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  lara runs straight through the pushable object??????

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Author Topic:   lara runs straight through the pushable object??????
tomb raider fan
Member

Posts: 463
From:England, Sheffield
Registered: Dec 2000

posted 01-23-2002 11:54 AM     Click Here to See the Profile for tomb raider fan   Click Here to Email tomb raider fan     Edit/Delete Message   Reply w/Quote
why does lara jump straight through the pushable onject. i might know why. i have a romm which is 3 x 1, it's a water room and has a height of 1 click. and on top of the room is another romm which is 8 clicks high. i placed the pushable object in the water room. she can push it alright but she can jump staright through the boject and when she kinda looks away from the object, it goes invisible. whats happening?

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The ARCHIVES
Junior Member

Posts: 29
From:Egmond aan zee, Netherlands
Registered: Dec 2000

posted 01-23-2002 12:44 PM     Click Here to See the Profile for The ARCHIVES   Click Here to Email The ARCHIVES     Edit/Delete Message   Reply w/Quote
(Pushable) Objects placed into watered rooms appear to be invisible on its surfaces. When you view this object inside the editor and change into the stacked room above you will notice the same effect. This indicates that the editor exactly lets you see what you will get ingame. You will find this effect for instance with columns too. When Lara is swimming, she swimms through a column etc. So when Lara gets into a stacked room with a watered room underneath this effect will always return. It is invisible with some cam positions and has got no collision.

To solve this problem, split your 3 X 1 waterroom into 3 pieces. Re-connect them, place your pushable object in one of them and apply toggle opacity on both sides of the connection so Lara cannot reach the pushable when your room is watered.
Split your stacked room above so that there is a single room left that matches the pushable room, connect all vertical/horizontal doors, apply toggle opacity to the upper room connections too. Lara now can't jump through. Then create a flipmap of all 4 rooms (those which are connected to the pushable rooms)and trigger them according to your water amplitude change. Delete the opacity effect inside your flipped rooms.

That's it

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beetleboy
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Posts: 55
From:
Registered: Feb 2001

posted 01-23-2002 04:03 PM     Click Here to See the Profile for beetleboy   Click Here to Email beetleboy     Edit/Delete Message   Reply w/Quote
You probably have an outdated version of TR2wad.

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