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Author
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Topic: all things timed
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Jantje Member Posts: 92 From:The Netherlands Registered: May 99
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posted 01-14-2001 08:01 AM
Okay, now I understand how to delay an event and how to temporary kill a flame, but how do I do the infamous timed torches puzzle in Palace Midas? I found out you can't overlap timed triggers (WHY?! I don't see the problem with that), so how am I going to solve this? I thought of using a trigger triggerer so that Lara triggers the second flame on the block of the first flame, but this would make the puzzle fairly easy... So what to do about it?Thanks, Jantje ------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)
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Jantje Member Posts: 92 From:The Netherlands Registered: May 99
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posted 01-15-2001 07:33 AM
please can anyone help? This is keeping me from finishing my level...------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)
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Jantje Member Posts: 92 From:The Netherlands Registered: May 99
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posted 01-16-2001 08:08 AM
Anyone?------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)
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Reb@Eidos Administrator Posts: 290 From: Registered: Nov 2000
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posted 01-16-2001 11:46 AM
Not familiar with the puzzle you are referring to, but you might be able to set something up using the code bits in the 'set trigger type' window. Refer to the 'Advanced Skills' section in the manual for details on how to use these code bits. It is pretty easy once you understand the concept....e.g. you can set up to five triggers (5 code bits) for one action - Lara must trigger all five in order for the action to be performed. (Each trigger has a different code bit turned on - first trigger = '1', second = '2', third = '3' and so on) IP: Logged |
Jantje Member Posts: 92 From:The Netherlands Registered: May 99
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posted 01-16-2001 11:51 AM
Yes I know about that... What I'm referring to is the following puzzle: There are some pillars standing in the water with harmful flames on them... Lara has to switch them all of for the same short period and then quickly jump the pillars to reach an area which you can only reach by jumping around on the pillars.. I know how to temporary turn off flames, but I can't seem to overlap these triggers (and I wouldn't know why either...). My problem is, how do I solve this? I want all the flames to turn off and on at the same time...------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)
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Reb@Eidos Administrator Posts: 290 From: Registered: Nov 2000
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posted 01-17-2001 01:56 PM
Can't test this to see if it works but here's a suggestion....Turn all the flames off with an antitrigger - don't forget they would all have to be triggered to the same antitrigger (or zone of antitriggers). Then turn them all on again, but with a trigger (zone of triggers) that has a timer set in the 'set trigger type' window...you can adjust the timer by experimenting with the time it takes to get over the flames to make it challenging but not impossible! Hope this helps... IP: Logged |
gylov Junior Member Posts: 1 From:Japan Registered: Jan 2001
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posted 01-17-2001 07:12 PM
See Cleopatla's room 145 and 149.
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inchdix Member Posts: 614 From:hornchurch, essex. england. Registered: Dec 1999
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posted 01-18-2001 06:14 PM
you want them all to come on and go off at the same time?.....set your flame emmiters on each pillar...... set the triggers for ALL flame emmiters at the start position and set a realistic time in the timer field..... USE A MINUS NUMBER TO DELAY THEM COMING ON..... then put another trigger for each emmiter on the place where lara will climb out of the water or whatever making sure that ONE of them is an ANTITRIGGER.... this will then turn off all the flames..... If you want the flames to come on one by one.... set the trigger for the first flame at the start then the next on pillar one and so on..... you will have to set the timer for each again (depending how long lara needs to get to the next pillar)..... MINUS NUMBER AGAIN ..... set the anit-triggers the same..... good luck. Inch once lara runs over the set of first triggers the timer will re-start ------------------ I WAS PRESSING THE DARN WALK BUTTON !! IP: Logged |
Trocinth Member Posts: 118 From:Bronx, New York, USA Registered: Dec 2000
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posted 01-18-2001 06:48 PM
Jantje, If you're going to make this puzzle, please make it easier than it was on TR1-- that was perhaps the most annoying puzzle in the entire game! It was definitely a memorable moment in TR1, but only because I sat there screaming at my monitor the entire time.IP: Logged |
Jantje Member Posts: 92 From:The Netherlands Registered: May 99
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posted 01-19-2001 02:17 AM
*EVIL LAUGH* Well, I didn't find that puzzle hard at all, it just needs the right timing... Anyway, I now know how to do it. For anyone else who wants this puzzle: --------------------------------------- 1. Put down the flames 2. create simple untimed triggers for the flames somewhere, so that they're on when you enter the room with the puzzle 3. Create a trigger for ONE OF THE FLAMES with a timer on it. 4. Now put down simple triggers for the other flames on the same square, no timed ones. They will be timed too, as long as they're placed on the same square. NOTES: 1) Remember to make the texture for that tile different, so that the player knows that the timer is there. 2) The timer won't start untill you get off the square.
------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)
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Jantje Member Posts: 92 From:The Netherlands Registered: May 99
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posted 01-19-2001 04:33 AM
Note 3) in the trigger window, set the timer to: - a negative number (in seconds) to kill the flames for that amount of seconds, then go on again <--- you want to use this one for the timed torches trick - a positive number (in seconds) to make the flame go out after that amount of seconds has passed------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)
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