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Author Topic:   Fixed Cameras & Heavy Triggers
Trocinth
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Posts: 118
From:Bronx, New York, USA
Registered: Dec 2000

posted 12-08-2000 06:54 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
Can fixed cameras activate a heavy trigger? I've made about one and a half levels now, and I've been using fly-by cams to show doors opening when a switch is activated, but sometimes it would be far more practical to simply have the view jump to the door and then return to Lara after the door opens. Yet, I've been having difficulty using a fixed cam to accomplish this. Any suggestions?

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JohnCroft
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From:Germany
Registered: Nov 2000

posted 12-09-2000 12:30 AM     Click Here to See the Profile for JohnCroft   Click Here to Email JohnCroft     Edit/Delete Message   Reply w/Quote
I GUESS that this is not possible, because cameras do not trigger a heavy trigger if they are activated but when they simply move over the trigger.
So if you would put a camera on the trigger field for the camera I GUESS that the event would be triggered immediately, NOT when you switch to that camera.

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Trocinth
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From:Bronx, New York, USA
Registered: Dec 2000

posted 12-09-2000 04:03 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
True, but I would think that there must be a way to have a camera jump to the spot of the door opening, rather than having to watch it fly over from Lara's current position. Core does this all the time (even in Last Revelation), particularly if the door in question is several rooms away from Lara.

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Reb@Eidos
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Registered: Nov 2000

posted 12-12-2000 02:32 PM     Click Here to See the Profile for Reb@Eidos   Click Here to Email Reb@Eidos     Edit/Delete Message   Reply w/Quote
You can try putting a timer on the door so it doesn't open until after the camera is on it...as per page 105 in the manual, a negative integer will assign an interval of time preceding an event.....however, adding an integer to the 'timer' window makes the trigger special, and you can't overlap special triggers......try to find a similar set up in the example levels, then reverse engineer it!...and don't forget the amazing 'trigger triggerer' object (page 71)that allows you to place triggers that remain 'frozen' until the TT is triggered!

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