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Author | Topic: all OCB codes
Driber_IF Moderator Posts: 2457 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 01-15-2002 01:36 AM please post any OCB code settings you know of here, I'm making a list of all known OCB codes to be placed on the TRLE FAQ page also add a small description of what the setting does, for which object it is and in which wad the object is (if it's not a standard object) screenshots of the OCB code effect will be very welcome when posting screenshot, only post a link to the image, don't use the [img] ubb code please IP: Logged
Tomb_Raider_Nut Member Posts: 832 From:Millwaukee,Wi,USA Registered: Jun 2001 | posted 01-15-2002 06:38 AM 128 to ammuntion makes it appear when it's gone in your inventory. that's the only one besides the ones in the manule that i can think of right now. ------------------ Visit my site! Sign my guestbook! Toothy Smiley Group Member #4~ "Founded by hteS" [This message has been edited by Tomb_Raider_Nut (edited 01-15-2002).] IP: Logged
Vivi_Ornitier Member Posts: 143 From:Black Mage Village Registered: Jul 2001 | posted 01-15-2002 08:56 AM If you type 888 in the OCB of the flame emitter 3 you get the ball of lightening (like in TR1) that 'follows' Lara, catches her alight, and kills her. <> [This message has been edited by Vivi_Ornitier (edited 01-15-2002).] IP: Logged
Data Moderator Posts: 1151 From:Omicron Theta science colony Registered: May 2001 | posted 01-15-2002 09:31 AM Type -53 into OCB when you wish to have 'flame emitter 1' blow out flames in the direction of the cone at a timed interval. To use this, place the flame emitter in a 1 tiled adjacent room, with the emitter facing toward the door, and place a (toggle opacity) texture over the door. The flame will then come through the wall when triggered, at the fixed timed interval. IP: Logged
TRoosevelt_26 Member Posts: 442 From: right behind you... Registered: Dec 2001 | posted 01-15-2002 09:44 AM 1. Typing -1 in the OCB of a FLAME_EMITTER makes it shoot out vertical puffs of flame. 2. Typing -1 into the HAMMER makes it work. 3. Depressing buttons 1, 2, 3, 4 and 5 in the OCB make an object be triggered from the beginning (without even placing a trigger). Then the triggers for that object become anti-triggers. I will add replies as I think of more... IP: Logged
Phabius Phodes Member Posts: 576 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-15-2002 09:30 PM Well guess it needs a big BUMP! IP: Logged
TRWad Member Posts: 110 From:Rotterdam Registered: Dec 2001 | posted 01-16-2002 11:56 AM Lowin -> check you mail. I sended a list with all codes used in the official game (I didn't has time to upload it) IP: Logged
Phabius Phodes Member Posts: 576 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-16-2002 12:50 PM Hey Michiel, can you send it to me please? BIG THANKS! IP: Logged
TRoosevelt_26 Member Posts: 442 From: right behind you... Registered: Dec 2001 | posted 01-16-2002 01:05 PM And me, too? IP: Logged
Driber_IF Moderator Posts: 2457 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 01-16-2002 02:35 PM TRWad's OCB list uploaded HERE wow Michiel, that's a great list! where did you get it? if anyone knows more about what the OCB settings from that huge list exactly do or has screenshots of it, feel free to post it on this thread [This message has been edited by Driber_IF (edited 01-16-2002).] IP: Logged
Wee Bald Man Member Posts: 580 From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories Registered: May 2001 | posted 01-16-2002 02:59 PM Hi Michiel, That's a huge list of OCBs (!) Is it correct to assume that an OCB of 0 (zero) has no effect? WBM [This message has been edited by Wee Bald Man (edited 01-16-2002).] IP: Logged
TRoosevelt_26 Member Posts: 442 From: right behind you... Registered: Dec 2001 | posted 01-16-2002 03:07 PM I hope so... Wow, thanks, TRwad!! IP: Logged
Phabius Phodes Member Posts: 576 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-16-2002 05:58 PM THANKS! IP: Logged
