GUIDE

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GUIDE
Media:GUIDE.zip
Name GUIDE
Slot 37
Type Controllable character

An animated character/creature used in the GUIDE slot can be controlled to show lara where to go, light torches and other commands. To control a GUIDE; you need to place AI_FOLLOW nullmeshes over the map close to each other to create a path. The guide requires the MESHSWAP2 object, and then therefore not be used in the same map as the BADDY_2 enemy.


Contents

[edit] Setting up the path

Normally the guide will run around. To control it, you must put AI_FOLLOW objects. First put the guide and an AI_FOLLOW on the place where you want him to start. Then set up his complete route, at every point he must visit you must put an AI_FOLLOW. Also every place where he should do something place an AI_FOLLOW, for possible actions see below. When you placed the AI_FOLLOW, you must tell in which order he should walk to them. Give the AI_FOLLOW below him a number, best is to use 0. That is the base number. Then the first AI he should go to will get the same number. The second AI will get base+1, the third base+2, etc.


[edit] Controlling the movement

The guide will not walk by himself. You must order him to walk first by putting a FLIPEFFECT 30 trigger. The FLIPEFFECT trigger can be selected in the trigger menu by clicking Object. This will give a list, choose FLIPEFFECT. Next to that box put 30. Now in the timer field put the ocb code of the AI object you want him to walk to. Put that trigger somewhere, when it gets activated the guard will start walking to the point assigned in the flipeffect. You do not have to trigger each AI object, you can skip a few but he will still walk to them and do the actions assigned to the AI objects. When the guard arrives at an AI object where he should trigger something, he will stop and wait for Lara before performing his action.


[edit] Read inscription

Put an AI_FOLLOW with codebit 3 and 5 on. Under the object place a HEAVY trigger for what you want him to activate. Once he arrived at this point, he will wait for Lara. When Lara gets close, he will preform his animation and the trigger is activated. Effect: He will put his hand into the air and the trigger is activated.


[edit] Take torch

Put AI_FOLLOW with codebit 5 on. Also put ANIMATING2 on the same sector. The point of the AI nullmesh should point away from the torch. No need to trigger the ANIMATING2, this is hardcoded. Effect: He will take the torch and light it.


[edit] Light torch

Put FLAME_EMITTER2 at 8 clicks height. Put a AI_FOLLOW on the floor with code bit 1 turned on. Put a HEAVY trigger for the flame at the AI_FOLLOW. For the torch, use ANIMATING1 from the settomb wad. The point of the nullmesh AI_FLLOW and FLAME_EMITTER2 must point away from the torch.


[edit] Light patrol

Put AI_FOLLOW with the point poiting away from the patrol. Press the code bit 4. Below the AI_FOLLOW put some heavy triggers for what you want him to activate. When he is ordered to go to this AI_FOLLOW, he will stand there and wait until Lara comes close. He will NOT light the patrol when Lara is far away. Effect: Guide will kneel and put his torch on the patrol


[edit] Activate trap

To use the trap, put an AI_FOLLOW and press code flag 2. Below put a HEAVY trigger for the trap. The SETH_BLADES can be used as trap, these need to be set up with a negative OCB code. The room must be 3 block width, 2 SETH_BLADES with the same OCB must be set in the middle of each sector. One should be rotated 180 degrees. The value is the delay of the blade. To get the effect like in the tomb of seth, use -4 in the first row, -14 in the second, -24 in the third etc. Other values are allowed however. Below the complete trap put triggers for ALL blades. Also the guard should trigger all blades at once. Effect: Guide will lower his torch and activate the traps.

[edit] Remove guide

Put a AI_FOLLOW with all 5 code flags pressed and the guide will disapear from the map.


[edit] External links

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