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trs:floordata [2020/05/19 11:59] – [Understanding The Setup] zdimension | trs:floordata [2020/05/19 12:51] (current) – [Function 0x15] zdimension |
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{{:icons:tr3.png?nolink|TR3 only}}{{:icons:tr4.png?nolink|TR4 only}}{{:icons:tr5.png?nolink|TR5 only}} This function has a different meaning in TR3 and TR4/5. | {{:icons:tr3.png?nolink|TR3 only}}{{:icons:tr4.png?nolink|TR4 only}}{{:icons:tr5.png?nolink|TR5 only}} This function has a different meaning in TR3 and TR4/5. |
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* In TR3, if Lara approaches sector with this FloorData function inside //minecart// vehicle, it will turn //left// 90 degrees, with a circle radius around 4 sectors (4096 units in world coordinates). | * In TR3, if Lara approaches sector with this FloorData function inside //minecart// vehicle, it will turn //left// 90 degrees, with a circle radius around 4 sectors (4096 units in world coordinates). If both this and ''0x15'' functions are set for a given sector, minecart will //stop// there. |
* In TR4 and TR5, this function is used together with special entity called //Trigger Triggerer//. The purpose of this entity is to perform //deferred triggering//. That is, if //trigger// FloorData function is placed in the same sector with function ''%%0x14%%'', trigger won’t be activated until there’s an activated //Trigger Triggerer// object in the same sector. This allows to create setups where player can cross trigger sector without activating it, until some other event occurs later in level. | * In TR4 and TR5, this function is used together with special entity called //Trigger Triggerer//. The purpose of this entity is to perform //deferred triggering//. That is, if //trigger// FloorData function is placed in the same sector with function ''%%0x14%%'', trigger won’t be activated until there’s an activated //Trigger Triggerer// object in the same sector. This allows to create setups where player can cross trigger sector without activating it, until some other event occurs later in level. |
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{{:icons:tr3.png?nolink|TR3 only}}{{:icons:tr4.png?nolink|TR4 only}} This function has a different meaning in TR3 and TR4. | {{:icons:tr3.png?nolink|TR3 only}}{{:icons:tr4.png?nolink|TR4 only}} This function has a different meaning in TR3 and TR4. |
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* In TR3, if Lara approaches sector with this FloorData function inside //minecart// vehicle, it will turn //right// 90 degrees, with a circle radius around 4 sectors (4096 units in world coordinates). | * In TR3, if Lara approaches sector with this FloorData function inside //minecart// vehicle, it will turn //right// 90 degrees, with a circle radius around 4 sectors (4096 units in world coordinates). If both this and ''0x14'' functions are set for a given sector, minecart will //stop// there. |
* In TR4, this function is used together with special entity called //Mapper//. If //Mechanical Beetle// is placed in sector with function ''%%0x15%%'' and inactive //Mapper// entity, it rotates in the same direction //Mapper// is pointing to, activates it, and then rolls forward, until next sector with function ''%%0x15%%'' is reached. Then it waits until Lara picks it up. | * In TR4, this function is used together with special entity called //Mapper//. If //Mechanical Beetle// is placed in sector with function ''%%0x15%%'' and inactive //Mapper// entity, it rotates in the same direction //Mapper// is pointing to, activates it, and then rolls forward, until next sector with function ''%%0x15%%'' is reached. Then it waits until Lara picks it up. |
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{{:icons:tr4.png?nolink|TR4 only}} In TR4, so called “hub system” was implemented, which allows Lara to jump between levels back and forth. For this reason, ''%%Parameter%%'' field must also explicitly specify level index to jump. | {{:icons:tr4.png?nolink|TR4 only}} In TR4, so called “hub system” was implemented, which allows Lara to jump between levels back and forth. For this reason, ''%%Parameter%%'' field must also explicitly specify level index to jump. |
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{{:icons:tr4.png?nolink|TR4 only}}{{:icons:tr5.png?nolink|TR5 only}} Also, since TR4 Lara can have multiple start positions for each level, so ''%%Timer%%'' field in ''%%TriggerSetup%%'' entry specifies an OCB of //lara start posision AI object// to warp Lara to. That is, if there’s an end level trigger with value ''%%3%%'' in ''%%Timer%%'' field, it means that Lara will be warped to first //start position AI object// with number 3 specified in its OCB. For more info on AI objects, refer to [[trs:npc_behaviour#ai-objects|this section]]. | {{:icons:tr4.png?nolink|TR4 only}}{{:icons:tr5.png?nolink|TR5 only}} Also, since TR4 Lara can have multiple start positions for each level, so ''%%Timer%%'' field in ''%%TriggerSetup%%'' entry specifies an index of //lara start posision AI object// in AI objects array to warp Lara to. That is, if there’s an end level trigger with value ''%%3%%'' in ''%%Timer%%'' field, it means that Lara will be warped to third //start position AI object// in AI objects array. For more info on AI objects, refer to [[trs:npc_behaviour#ai-objects|this section]]. |
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==== TrigAction 0x08 — Play Soundtrack ==== | ==== TrigAction 0x08 — Play Soundtrack ==== |