TRWad Member Posts: 110 From:Rotterdam Registered: Dec 2001 | posted 01-17-2002 10:50 AM quote: Originally posted by Wee Bald Man: Hi Michiel, That's a huge list of OCBs (!) Is it correct to assume that an OCB of 0 (zero) has no effect? WBM [This message has been edited by Wee Bald Man (edited 01-16-2002).] Right. 0 is no special code, but my pc (who made the list) put it in anyway to show all posible codes (for the case some objects don't work with 0) [This message has been edited by TRWad (edited 01-17-2002).] IP: Logged
hteS Member Posts: 583 From: Stockholm, Sweden Registered: Aug 2001 | posted 01-17-2002 10:56 AM So if -60 is entered in a mummy's OCB, it lies down dead until triggered like a skeleton with OCB 3? ------------------ ganon93@hotmail.com IP: Logged
TRoosevelt_26 Member Posts: 442 From: right behind you... Registered: Dec 2001 | posted 01-17-2002 10:59 AM Hurray! I tried entering -3 but of course the mummies just stood still against the wall until they were triggered. This is an invaluable list, TRwad! IP: Logged
TRWad Member Posts: 110 From:Rotterdam Registered: Dec 2001 | posted 01-17-2002 12:17 PM These are all codes used in the original game. Every code is used. Want a list from TR5 too (TR4&5 are the only ones with OCB) [This message has been edited by TRWad (edited 01-17-2002).] IP: Logged
aktrekker Member Posts: 974 From:WA, USA Registered: Apr 2001 | posted 01-17-2002 01:44 PM Driber, would it be possible to have a text version of that list, so I don't have to edit out the HTML? IP: Logged
djbrighty Member Posts: 261 From:worksop near sheffield, england Registered: Aug 2001 | posted 01-17-2002 01:52 PM http://www.9cy.com/members/trlw/ocb.txt there ya go Dj IP: Logged
Tomb_Raider_Nut Member Posts: 832 From:Millwaukee,Wi,USA Registered: Jun 2001 | posted 01-17-2002 07:47 PM it would be nice to have what all the ocb's do on the chart. anyway great list! ------------------ Visit my site! Sign my guestbook! Toothy Smiley Group Member #4~ "Founded by hteS" IP: Logged
Driber_IF Moderator Posts: 2457 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 01-18-2002 03:48 AM quote: Originally posted by Tomb_Raider_Nut: it would be nice to have what all the ocb's do on the chart. anyway great list! that was the purpose of this thread if you try out any of the OCB code settings on TRWad's list, please post the result on this thread and I will place it all on the TRLE FAQ page IP: Logged
aktrekker Member Posts: 974 From:WA, USA Registered: Apr 2001 | posted 01-18-2002 12:55 PM Thanks dj IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-20-2002 05:07 AM The ocb list is great but 1 problem. What does it do when you enter that code ??? It would be handier if you putted behind the codes another colom that explains what it does...cause this way i have to test what it does... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
TRWad Member Posts: 110 From:Rotterdam Registered: Dec 2001 | posted 01-20-2002 06:49 AM That's why the list is here. To find out what it means. The problem is that this file isn't created by a human, but by my computer. And the codes are not tested, that takes to much time. And the computer didn't know what codes were known by me or others. IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-20-2002 07:25 AM So we have to find out for ourselves what they do and post them here...hmmm.. question, where can i find the prj for the added levels. Cause i have the wads of most levels like Hypostile hall etc but i dont have the prj for it. Where can i find these... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
Phabius Phodes Member Posts: 576 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-20-2002 09:17 AM Yasin, Use TR2PRJ. YouŽll be able to convert almost all TR levels from the original CDs into PRJ files. The levels from TRLR come with triggers and ocb settings for all objects! Its very cool! And the idea of this thread is right. Now that we have the list, we MUST test the numbers and POST the results HERE. If everyone helps, weŽll have a complete list with features very soon! IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-20-2002 10:44 AM Where can i find this Tr2Prj thingi Fabio ? A url would be handy. and yes agree with you. If everyone co-operates with the list we should have in no time a full list. First i need also some extra links. Where can i find all wads, cause i dont have the complete serie. Thanks ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-20-2002 10:49 AM Never mind i got the wads from Geckokids site, also got tr2prj from it. Now i dont have Tr4 last relevation but i can borrow it from a cousin of mine to extract the tr files from it. Thanks Fabio. ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-20-2002 11:20 AM Ok got this prj thing but it seems i cant let it work... How does this thing works... ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
