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> TRLE Search Engine> Forums > General TRLE Talk > Let's enlarge our OCB archive!
| 2005-08-14 21:59 | |
| The Archeologist | Let's enlarge our OCB archive!  |
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Registrated Member 26 posts |
Hello, everyone!
I'm new here. If you still don't know me, have a look on "Newbie Forum". I've decided to begin this forum: Let's try all together to enlarge our OCB archive! ("Our"! I feel I belong to this community now!) I want to tell you three discoveries I made some time ago: 1. In the OCB archive of this site there are only four OCB codes for the Flame_Emitter object, but I find that EVERY negative code makes the nullmesh shoot flames upwards or forwards, with or without brakes. The only things that change is the direction of the flames and the lenght of the brakes. I still don't know if there is something like a formula to calculate the OCB knowing the direction, the lenght of the flamethrow and the lenght of the brake. I have to test it better. 2. Also the Flame_Emitter2 object has some special effects not listed: If you write in the OCB the number 1, you will obtain a smaller flame; if you write 2, the moving flame; if you write 3, an even smaller flame; and so on, obtaining a flame smaller and smaller (something like candlelight). Moreover if you write 123 you will obtain a flame like ocb 0, but in the middle of the sector. There was also a number that creates a flame similar to that one created by Flame_Emitter, but not deadly. I'm sorry but I forget that number! But it was higher than 20 (if I'm not mistaken)... 3. Last, but not least, I find that if you open a .WAD file with WadMerger and rename any Nullmesh you want into another one, it will works the same! So I tryed to create from Flame_Emitter Nullmesh, other Nullmeshes that doesn't exist in TR4 levels, like Red_Light, Green_Light, Blue_Light, Amber_Light, White_Light and Blinking_Light and... they works!!! Well, more or less... They have complicated workings connected to their OCB codes, and if you want to see differences you must write down codes higher than 1000. This is a recent discovery and I still don't have tested it very well... Now I need your help! Test with me this new effects and feed me back on this Forum. I will try to find other special OCB codes for other items and understand their function to enlarge our OCB archive! Currently I don't login on Internet frequently (once a week, on avarage) but I will try to reply new discoveries as soon as possible! I hope lots of level designers will answer me!!! Last edited by ChatBot on 2005-08-14 21:59 I seek for truth, the truth that is hidden behind good and evil, the truth which is hard to understand, the truth that is hard to tell, the truth which makes some people believer, and most important of all, the truth which is fogotten after centuries. I'm the lonely archeologist. |
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| 2005-08-15 05:18 | |
| trplayer |   |
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Registrated Member 111 posts |
Try the Resource thread on TRLE.net
http://www.tr-resurrection.de/trlenet/viewtopic.php?t=14637 This thread contains a lot of information for help with LE problems. At the top is the link for flame emitter codes. If you read on a few posts, there is the formula that you are looking for. For FLAME_EMITTER2 you can make it the same as normal, only in the middle, if you just rotate it one click (45 degrees). I reall don't know what the blinking lights and coloured lights do. But I hope you update, and best of luck. Jon
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| 2005-08-17 02:31 | |
| Johnny |   |
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Registrated Member 424 posts |
Thanks archeologist! Sounds like you know what you're talking about! Just makin' games beta! |
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| 2005-08-21 22:29 | |
| The Archeologist | And now, other codes!  |
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Registrated Member 26 posts |
And special thanks to Trplayer! I've done some tests with the codes found on his thread. Now (I think) I've got the right formula for the Flame_Emitter. It is: [lenght of the break in seconds] x [8] + [a number between 0 and 7] Ok, for the last number I found some problems 0 - Shoots flames forwards* 1 - Shoots flames upwards 2 - Shoots flames forwards without breaks 3 - Shoots flames forwards* 4 - Shoots flames forwards* 5 - Shoots flames forwards* 6 - Shoots flames forwards* 7 - Shoots flames forwards without breaks starting straight from the wall the back of the null mesh is pointing at. As you could read, despite the formula, numbers 2 and 7 always make bursts without breaks, so you can simply set the ocb to -2 and -7 to obtain these effects. Moreover numbers 0, 3, 4, 5, 6 seem to make the same effect, but actually it's a bit tricky thing. If you try to add different values keeping the first part of the formula the same, you will obtain slight variation of the lenght of the break (anyway less than a second). I don't know what's the use of it. Maybe it's only for a better visual effect, to avoid overlapping of the flame-throwers (like two consecutive bursts that turn on and off at the same time). Flame_Emitter2 hasn't got something like that formula in its ocb. It has only a few codes: 0 = Normal small flame 1 = Half small flame 2 = Moving flame (like in Cleopal project) 3 = Flame smaller than ocb 1 4 = Flame smaller than ocb 3 5 = Flame smaller than ocb 4 31 = Normal size flame (similar to Flame_Emitter1, but not deadly) 123= Flame like ocb 0, but in the middle of the sector. Ocb 123 is useless 'cause it only works for the normal small flame. If you want any flame in the middle of the sector, you can simply rotate it one click so as the null mesh points a vertex of the square sector (Thanks to trplayer for this hint! Any number between 5 and 30 makes a flame too small to be seen (It looks like a little yellow ball), so I didn't include them in the list above. After code 31 the size is reset to normal. That's all for now! - Flame_Emitter3 (aargh! Flames again!! - Steam_Emitter - Earthquake - Anything else to suggest me? Just let me know... If you would like to give me the url of any thread that already talks about this items, I will appreciate your help. See you soon! Last edited by The Archeologist on 2005-08-21 22:31 I seek for truth, the truth that is hidden behind good and evil, the truth which is hard to understand, the truth that is hard to tell, the truth which makes some people believer, and most important of all, the truth which is fogotten after centuries. I'm the lonely archeologist. |
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| 2005-08-22 03:15 | |
| Crane |   |
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Registrated Member 101 posts |
WOW!!! these are wondeful informations!!! Don't build tombs... Build challenges... |
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| 2005-08-22 04:51 | |
| trplayer |   |
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Registrated Member 111 posts |
I have been searching for a way to make an upward flame without breaks, but I cannot find one. -25 does not work, though it says on the TRLE site that it should.
