Why wasn't Pine Valley toned down and left in?

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Hilwo
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Why wasn't Pine Valley toned down and left in?

Post by Hilwo »

Recently I've been wondering. Why didn't they just tone Pine Valley down to the
point where you could activate the plant with the push of a button? And just leave
the level in mostly for the great scenery? Thoughts?
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hppav
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Re: Why wasn't Pine Valley toned down and left in?

Post by hppav »

If you look at the level closely in TresEd you'll notice a lot of things were just plain bugged. Someone went in and screwed up some of the meshes, physics objects were misplaced, they never managed to get the draw bridges to work... It's mainly because it was so much further behind in development than the rest of the game's levels were and it would take a lot to clean it up.
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Re: Why wasn't Pine Valley toned down and left in?

Post by glitchhunter09 »

Actually, I'm not sure which, but one of the engines (beta or final I forget which.) lets you push and move the bridges up and down at the end of the level after activating the power.
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Re: Why wasn't Pine Valley toned down and left in?

Post by hppav »

That's odd, because I was sure there weren't any triggers on the buttons in PV....
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Re: Why wasn't Pine Valley toned down and left in?

Post by machf »

Triggers for the first GTP bridge:

Code: Select all

ValueTable for instance 986 "TrigLeftPost1Break-00" :

group TrigLeftPost1Break-00 = {
    string Class = "CCollisionTrigger"
    string Element1 = "Smoatdrawbrigpost1-00"
    int ActionType = 20
    string MasterObject = "Smoatdrawbrigpost1-00"
    bool Enable = false
}

Code: Select all

ValueTable for instance 987 "TrigRightPost1Break-00" :

group TrigRightPost1Break-00 = {
    string Class = "CCollisionTrigger"
    string Element1 = "Smoatdrawbrigpost1-01"
    int ActionType = 20
    string MasterObject = "Smoatdrawbrigpost1-01"
    bool Enable = false
}

Code: Select all

ValueTable for instance 985 "TrigBridge1Drop-00" :

group TrigBridge1Drop-00 = {
    string Class = "CBooleanTrigger"
    string FireExpression = "TrigRightPost1Break-00 & TrigLeftPost1Break-00"
    int FireCount = 1
    int ActionType = 20
    string MasterObject = "Smoatdrawbridge00-00"
    bool XFree = true
    bool Enable = true
}
Triggers for the second GTP bridge:

Code: Select all

ValueTable for instance 983 "TrigLeftPost2Break-00" :

group TrigLeftPost2Break-00 = {
    string Class = "CCollisionTrigger"
    string Element1 = "Smoatdrawbrigpost1-03"
    int ActionType = 20
    string MasterObject = "Smoatdrawbrigpost1-03"
    bool Enable = false
}

Code: Select all

ValueTable for instance 984 "TrigRightPost2Break-00" :

group TrigRightPost2Break-00 = {
    string Class = "CCollisionTrigger"
    string Element1 = "Smoatdrawbrigpost1-02"
    int ActionType = 20
    string MasterObject = "Smoatdrawbrigpost1-02"
    bool Enable = false
}

Code: Select all

ValueTable for instance 982 "TrigBridge2Drop-00" :

group TrigBridge2Drop-00 = {
    string Class = "CBooleanTrigger"
    string FireExpression = "TrigRightPost2Break-00 & TrigLeftPost2Break-00"
    int ActionType = 20
    string MasterObject = "Smoatdrawbridge00-01"
    bool XFree = true
    bool Enable = true
}
Triggers for the first road bridge:

Code: Select all

ValueTable for instance 1429 "TrigButtonUp00-00" :

group TrigButtonUp00-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopTop00-00"
    string Element1 = "FDrawBrdgControl03-00"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-00"
        bool ZFree = true
        float Drive = -7.000000
        float Friction = 6.000000
        bool Enable = true
    }
}

Code: Select all

ValueTable for instance 1428 "TrigButtonDown00-00" :

group TrigButtonDown00-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopBottom00-00"
    string Element1 = "FDrawBrdgControl02-00"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-00"
        bool ZFree = true
        float Drive = 5.000000
        float Friction = 9.000000
        bool Enable = true
    }
}

Code: Select all

ValueTable for instance 1421 "TrigButtonUp01-00" :

group TrigButtonUp01-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopTop00-00"
    string Element1 = "FDrawBrdgControl03-01"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-00"
        bool ZFree = true
        float Drive = -7.000000
        float Friction = 6.000000
        bool Enable = true
    }
}

Code: Select all

ValueTable for instance 1420 "TrigButtonDown01-00" :

group TrigButtonDown01-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopBottom00-00"
    string Element1 = "FDrawBrdgControl02-01"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-00"
        bool ZFree = true
        float Drive = 5.000000
        float Friction = 9.000000
        bool Enable = true
    }
}
Triggers for the second road bridge:

Code: Select all

ValueTable for instance 1413 "TrigButtonUp02-00" :

group TrigButtonUp02-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopTop01-00"
    string Element1 = "FDrawBrdgControl03-02"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-01"
        bool ZFree = true
        float Drive = -7.000000
        float Friction = 6.000000
        bool Enable = true
    }
}

Code: Select all

ValueTable for instance 1412 "TrigButtonDown02-00" :

group TrigButtonDown02-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopBottom01-00"
    string Element1 = "FDrawBrdgControl02-02"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-01"
        bool ZFree = true
        float Drive = 5.000000
        float Friction = 9.000000
        bool Enable = true
    }
}

Code: Select all

ValueTable for instance 1411 "TrigButtonUp03-00" :

group TrigButtonUp03-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopTop01-00"
    string Element1 = "FDrawBrdgControl03-03"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-01"
        bool ZFree = true
        float Drive = -7.000000
        float Friction = 6.000000
        bool Enable = true
    }
}

Code: Select all

ValueTable for instance 1410 "TrigButtonDown03-00" :

group TrigButtonDown03-00 = {
    string Class = "CCollisionTrigger"
    string FireExpression = "@TrigGeoWin-00 & !@TrigDrawBridgeStopBottom01-00"
    string Element1 = "FDrawBrdgControl02-03"
    int BoundVol = 1
    group Action00 = {
        int ActionType = 20
        string MasterObject = "SMechDrawBridge-01"
        bool ZFree = true
        float Drive = 5.000000
        float Friction = 9.000000
        bool Enable = true
    }
}
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Re: Why wasn't Pine Valley toned down and left in?

Post by glitchhunter09 »

hppav wrote:That's odd, because I was sure there weren't any triggers on the buttons in PV....
Yeah, apparently one of the engines (beta? I'd need to check to be sure.) has the missing information that the T-script for that spot needs to work.
Also, thank you for pointing out the T-scripts Machf.

Edit: Just tried them in the beta and retail engines and they didn't seem to work. Of course, I loaded saves both times so that might have something to do with it seeing as Pine Valley's been a little buggy. It might also have to do with my Pine Valley fix V0.1 or whatever I called it. I tried it in that and it seems to work, but I never touched the T-script.
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