Fragmented Triggers Example
by
Cook
A fragmented trigger
example.
If you have constructed the WATERSKIN1_1 pickup from the
tutorial on Timed
Events using the Organiser= Script Command you
will have noticed that it needs improvement.
Lara performs the
animation as soon as she steps on the trigger sector. This means the
pickup animation is performed at the edge of the sector and not at the
centre where the WATERSKIN1_1 object is located.
You could delay
the pickup animation by changing the time in the Organizer but choosing
what time to change it to may be tricky. Lara would reach the centre of
the sector at different times if she was running or walking for
instance.
A better solution is to use a fragmented trigger. With
a fragmented trigger you can divide the trigger sector into smaller
parts and control which parts will do the triggering.
The various
ways you can divide the sector and nominate the active parts are
explained in the NG
Triggers tutorial in the
NGLE manual. Note in Paolone's NG Triggers tutorial the pictures of the
grids are the sector as viewed in the 2D grid panel of NGLE, so the top
of the picture is North.
The easiest grid to use when you want a
trigger sector to be active only in the centre is the 3 x 3 grid and the
centre area is designated square fragment (2,2).
This is the
trigger sector in the WATERSKIN1_1 pickup level that enables the
Organizer.
Fragmented triggers
are a CONDITION type trigger so I will not be able to place it on the
sector with the PAD type trigger since you cannot overlap special
triggers. The different timer and OCB buttons for the triggers may also
not allow overlapping.
I make the FLIPEFFECT trigger a TRIGGER type and remove the One
Shot.
I create the fragmented trigger with One Shot enabled and make it a PAD-like trigger using the (E)xtra option.
No changes to the
script are made. Now Lara will only pickup the WATERSKIN1_1 when she
steps on the centre of the sector.
See Paolone's Miscellaneous
sample project for another example of a fragmented trigger.
Note:
When Lara steps on the
centre of the trigger sector she performs her pickup animation and the
WATERSKIN1_1 object disappears at the correct point of her animation and
is added to her inventory. However, if Lara performs her pickup
animation as she rolls onto the trigger this looks strange. She also
performs the pickup animation if she is holding her pistols and this
looks cool but I don't want this either so I need to add further
restrictions (conditions) on when the FLIPEFFECT trigger can activate. I
need more CONDITION triggers. See this
tutorial.