Thanks for the responses everyone, it was nice to wake up to them (haha) and thanks for the help, I'm happy to know that in theory, the teleporting should work. I forgot to mention I am using the ATX patch, I tried to use Trespasser CE, however it doesn't seem to load, and becomes a little unresponsive when I try to close it.
TheIdiot wrote:Jeka_Jacka
That's an awful lot of questions! It does definitely sound like you're making a lot of progress quickly, so that's great to hear.
My only question left is; Do I need to 'import' something for the Stream.tpa and Ambient.tpa to use them in the level, like 'vocals' for Anne and dinos?
Unfortuantely you do. Trespasser can't read files straight from its directory, they MUST be in the .tpa files. Vocals for Anne and the dinosaurs should be in Effects.tpa.
I'm not quite sure if I worded my question right. So what you mean is, there are .tpm's (like vocals for Anne and dinos) specific to the Stream.tpa and Ambient.tpa, that I would need to 'Import' to the level for the Triggers to be able to play the $Name I have given them? Like the 'vocals' are like the middle man between the object/trigger, and the .tpa that stores that sound? (If I add an Ambient.tpa trigger in a custom level; the level has Anne, Annes vocals, and the Trigger for the Ambient.tpa, and nothing else. The level will only play Anne's vocals and not the Sound I have given the Trigger?) I am only making sure as the 'vocals' were something I was unaware of at the time.
1. Can the Trex be, say, in the basement level, and the first teleport block is on or close to the Trex, and then when the Player Activates the Trigger, the Trex teleports in, and becomes float activated/float awake (awoken)?
Yes. CAnimals will always wake up when entering the WakeUp distance, unless there are too many of them in one area (7+ without changing and .ini settings).
2. If you place the Trex spawn, then place its anchor so it walks towards it, and place a teleport enterance within the pathway of the Trex-to-Anchor, and the Trigger has been activated, will it teleport to the second(2nd) teleport destination? (dumb I know, just want to clarify)
Sure will.
3. Also what if the second (2nd) Trigger is activated before the first (1st), does the teleport enterance stay activated until the Trex walks through it? (Think of this as walking through a level, and suddenly a Trex enters. It has its own path and does not pay attention to you. Once it passes and is just out of sight, you follow, only to see that it has completely disappeared. Where is it? Will it 'jump out' by a small Trigger you just activated?
).
I think that's all doable. You can control how many times a trigger activates by changing its FireCount; for instance, a FireCount of 1 will only allow it to fire once. FireCount 0 should make it fire infinitely. There is also an ATX ActionType which allows you to change a trigger's FireCount, which can come in handy when making very complex triggers.
You could accomplish what you want to do in this example:
1. Player enters a PlayerEnter trigger, teleporting a T-rex to TeleRexRunby00-00. The T-rex is anchored to AnchorRexRunby00-00 in its T-script.
2. The T-rex goes from its spawn point to its Anchor. Once it goes out of sight, it enters a CreatureEnter trigger which teleports it out of the play area.
3. Player enters a second PlayerEnter trigger somewhere else, which causes the Rex to both teleport to a new location, TeleRexAttack00-00, and change its StayNear target to AnchorRexAttack00-00. You can have multiple ActionTypes in a single trigger.
So basically, the first(1st) Trigger, will teleport the Trex in, and it will go to it's AnchorOne (the one I gave it in its TScript), then when it hits the next teleport enterance (and its Triggered), I can make that Trigger teleport the Trex to the second(2nd) teleport destination AND 'tell' the second(2nd) Trigger to CHANGE the Anchor of the Trex, to AnchorTwo? (I will need to read a lot of the ActionType info to make sure the numbers add up)
P.S. If you can get the Trex to teleport a second time, can you assign that second(2nd) teleport enterance to the first(1st) teleport destination? So its like the Portal Gun from the game "Portal"? So the Trex kind of keeps trying to get to its Anchor, only to be REPEATELY teleported back to the first(1st) teleport destination. Oh, and would you need to change TScript for multiple teleports, so like " int FireCount = 1 " to " int FireCount = 999 " ?
