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Author | Topic: Using the 'mutant' object, which other object do I need?
Data Moderator Posts: 1767 From:Omicron Theta science colony Registered: May 2001 | posted 06-08-2002 04:04 AM ....for the flames that come from it's mouth. I appear to have parts of Lara fired at me? IP: Logged
hteS Member Posts: 1221 From: yellaV of the sgniK, tpygE Registered: Aug 2001 | posted 06-08-2002 04:09 AM I believe there's a MIP object for MUTANT. And I believe you also need LOCUSTS and LOCUSTS_MIP. IP: Logged
Mulf Member Posts: 167 From: Registered: May 2001 | posted 06-08-2002 04:15 AM I'm not sure whether you actually need the MUTANT_MIP object. However, in order to avoid having parts of Lara fired at you, include the BUBBLES object in your wad. IP: Logged
Data Moderator Posts: 1767 From:Omicron Theta science colony Registered: May 2001 | posted 06-08-2002 07:04 AM Thank you, I will use your suggestions. IP: Logged
eTux Member Posts: 1143 From:Valmiera, Latvia Registered: Jan 2002 | posted 06-08-2002 07:41 AM The locusts are not needed for the mutant to work. So it would work properly you only need the MUTANT and Bubles object. The bubles object is also needed for Seth, Demigod 2 & 3, so they wouldn't shoot Lara's buts or grenades. IP: Logged
Data Moderator Posts: 1767 From:Omicron Theta science colony Registered: May 2001 | posted 06-08-2002 08:23 AM quote: Originally posted by eTux: The locusts are not needed for the mutant to work. So it would work properly you only need the MUTANT and Bubles object. The bubles object is also needed for Seth, Demigod 2 & 3, so they wouldn't shoot Lara's buts or grenades. Thank you eTux. IP: Logged
Data Moderator Posts: 1767 From:Omicron Theta science colony Registered: May 2001 | posted 06-09-2002 09:59 AM I have attempted suggestions, however Lara's thighs still chase after Lara should be locusts. I have the 'Fish object' in the wad which is the locusts and I have tried various means of triggering them. I have taken a look at the original level that has the mutant, however can find no nullmush 'fish' object anywhere near it so I can only assume that it should happen automatically. BTW I also have the 'bubbles' object so now the flames from the mutants mouth work. Has anyone anymore possible solution? IP: Logged
Dan the Jazzman Junior Member Posts: 21 From: Registered: Apr 2002 | posted 06-10-2002 12:17 PM Do you need the actual *mesh* (not nullmesh) for the locusts? I think it was in the Ahmet.mip slot or something, It should be in there somewhere... IP: Logged
eTux Member Posts: 1143 From:Valmiera, Latvia Registered: Jan 2002 | posted 06-10-2002 12:54 PM That's strange. As I said the fish object itself is not required, but I don't know about the Ahmet_mip (the locust mesh). If The dragon releases Laras tights instead of the locusts, then the Ahmet_mip is required. You can add it from the original city or newcity wad. IP: Logged
Data Moderator Posts: 1767 From:Omicron Theta science colony Registered: May 2001 | posted 06-10-2002 01:42 PM Thank you, I will try that. EDIT: Have used AHMET MIP and now everything functions correctly so thank you all that helped. All I need to find out now, is how to stop this monster. [This message has been edited by Data (edited 06-10-2002).] IP: Logged
eTux Member Posts: 1143 From:Valmiera, Latvia Registered: Jan 2002 | posted 06-11-2002 12:57 AM You meen how to kill it? There are few ways: 1 You can use the cutscene editor and use the cutscene from the original TR4 when the monster was killed. 2 You can make a (sort of) cutscene yourself and use the TR Media player, that Wee Bald Man presented recently. 3 I described in a thread in the old forums 'how to kill' an immortal monster, with the help of teleportation(level jumping in the same level). The only problem is, that the whole part of the level after the beast must be locked away in any way till the dragon is dead and the whole part till the dragon must be locked away, when Lara is 'ready'(has a specific puzzle item to kill the mutant) to kill the beast, and after that too. Well, here is the thread from the old forums. My first post describes the ways, I think the 2nd is the only possible one, but since I don't know a mortal baddy that'd act like the mutant, you'll just have to 'kill' it. The All TR4 monster wad that GeckoKid was kind enough to host a while back included a dead mutants head as mutant_mip. I think it has to be replaced with an animating. I tested it myself recently and the head has no collision (I think this can be fixed with Wadmerger) and it is kinda 'outta place'. When you paste it in a room, you have to maximally zoom out to see the head correctly, I think this can be fixed with a cad, but I haven't tested it. IP: Logged

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