trigger code bits 1
trigger code bits 2
how do I make my level return to the title screen
after it's finished?
object code bits (OCB) settings
adding KEY_ITEM1 (coin) from coastal and a WRAITH3 to
how to install and play a room wad file
how do I make a perfectly shaped pyramid? >>
Other LE key tricks
Trigger Code Bits 1
You want to open a door when 4 pushable objects are placed on specific
squares. The trick here is to divide the trigger in 4 different parts.
Here's how it's done:
1. Place 4 pushable objects and a door in a room.
2. Select the door and then select the square you want the first part
of the trigger on.
3. Make a trigger using the purple trigger button.
4. Open the set trigger type window (click on the text box next
to the purple button).
5. Click on the type text box and select heavy.
6. Switch off the 2,3,4 and 5 buttons below the one shot button,
so only number 1 is switched on. Now this trigger is designated as the
first part of the trigger.
7. Click on the OK button and the first trigger is done.
Now repeat points 2 - 7 until all 4 triggers are set, using button 2
on the second trigger part, button 3 on the third trigger part and buttons
4 AND 5 for the last trigger part.
Now when you try out your "puzzle" you can see that the door
opens when all 4 pushable objects are pushed on the 4 trigger parts.
Note: When testing out this "puzzle" I came across
another problem when the 4 pushable objects and 4 trigger parts are
in the same area. When you move the first pushable object over ALL 4
triggers, the door also opens. I haven't figured out a way to solve
this problem. (UPDATE: this problem can be fixed. click
Trigger Code Bits 2
Say you want to open a door by inserting 2 keys, this is how you
set it up:
1. Place a door and 2 keyholes on a wall.
2. Select the first keyhole and then select the square in front of the
wall of the first keyhole.
3. Click the trigger button and open the set trigger type window.
4. Click on the type text box and select key.
5. Switch off button 3,4 and 5
6. Do the same for keyhole 2 using the square in front of the wall of
the second keyhole and this time switch off the buttons 1 and 2 in the
set trigger type window
7. Select the door and then select the square in front of the wall of
the first keyhole and make a normal trigger.
8. Select the door again and select the trigger square in front of the
wall of the second keyhole and make another normal trigger..
9. Place the 2 keys somewhere.
Now you're all set and you will see that the door only opens when
both keys are inserted.
|Return to the title screen
|1. Make a trigger zone and open the set
trigger type window.
2. Click on the trigger text box and select finish.
3. Replace the number 0 by 24 and hit ENTER.
4. Click on the OK button and the game will return to the title
screen when Lara hits the finish trigger zone.
Object Code Bits - Some OCB settings for objects
not covered in the manual.
|| AMBER_LIGHT (city.wad) - enter value 1 in the OCB
data field to make the light go on with an explosion!
For those who wants to use the poseidon statue and want to make
Lara do the animation to screw the trident on top enter -423 in
the OCB of puzzle hole 1. I dont know if the animation is in all
the wads but i copied Lara from the poseidon wad.
Adding KEY_ITEM1 (coin) from coastal and a WRAITH3
to your wad
If you want the coin from the coastal wad in your level and a wraith
3 you have a problem. The coin (animating 6) depends on the key (animating
10). To make the wraith dissapear you must also have animating 10 from
the catacomb wad. Delete the animating 10 from the coastal. Add the
animating 10 from the catacomb. Replace animating 10 from the coastal
with animating 11. When the coin drops the wraith will not suck into
the statue when triggered because it will depend on animating 10 because
the key is on animating 11. Simply put an antitrigger first for animating
10 and trigger it again AFTER the wraith is triggered.
How to install and play a room wad file
1. You must have the Tomb Raider Level Editor installed.
2. If you look in the folder called "graphics" in the level editor
directory you should find a folder called "wads". This is where
you need to extract the room wad file to for the playable level.
Note that there will be a wad file there already with the same
name. If you wish to preserve everything in the wads folder it
is best to copy the entire folder somewhere safe as a back up.
Once you've done that extract the room wad file for the level
from the zip file into the wads folder overwriting the existing
Open the Zip file and select the wad then click on the EXTRACT
Explore through the directories till you come to C:\Program
Click on extract and overwrite the existing file if prompted.
3. Now you have the room wad in the correct directory you need
to compile this into a playable data file (.TR4). To do this close
all windows and go to your Start menu and select "Level Converter"
from the Level Editors "Tools" directory.
You should now see the converter as above.
4. At the bottom you`ll see two buttons beneath "Edit Script".
Click on "Add". You will now be shown the wads directory with
all the room wad files. Select the room wad to convert. For this
level it is "settomb.TOM" and click on "Open"
Converter with the room wad in the left batch window.
5. The room wad in it's directory will now be shown in the left
batch window. Now click on "Build All" bottom right and the room
wad file will be converted into a data file in the appropriate
directory. Note that you can convert multiple room wads in this
way too by selecting them all or individually by selecting them
and clicking on "Build Selected" instead of "Build All".. Wait
for the conversion to finish. It is done when the text in the
output window reads ***Build All Complete***
6. Close the converter. Open the Zip file again and extract the
English.dat, Script.dat and Strings.H files into the Level Editor
root directory. (The trle folder) Note that this will overwrite
the existing dat files so you may want to back them up along with
you original wad files. Using these dat files enables the level
titles and other script changes to take effect. You can play the
levels without these but you won`t get the titles or any changes
to the names of items etc. within the game so I recommend you
do use the dat and string files.
7. From the Start menu again select "Set up Tomb Raider" to set
up the game then select "Run Tomb Raider". Choose "New Game" from
the menu screen and then ...
- Will Gell
How did he do that you ask? Here's the inside
I found out about this trick when
I was fooling around with the LE and it turned out to be very handy
for making perfectly shaped rooftops!
I was amazed eidos didn't told us about this trick in the manual, so
here it is:
Raise the corner of a square a couple of clicks by holding down CTRL
and clicking on a floor square.
Hold down the ALT key and click on the slope. This will switch
the angle of the slope, it's that easy!
Other LE key tricks - Here are some other
key tricks for the LE not mentioned in the manual.
Easily texture 2 surfaces of a broken square at the same time:
Raise the corner of a square a couple of clicks to break up the
square into 2 triangular surfaces, turn on face edit, hold down the
ALT key and leftclick on one of the surfaces and voila...both
surfaces are textured right!
This trick also works for rotating: hold down the ALT key and
rightclick on one of the surfaces.
And also for mirrorring: hold down the ALT + CTRL key and leftclick
on one of the surfaces.
- GeckoKid & Driber_IF