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Author Topic:   Flare Bug - possible solution...
Michael P
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Posts: 31
From:
Registered: Apr 2001

posted 05-08-2001 07:29 AM     Click Here to See the Profile for Michael P   Click Here to Email Michael P     Edit/Delete Message   Reply w/Quote
Many of you know the flare bug, ie once you have too many flame emitters in a room/level, Lara lights up a flare but it will not light until thrown to the floor...

Credit for a potential solution goes to Hokolo at the German Eidos forum. He checked the object numbers of his numerous flame emitters and when he ran into a total outlier (in terms of number range) he deleted this one and then it worked ok and he could add in more without encountering the bug. Have not had the need yet to try myself, but if you want, give it a go in your levels...

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HAPPY RAIDING!
Michael.

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Driber_IF
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Posts: 113
From:Den Haag, The Netherlands
Registered: Apr 2001

posted 05-08-2001 08:38 AM     Click Here to See the Profile for Driber_IF   Click Here to Email Driber_IF     Edit/Delete Message   Reply w/Quote
I don't understand, what exactly did he delete???

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Custom TR levels, textures and other TR goodies on www.driber.cjb.net

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Michael P
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Posts: 31
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Registered: Apr 2001

posted 05-08-2001 10:10 AM     Click Here to See the Profile for Michael P   Click Here to Email Michael P     Edit/Delete Message   Reply w/Quote
He deleted the respective flame emitter with the strange object number and recreated a new one.

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HAPPY RAIDING!
Michael.

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inchdix
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Posts: 617
From:hornchurch, essex. england.
Registered: Dec 1999

posted 05-08-2001 12:10 PM     Click Here to See the Profile for inchdix     Edit/Delete Message   Reply w/Quote
Or, if you dont want to be limited to the amount of emmiters you use.... set anti-triggers to turn them off once Lara leaves the area.......

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I WAS PRESSING THE DARN WALK BUTTON !!

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wgell
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Posts: 55
From:Lochwinnoch, Scotland
Registered: Apr 2001

posted 05-08-2001 12:23 PM     Click Here to See the Profile for wgell   Click Here to Email wgell     Edit/Delete Message   Reply w/Quote
Thanks Michael I`ll look into that. I`m needing a lot of emitters for my latest level and was looking for ways around the bug.

Should be ready in a couple of weeks hopefully!

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Will Gell
www.wgell.net

Download Raid On featuring Lara...
www.wflg.clara.co.uk/music/raidon.mp3

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Michael P
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Posts: 31
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posted 05-09-2001 12:15 AM     Click Here to See the Profile for Michael P   Click Here to Email Michael P     Edit/Delete Message   Reply w/Quote
Hold the horses! Sorry, folks - seems it was a false alarm and this is NOT the solution. Hokolo did further testing and indeed the limit is 31 flame emitters triggered at any given time. Once there are 32, the flare in Lara's hand turns off :-(

So, I guess, the only way around it is the Anti-triggering as mentioned by Inchdix above...

Again, sorry for the confusion!

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HAPPY RAIDING!
Michael.

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jbc21
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Posts: 77
From:Eilat, Israel
Registered: Feb 2001

posted 05-09-2001 02:01 AM     Click Here to See the Profile for jbc21   Click Here to Email jbc21     Edit/Delete Message   Reply w/Quote
By the way,
How do you use the anti trigger thing? In the manual they say it's of no use...

JB

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Driber_IF
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Posts: 113
From:Den Haag, The Netherlands
Registered: Apr 2001

posted 05-09-2001 02:39 AM     Click Here to See the Profile for Driber_IF   Click Here to Email Driber_IF     Edit/Delete Message   Reply w/Quote
you are probebly mistaken it for combat trigger or something, the anti-trigger is used for deleting an object from gameplay
select the object, select a quare where you want the object to disappear, hit the trigger button and set the trigger as "antitrigger", that should do the job

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Custom TR levels, textures and other TR goodies on www.driber.cjb.net

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jbc21
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Posts: 77
From:Eilat, Israel
Registered: Feb 2001

posted 05-09-2001 03:14 AM     Click Here to See the Profile for jbc21   Click Here to Email jbc21     Edit/Delete Message   Reply w/Quote
Wahow.. Sounds very interesting! You might realize some nice effects with this!!!
Thanks for your help!
JB

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jbc21
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Posts: 77
From:Eilat, Israel
Registered: Feb 2001

posted 05-09-2001 03:16 AM     Click Here to See the Profile for jbc21   Click Here to Email jbc21     Edit/Delete Message   Reply w/Quote
BTW, I suppose the anti-trigger DOES NOT delete the object from the game but only untriggers it (as its name says), meaning that you can trigger it again later...
Am I right?
JB

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inchdix
Member

Posts: 617
From:hornchurch, essex. england.
Registered: Dec 1999

posted 05-09-2001 11:50 PM     Click Here to See the Profile for inchdix     Edit/Delete Message   Reply w/Quote
YES.... You are exactly right JB... you and set triggers to re-activate an object.

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I WAS PRESSING THE DARN WALK BUTTON !!

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psiko
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Posts: 102
From:Rome
Registered: Mar 2001

posted 05-10-2001 03:26 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
so, how many flame emitters can we use, finally?????

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| |--->> psiko <<---| |

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Michael P
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Posts: 31
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Registered: Apr 2001

posted 05-10-2001 03:28 PM     Click Here to See the Profile for Michael P   Click Here to Email Michael P     Edit/Delete Message   Reply w/Quote
31 can be activated max. at any given time...

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HAPPY RAIDING!
Michael.

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