So I looked at the formula and did this: (length of break = 0 seconds, I don't want a break) Ũ 8 +1 (vertical) = 1 But -1 does what it says it does on TRLE. Is there at all a way to make a vertical flame that doesn't have breakes? Thanks, Jon
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| 2005-08-30 19:30 | |
| The Archeologist | Hello! I'm back!  |
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Registrated Member 26 posts |
Hello everyone! Sorry for my disappearing, but I've been on holiday Sorry, trplayer, but I don't know how to make an upward flame without brakes. I seek for truth, the truth that is hidden behind good and evil, the truth which is hard to understand, the truth that is hard to tell, the truth which makes some people believer, and most important of all, the truth which is fogotten after centuries. I'm the lonely archeologist. |
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| 2005-12-25 15:26 | |
| LeelooBastet |   |
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Registrated Member 89 posts |
Flame_emitter 2
OCB : 13 -> Smaller than ocb 3 or 4 (kinda match flame)
Leeloo Mina? Lekatariba Lamina?-Tcha? Ekba De Sebat. |
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| 2006-01-23 17:46 | |
| The Archeologist | Back At Work  |
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Registrated Member 26 posts |
I had a veery long break, I hope I can go back to work on this (again...) A bit of news: I'll test also some enemies OCBs and at the end of my work, i'll try to gather all these information into a single post (or a Tutorial, I don't know for now). Before rolling up my sleeves I have to ask you some question about Baddies: - How does the "sequence of Baddies" work? I can't understand it by myself (too stupid for that -On a topic (I don't remember where) I found this description of the Baddy1 (Maybe also Baddy2, I don't remember very well) This blue ninja can climb up or down up to 4-clicks, jump 1 or 2 block gaps. During the game, this baddy will pick up small medi-packs and uzi clips which are in the same room as he is placed, before he will go after Lara, even if she shoots at him first. He uses a pre-determined (hard-coded) number of uzi ammo that increases if he picks up other uzi clips in the room. When he runs out of ammo, he will uses his sword to hurt Lara. Is that true? Or is it just a sort of joke? What is this hard-coded amount of uzi clips? At the beginning I thought that was the explanation of this weird OCB: 10 = Unlimited Uzi Ammo But now I begin to doubt it (and this isn't a good thing Please answer me!!! I seek for truth, the truth that is hidden behind good and evil, the truth which is hard to understand, the truth that is hard to tell, the truth which makes some people believer, and most important of all, the truth which is fogotten after centuries. I'm the lonely archeologist. |
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| 2006-01-25 12:00 | |
| Mulf |   |
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Registrated Member 8 posts |
OK, I haven't had much experience with BADDY_1 and _2 (using SAS mainly myself), but from what I remember it's actually the case that baddies
1) fire about 3 rounds at Lara before they run out of ammo and resort to their melee weapon; 2) will go for any medipack or uzi pickup they can reach (if there are any in the immediate vicinity)before beginning to attack Lara (although I'm not sure whether a uzi pickup actually increases their hardcoded amount of ammo...as they're usually dead before you could become aware of this); 3) with an OCB of 10, they use uzis only, never their respective melee weapon. As regards the sequence of the baddies' appearing that you can create by using OCB +1000, +2000, etc., check out the jeepchas.tr4 (Valley of the Kings). I've never tried this myself, but the idea is that those baddies who have an OCB of +2000 will become active when those that have an OCB of +1000 are dead, etc. However, I saw a forum post by Turbo Pascal (?) recently where it was said that this scenario works only when you set it up in room #2 of your map. |
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| 2006-01-25 12:46 | |
| Michiel |   |
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Administrator 1318 posts |
I had the trick with multiple baddies working once. It only works in room 2. You can also trigger effects with it using heavy triggers and AI objects. I thought it works on more objects then just the baddy_1, but I don't know which.
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| 2006-01-26 22:19 | |
| Aza |   |
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Registrated Member 306 posts |
It works with Demigods as well.
Aza I AM NOT A NUMBER! I HAVE A NAME! I AM NOT A NUMBER!! DO YOU HEAR ME!?! I HAVE A NAME!! "Whats your name?" Teeerrryyy!! |
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| 2006-02-24 13:43 | |
| Patricia |   |
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Registrated Member 116 posts |
I donīt intend to hurt you but these informations are since long known, just browse the other TRLE websites and you find them Building "By the rivers of Babylon" ... Level2: The Archaeological Site |
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| 2007-07-27 14:59 | |
| TRLEDude |   |
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Registrated Member 29 posts |
Woow ya lets enlarge the OCB archive and...
And..... LETS PARTY !!! Grace to TRLE!! |
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| 2008-04-17 18:36 | |
| macseth |   |
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Registrated Member 1 posts |
Well... Theres also a OCB code for scales that says how much litres must be pour in to scale to activate trigger:
1 - 1 litre 2 - 2 litre and so on... but i wonder if there are some negative values that makes effect or values higher than 5... But I'll find out. This is the world we live in... |
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