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Author | Topic: demigod3
possum problem Member Posts: 41 From:England Registered: Feb 2002 | posted 05-27-2002 04:59 AM Anyone got any useful tips on using/modifying the demigod3 (cleopal) I want to achieve the following: 1- make him stand guard (AI modify/guard seem to have no effect) ... positioned on a single block the DG walks around in circles - 2- make him VISIBLE before triggered into life, i.e. so he appears as a menacing statue. Also, any info on the OCB codes for this chappy. tks pp IP: Logged
eTux Member Posts: 1079 From:Valmiera, Latvia Registered: Jan 2002 | posted 05-27-2002 05:40 AM Enter a number (start with 1) in the ocb of the demigod and the al objects, and then it should work, but if it doesn't make enclose his activities with the 'boxes'. Never tried this but, here it goes version1 - open the ocb of the demigod, and press all 5 number buttons,also press clear body (makes him act like a statue, Lara is still able to shoot at him, but it doesn't do any damage), and then place a trigger for the demigod somewhere in the game and he should awake and start shooting Lara, but dunno if this works. version2 - make an object that looks like the demigod and place it in the map on the same square as the demigod itself. Then trigger a flipmap, the object should dissappear (usually static objects dissapear) and with the triggering of the flipmap, also trigger the demigod, and the 'statue' should come to life. IP: Logged
possum problem Member Posts: 41 From:England Registered: Feb 2002 | posted 05-27-2002 06:25 AM thanks for the feedback, eTux, but it’s not working yet. The AI objects do not affect him - probable because the DG was designed only to have one animation when not shooting. So I’ve given up on that one. What does " enclose his activities with the boxes" mean? ---- As for getting him to act as a statue - your version 1 works to create the statue but he can’t be triggered into life. And pressing all five ocb numbers without clear body and the level crashes at boot-up. version 2 sounds interesting but I’m pretty sure any object would still be visible after the flip - it’s an effect I’ve used to have key pick-ups visible but ‘floating and out-of-reach’ until the flip builds the room to reach the pick-up - placing it at floor level (but the object never moves.) Besides - I’ve already got 10 flips and any more cause problems for the level. ---- I’ll try out any other ideas you have but I reckon I’m going to have to relocate the DG to a larger area and have him go walkies. cheers pp IP: Logged
eTux Member Posts: 1079 From:Valmiera, Latvia Registered: Jan 2002 | posted 05-27-2002 10:55 AM 'Enclose his activities' means this - you know that you can add special features to a square - trigger, death, monkey swing, climbable. BOX is one of these, this disables enemies on walking on that square. You can enclose an area of squares that have no effect with box squares, I guess it's easier to 'draw it for you'. For example if yu want the D3 to be able to walk only on 3 squares then: you can make something like this (o - normal squares, x - box squares, D- the demigod) xxxxx xoDox xxxxx and the D-god can't leave that area IP: Logged

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