Rufi's questions

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rufierto
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Rufi's questions

Post by rufierto » 03 Jul 2011 21:55

How do I get the wall blade from tr2 to work. I copied it into the catwalk slot. Was that wrong? when triggered in game it moves once to the wall then stops....
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Re: Rufi's questions

Post by Horus » 04 Jul 2011 10:02

Traps from old TR games might be difficult to use in the trle without some adjustments. Why don't you download baddys blade object?

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Re: Rufi's questions

Post by rufierto » 06 Jun 2013 00:19

Is there anyone out there that can make some around 10 click high chicken legs. Type Baba Yaga in google search and look at the pics. I need some that tall for the hut in my new level. I will be so grateful of this favor. I do not yet know how to make objects. :hammer: :D
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Re: Rufi's questions

Post by rufierto » 12 Aug 2013 04:37

Is there a condition trigger that will only trigger if a specific pushable is on a spot. I have 3 pushables in one room and only one needs to activate the trigger.
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Re: Rufi's questions

Post by eTux » 12 Aug 2013 15:51

I imagine a condition trigger with variables might achieve that, but I'm too thoroughly confused by them to advise you personally on the how-to :confused:

For a more traditional approach - maybe the library globe puzzle could give you some insight how to get a particular pushable to trigger a particular trigger? (according to this tutorial, involves OCB's and Code bits - but you might have to use at least two pushables to get it to work?)

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Re: Rufi's questions

Post by rufierto » 12 Aug 2013 19:38

Thanks, will look at that tutorial. :wink:
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Re: Rufi's questions

Post by rufierto » 17 Aug 2013 03:45

I have added the burning torch item and when I light a torch, and leave the sound area of the flame I lit the torch from, I hear a rattling noise, not the l_fire loop noise I am supposed to be hearing. :huh: Any ideas????
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Re: Rufi's questions

Post by rufierto » 14 Jun 2014 03:00

I was under the impression that a heavy trigger for a flame emitter could be triggered by an exploding crossbow bolt. It is not working for me like that. :bomb:
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Re: Rufi's questions

Post by rufierto » 14 Jun 2014 05:30

Never mind, answered my own question. The handy invisible shatter below ground works well. :2thumbsup:
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Re: Rufi's questions

Post by Titak » 14 Jun 2014 16:48

^
What? :?
So you can shoot an explosive arrow onto a tile underneath which an invisible shatter has been placed, and then it can heavy-trigger something?
Did I understand that correctly?
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only in contradiction with what we know of it.


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Re: Rufi's questions

Post by rufierto » 14 Jun 2014 17:29

Yes, I placed a shatterable barrel on the ceiling and lowered it below the flame emitter to about 2 clicks under the floor and it works. Are you being sarcastic or really suprised? I had never used that setup before.
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Re: Rufi's questions

Post by Titak » 15 Jun 2014 20:26

Surprised actually.
I really did not know that this could work.
But I guess the shatter will be shattered by the explosion even if the arrow is not shot directly into the shatter. And the shattering will ofcourse trigger the heavy-trigger.
Neat. :2thumbsup:

So, I learned something new today.
Thank you for that! :2thumbsup:
Nothing is in contradiction with nature,
only in contradiction with what we know of it.


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Re: Rufi's questions

Post by A_De » 17 Jun 2014 21:02

@rufierto: nice setup! Saved this to my tutorials folder, thank you! :2thumbsup:
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Re: Rufi's questions

Post by Fluen » 18 Jun 2014 16:51

Rufierto and A_De, so did I. :D

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Re: Rufi's questions

Post by Lakota » 19 Jun 2014 09:58

I used this set up in Fighting Horus and Braveheart's Sword, but I put the shatter on the flame emitter, besides the shatter was big enough to avoid Lara to use the pistols.

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