Object SettingsOn this page you can find a lot of ocb codes for objects in the Tomb Raider level editor. In order to understand this document, please read these instructions. Objects are sorted into groups. Each object has it\'s own frame. The name is listed in bold. Some objects have multiple slots. If these work the same, the number is replaced by x. Sometimes multiple names are shown. This means these objects must be combined or they work the same.
Below the name are, if available, instructions listed in italic. Below the instructions are the possible ocb codes. Codes in normal font are the base code. You can only use one of these codes. Codes in italic font must be added to the base code. You can use more of these codes by adding the all values to the base code.
BADDY_1 & BADDY_2Also needs MESHSWAP2 (baddy 2) or MESHSWAP3 (baddy 1) in the wad.
0 - Normal
1 - Roll to right when triggered
2 - Jump to left when triggered
3 - Start ducked when triggered
4 - Climb up 4 clicks when triggered
10 - Unlimited uzi ammo
Dog0 - Normal
1 - Lay down (visible) until triggered
LITTLE_BEATLEEnter the number of beatles you want in the ocb.
1000 - Beatles come out of the floor
2000 - Beatles fall down from ceiling
4000 - The beatles start coming out slowly and the gush out.
PUZZLE_HOLExPuzzle holes are activated if lara stands before, the player pressed action and selects the correct PUZZLE_ITEMx. With some ocb codes you can have special anims.
0 - Play lara animation when inserting the puzzle. Enter number * -1 in the obj.
999 - Disable collesion of puzzle_done object.
1024 - Play cutscene. Put cutscene ID in ocb and add 1024
DOOR_TYPEx0 - Door opens when triggered
1 - Combined with COG_SWITCH. Door raises on every turn of the cog and lowers itself when the cog is released.
2 - Can open with crowbar.
FLAME_EMITTER-9 - Shoots flames upwards with very short brakes.
-3 - Shoots out flames to the side with short brakes.
-2 - Shoots out flames to the side without brakes.
-1 - Shoots flames upwards with brakes.
0 - Normal big flame
FLAME_EMITTER2The flame emitter 2 normaly shows the flame not in the middle of the sector, but in the edge where the back side of the NULL mesh is pointing to.
0 - Normal small flame.
1 - Smaller flame.
2 - The flame moves on the floor in the direction the NULL mesh is pointing.
123 - Small flame but in middle of sector.
255 - Big flame (size of flame emitter 1), but no light and no damage
FLAME_EMITTER3888 - Big ball of lighting that follows Lara.
ChainThe chain can contain an animated object
0 - The object pushes lara aways when it hits her.
1 - The object pushes lara aways and hurts her when it hit.
PULLY0 - Number of times you need to pull the rope to activate trigger.
xxxxxx_AMMOThis one goes for all gun ammo.
128 - When you run out of ammo, the pickup will appear again.
All pickupsThis should work for all items you can pickup.
0 - The pickup is on the floor
1 - The pickup is in a hole in the wall.
2 - The pickup is attatched to the wall (crowbar needed).
3 - The pickup is on a high pedestal
4 - The pickup is on a low pedestal.
64 - Activate a pickup trigger when picked up.
MUMMY-60 - Stands still with arms crossed until triggered.
2 - Lays on ground until triggered and only starts moving when Lara is close
WRAITH_22 - Dies on contact with water
SENTRY_GUN0 - Shoots Lara
1 - Invisible until triggered, after triggering the gun is broken
SKELETON1 - Jumps out of ground to right
2 - Jumps out of ground to left
3 - Lies on the ground untill triggered