aktrekker Member Posts: 974 From:WA, USA Registered: Apr 2001 | posted 01-20-2002 02:54 PM What is the problem you have? Does the program not run? Make sure you have zlib.dll in the same directory, or somewhere in your path. I don't include this file because i is freely available in many places, and with TRWest, Strpix, etc. Does it not load a TR file? If you have a problem with this, let me know which file it is. Does it not save? Hmmm, does it crash? Not create files? Can't find the file it created? To use TR2Prj: 1) Doubleclick it. 2) Click Load TR button and browse to the TR4 (or TR3, etc) file you want to load. 3) Check the Objects checkbox if you want to include objects. 4) It won't put textures in the room, so it doesn't matter if you check that box. 5) Click Save All button to create the project. It lets you browse to where you want to save the project. If you checked Objects, it will let you browse to the Wad file to use. If you check textures, it will let you browse to the TGA file you want to include in the project. I don't remember if this version creates the TGA file. Is that simple enough? IP: Logged
Phabius Phodes Member Posts: 576 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-20-2002 03:13 PM Aktrekker, Is there a version that can do textures already? And Try saving "Sewers" from TR3. It performs an illegal operation and shuts down. It happens on a few more levels from TR3, canŽt remember the names... "Roofs" maybe... IP: Logged
aktrekker Member Posts: 974 From:WA, USA Registered: Apr 2001 | posted 01-20-2002 04:59 PM Unfortunately, TR3 is the one game I don't have. Make sure the version you have is dated Nov 8, as that is the last version I made. If you do have the latest version, I'll have to get ahold of one of the levels that crashes it so I can figure out what is wrong. IP: Logged
eTux Member Posts: 125 From:Valmiera, Latvia Registered: Jan 2002 | posted 01-22-2002 12:33 PM I tested some ocb's for the lightning conductor, element puzzle, and flame emmiter. Well here they are: Flame emmiter -59 & -57 are the same jets, but with 'long breaks'. -43 was a smaller break. -2 & -7 don't have breaks. The lightning conductor, as I mentioned somewhere earlier in this forum is just a vertical 'electric' thingy familiar to what flame emmiter3 with 1,2,3 or 4 in ocb. Element puzzle with 0 in ocb is a water puzzle, works perfectly with the small waterskin. 1 is for the fire puzzle, I know this could be originaly done with jerycan and torchlight, but I couldn't do this. 2 stands for the earth puzzle, which could be originally completed with the bag of sand, but I couldn't do this one too. 3 does absolutely nothing. IP: Logged
Phabius Phodes Member Posts: 576 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-23-2002 01:01 PM OCB settings for Waterfall. If you need to antitrigger a waterfall for some reason, put 668 in the ocb. Then, after itŽs triggered, the waterfall will be antitriggered with a simple antitrigger. If you donŽt put 668 in the ocb, the waterfall wonŽt be antitriggered. IŽve tested this with the waterfalls from Tomb of Seth and Karnak. Works ok. IP: Logged
hteS Member Posts: 583 From: Stockholm, Sweden Registered: Aug 2001 | posted 01-28-2002 04:55 AM 1 entered in the OCB of the CHAIN object (the swinging blade from Inside Menkaure's Pyramid) enables it to hurt Lara; if not, it doesn't harm her. I belive it is like this, 'cause I've used the blade in my first level without OCB and it didn't hurt Lara. In my upcoming Rome Raider level, I put 1 into the CHAIN's OCB and it works. ------------------ School is the route to Heaven through Hell IP: Logged

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