Talking to Zip
by 
		AkyV
		
		Download a project file illustrating this tutorial





			
			As I said above, the setup is flexible - so, for example, we can use 
			other forced animations, not only 467, 468 and 469.
			
			For example, the cutscene won't end when Lara lowers her hand, 
			because you also force the running animation on her so that she'll 
			start running when she lowers her hand, followed by the flyby 
			cameras. And, the audio file is longer, it ends at the end of the 
			running animation, and in the last part of the audio you'll hear the 
			continuance of the conversation. (I.e. Lara started running but 
			she's still talking to Zip.)
			
			
			
			Notes:
			
			
			
			1. If you force an animation, always be careful with the starting 
			animation. (Just I said before with Animation103 and 467.)
			
			
			
			2. Some forced animations won't work properly, so you need some 
			tricks to make them work properly.
			
			See for example that running animation. It needs the player to press 
			the up arrow continuously. But we can't use an animation forced if 
			that needs the intervention (i.e. key-pushing) of the player - 
			that's why this running animation fails if we want to force it.
			
			But there's a solution if we do more than using an animation-forcing 
			FLIPEFFECT trigger. So, we also force Lara to have a neutral State 
			ID (let's say, State69), when we force her to run. (Or, copy-paste 
			the running animation into a new animation slot, with StateID69, and 
			that animation is what you will force.) - That StateID doesn't need 
			and doesn't accept any intervention.
			
			That's what will happen with StateID69: Lara performs the 21 frames 
			long forced running animation one time.
			
			But we want to force a continuous running, of course, performing 
			those 21 frames more times after each other. That's why we also use 
			some loop method now (for example, a loop Organizer) so that she 
			will just run and run. - Until some other triggers command her to do 
			something else. (This is what that means now: stop the Organizer to 
			get the control back on Lara, or, if you want, at the same time, 
			when the Organizer stops, activate another trigger that forces 
			another animation on Lara.)
			
			
			
			3. As I said above: in a cutscene, animations have automatic 
			connections between each other, without the intervention of the 
			player - at most, some triggers also control the operation.
			
			If an animation doesn't connect properly to the next one now, then 
			you have to check those requirements:
			
			- check the Next Animation field,
			
			- rule out any need of intervention of the player (see above, how),
			
			- define the proper trigger to abort the forced animation or to 
			force another animation (see above, how).
			
			
			
			4. Don't forget to disable keys for any forced animations you force 
			after the flyby sequence stopped.
			
			
			
			Made using TRNG 1.2.2.6