OCB Codes
On this page you can find a lot of ocb codes for objects in the
Tomb Raider level editor. In order to understand this document, please
read these instructions. Objects are sorted into groups. Each object has
it's own frame. The name is listed in bold. Some objects have multiple
slots. If these work the same, the number is replaced by x. Sometimes
multiple names are shown. This means these objects must be combined or
they work the same.
Below the name are, if available, instructions listed in italic. Below
the instructions are the possible ocb codes. Codes in black text are the
base code. You can only use one of these codes. Codes in red
must be added to the base code. You can use more of these codes by
adding the all values to the base code.
Enemies
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BADDY_x
Also needs MESHSWAP2 (baddy 2) or MESHSWAP3 (baddy 1) in
the wad.
0 - Normal
1 - Roll to right when triggered
2 - Jump to left when triggered
3 - Start ducked when triggered
4 - Climb up 4 clicks when triggered
10 - Unlimited uzi ammo |
Dog
0 - Normal
1 - Lay Down until triggered |
LITTLE_BEATLE
Enter number of scarabs you want in the ocb and add one
of the following values:
1000 - Scarabs come out of the floor
2000 - Scarabs fall from the ceiling |
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Doors, switches and puzzles
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SEQUENCE_SWITCHx
and SEQUENCE_DOOR1
You must place the 3 sequence switches in the map (1
click above the floor) with the following ocb codes:
0 for SEQUENCE_SWITCH1
1 for SEQUENCE_SWITCH2
2 forSEQUENCE_SWITCH3
Below each switch must be a switch trigger for itself. No other
triggers needed.
Place 6 SEQUENCE_DOOR1 objects in the map with ocb values of
0-5. Press the buttons 1-5 in the ocb window to activate the
door. Place a trigger for the door behind it. This will close
the door and reset the switches. Doors can only be opened once!
The game will open a SEQUENCE_DOOR1 when all 3 switches are
pressed. The first time you must press them in the order 0-1-2.
This will open door 0 and resets the switches. If the first
combination pushed is not 0-1-2, door 2 will open. The switches
only reset after triggering the door. If the combination 0-1-2
is not pressed and door 2 has already been opened, the switches
will reset themself when lara presses another combination. After
the combination 0-1-2 is pressed, all other doors can be opened
by their combinations:
0-1-2 opens door 0
0-2-1 opens door 1
1-0-2 opens door 2
1-2-0 opens door 3
2-0-1 opens door 4
2-1-0 opens door 5
When door 1-5 is opened the switches will only reset if
the door closes. Door 0 will reset the switches when it opens. |
PUZZLE_HOLEx
Puzzle holes are activated if lara stands before, the
player pressed action and selects the correct PUZZLE_ITEMx. With
some ocb codes you can have special anims.
0 - Default animation will play and PUZZLE_HOLEx is replaced
by PUZZLE_DONEx
999 - Same as 0, but allows Lara to walk though the PUZZLE_DONEx
< 0 - Play lara anim. Enter the negative number of an
animation of Lara in the ocb and that animation will play when
lara inserts the puzzle_item.
> 1024 - Play cutscene. Add 1024 to the cutscene ID and this
cutscene will start as soon as Lara inserts the puzzle_item. |
DOOR_TYPEx
0 - Opens when triggered
1 - Combined with COG_SWITCH. Door raises on every turn of the
cog and lowers itself when the cog is released.
2 - Can open with crowbar. |
Special effects
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FLAME_EMITTER
0 Normal big flame
-1 Shoots flames upwards with brakes.
-2 Shoots out flames to the side without brakes.
-3 Shoots out flames to side with brakes.
-9 Shoots flames upwards with very short brakes. |
FLAME_EMITTER2
The flame emitter 2 normaly shows the flame not in the
middle of the sector, but in the edge where the back side of the
NULL mesh is pointing to.
0 Normal small flame.
1 Even smaller flame
2 Flame moves on the floor in the direction of the point of the
NULL mesh
123 Like ocb 0, but in the middle of the sector. |
FLAME_EMITTER3
888 Big ball of lighting that follows Lara. |
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Other
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TWOBLOCK_PLATFORM
Place a DUMMY trigger from 2x2 sectors on the floor below
it (so if there is a door below it, go to the lowest room).
In the OCB enter the height (in clicks) it must go multiplied by
16. Add the speed to this value (range 0-15). |
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