You can, yes, by using an ActionType to change his StayNear target. If he keeps running into this trigger on his way from the 2nd teleport and it has FireCount 0, he will keep teleporting back when he enters the trigger.
So 0 = infinity?? (haha nice to understand how the TScript works, I didn't think it could handle infinity)
P.P.S. Can a trigger have 2 ActionTypes? Ie; a teleport ActionType and a sound ActionType?
Yeah, there are a few examples of how to do this in the retail game, but you're better off checking out some triggers in fan levels as we tend to use triggers with multiple ActionTypes much more frequently in custom levels.
Thank you! I will probably spend more time studying them today than getting this teleport to work. The teleport should be easy in a custom level with nothing really in it. Just Anne, an the Triggers and Objects assocciated with the Trex and Teleport. This is also the first time I have entered 'quotes' in manually so if they don't work, I apologise.
Just want to say thanks to "Drac" for all the organised resources (I was half looking forward to resource gathering while exploring haha), and thanks to machf for all the sound info. The sound is not actually that hard now, just takes 4-5 steps to do. Thanks to "tatu" for explaining the importance of 'vocals' (haha), and a big thank you to TheIdiot for all the clarifying with the TScript stuff!
Just a few more questions;
1. Can a Trigger, be Anchored/Fixed to an object like a dino? (Lets say to anchor a sound trigger to a Raptor like a 'parent' model, so when the play enters/triggers that Trigger, the sound will play?) Basically a moving Trigger.
2. If the above works, can a Trigger change the Objects class? (like 'CAnimal' changes to 'Player'/'CPlayer').
In theory, if they work, you could Anchor a Trigger to a stick or import an object like a steak, and anchor it to that. But then if you throw/place the object near the Raptor, the Trigger is coded to change that Raptor from 'CAnimal' to a 'Player'/'CPlayer'. Doing this will make the Raptor NOT attack the player, but instead follow them and attack other dinos ('CAnimal')? I know that dinos have " int Team 1 " and " int Team 12 ". But I'm not sure how well that effects the dinos and the relationship to Anne ('Player'/CPlayer') as she is a different class, and will not have this " int Team 1/2/3 " value in the TScript.
I hope these questions and ideas may give some inspiration to the 20th Anniversary Level. I read the inital walkthrough of the game and it was funny to see what they actually did, and was was left out.
Also, at the end of all this, I really hope to have a level to share with you all. It may actually be 2 levels. 1 to test and execute ideas/showcase the extent of modding (a modded .tpa will be included) and a proper Trespasser level (although this may be a small 'demo' like level and may not contain a modded .tpa, unless I want Michael Jacksons Thriller to play while a Trex chases you hahahaha)
Thanks again to everyone! If you guys didnt reply the way you have, I would have given up on modding this game again, and yes TI, I too am surprised at how much I am learning, I suppose taking my time and thinking ahead, helps when it comes to a level design. I want to know that I can do what I want to do within a level before I spend hours, days, weeks, making it, only to find out that 1 or 2 of the important things, are not possible to do.
P.S. With the WakeDistance, if I were to add 5 stegs, 5 paras, and 5 brach's to the lagoon in the 20th Anniversary Level, without changing a the .ini , will the game crash or will the 6 or 7 Dino's closest to the player be the only ones who are active? Also what would I need to change in the .ini for the game to handle the for mentioned Dino's (5steg, 5para, 5brach)?
P.P.S The 'cloak' cheat stops Dino's from seeing the player, however they react to sound. Not sure if they react to Anne's footsteps or jump sound, but definitely react to gun sounds. I fired a gun near a Trex and it approached where I was standing. It just stood near where I was with its mouth open and head moving as if it were 'searching' for me. To implement this in a level, would I change the TScript of the Trex, like " bool ActApproach = false "? I don't see this in the TScript of the Trex from Industrial Jungle, however I don't believe it is meant to. It does have " bool ActEat = true " and the others included