the actual mutant enemy object IP: Logged
KingSpyder Member Posts: 59 From: Registered: Feb 2001 | posted 04-26-2001 10:02 PM It's in highstrt.tr4. A little suggestion: Save the object list from Mike's site for reference. It really comes in handy when you're off-line and need to find an object quick. ------------------ KingSpyder KingSpyder@thefreesite.com KingSpyder's World Doctor Who: The Transcripts Project & KingSpyder's Tomb Raider Levels IP: Logged
Chipmunky Member Posts: 80 From:West Midlands Registered: Apr 2001 | posted 04-27-2001 02:22 AM cheers for your help but i got just one more question, who's mike? IP: Logged
Lara Severi Member Posts: 937 From:Darlington, CO Durham, England Registered: Jan 2001 | posted 04-27-2001 02:57 AM I'm guessing the maker of TRWEST? ------------------ la IP: Logged
KingSpyder Member Posts: 59 From: Registered: Feb 2001 | posted 04-27-2001 10:13 PM quote: Originally posted by Chipmunky: cheers for your help but i got just one more question, who's mike? Mike made TRwest. I assumed you were using TRwest... Are you? If not, you should really check it out, or at least his site. ( http://www.jps.net/mikejj/trwest/ ) ------------------ KingSpyder KingSpyder@thefreesite.com KingSpyder's World Doctor Who: The Transcripts Project & KingSpyder's Tomb Raider Levels IP: Logged
Chipmunky Member Posts: 80 From:West Midlands Registered: Apr 2001 | posted 04-28-2001 06:47 AM ah right, and yes i am using trwest v2 IP: Logged

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