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Author Topic:   all things timed
Jantje
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Posts: 92
From:The Netherlands
Registered: May 99

posted 01-14-2001 08:01 AM     Click Here to See the Profile for Jantje   Click Here to Email Jantje     Edit/Delete Message   Reply w/Quote
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

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"Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)

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Jantje
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Posts: 92
From:The Netherlands
Registered: May 99

posted 01-15-2001 07:33 AM     Click Here to See the Profile for Jantje   Click Here to Email Jantje     Edit/Delete Message   Reply w/Quote
please can anyone help?
This is keeping me from finishing my level...

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"Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)

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Jantje
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From:The Netherlands
Registered: May 99

posted 01-16-2001 08:08 AM     Click Here to See the Profile for Jantje   Click Here to Email Jantje     Edit/Delete Message   Reply w/Quote
Anyone?

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"Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)

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Reb@Eidos
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Registered: Nov 2000

posted 01-16-2001 11:46 AM     Click Here to See the Profile for Reb@Eidos   Click Here to Email Reb@Eidos     Edit/Delete Message   Reply w/Quote
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)

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Jantje
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Posts: 92
From:The Netherlands
Registered: May 99

posted 01-16-2001 11:51 AM     Click Here to See the Profile for Jantje   Click Here to Email Jantje     Edit/Delete Message   Reply w/Quote
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...

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"Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)

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Reb@Eidos
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posted 01-17-2001 01:56 PM     Click Here to See the Profile for Reb@Eidos   Click Here to Email Reb@Eidos     Edit/Delete Message   Reply w/Quote
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...

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gylov
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Posts: 1
From:Japan
Registered: Jan 2001

posted 01-17-2001 07:12 PM     Click Here to See the Profile for gylov     Edit/Delete Message   Reply w/Quote
See Cleopatla's room 145 and 149.

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inchdix
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Posts: 614
From:hornchurch, essex. england.
Registered: Dec 1999

posted 01-18-2001 06:14 PM     Click Here to See the Profile for inchdix     Edit/Delete Message   Reply w/Quote
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

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I WAS PRESSING THE DARN WALK BUTTON !!

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

posted 01-18-2001 06:48 PM     Click Here to See the Profile for Trocinth   Click Here to Email Trocinth     Edit/Delete Message   Reply w/Quote
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.

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Jantje
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Posts: 92
From:The Netherlands
Registered: May 99

posted 01-19-2001 02:17 AM     Click Here to See the Profile for Jantje   Click Here to Email Jantje     Edit/Delete Message   Reply w/Quote
*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:
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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.

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"Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)

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Jantje
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Posts: 92
From:The Netherlands
Registered: May 99

posted 01-19-2001 04:33 AM     Click Here to See the Profile for Jantje   Click Here to Email Jantje     Edit/Delete Message   Reply w/Quote
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

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"Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?)

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