TRLE Tutorials

 

 

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Getting the Race Timer to work (like in the TR4 Race for the Iris)

by Mulf

In order to get the on-screen timer to work like in TR4 Race for the Iris, do as follows:

1) In the script, add the line <Timer= ENABLED> to the block of data for the level in which you want the effect to occur.

2) Add the object VON_CROY to your wad, place it anywhere on your map and trigger it.

3) Place a trigger for Flipeffect 30.

This is basically all you need to do. You can use the timer in this way in any level of your script except the first (thanks to GokuZ for this one).

Some additional issues

The VON_CROY object.

You do not need to use the original TR4 VON_CROY object; you can use any other object instead, even a nullmesh. The timer will work anyway. Once you got the timer running, you may deactivate VON_CROY by a Flipeffect 46 trigger. This doesn't affect the timer.

Precision

The original VON_CROY object begins with a meshswap when triggered: he takes the machete from his backpack. Since the timer will only start when VON_CROY reaches the ensuing standing animation, this causes a delay of one or two seconds before the timer actually gets going. (This also applies when you don't use the original VON_CROY object.)
If you want more precision, you can trigger VON_CROY first and place the Flipeffect 30 trigger on the square where you want the timer to actually start. (The triggers for VON_CROY and Flipeffect 30 may be on separate squares, but the timer only starts when both have been activated.)

What can't be done

The timer cannot be stopped and/or reinitiated (as in the TR2 and 3 assault course). The only way to make it stop is by ending the level in which it is used. Also, you can't have a negative timer (i. e., one that counts down to zero from a specified value).


Invisible Ledges

by George Maciver

Remember the ledges in TR3 that you can only see when Lara lights a flare, or if a flame reveals them? Well, you can have 'em! Make your ledges between rooms as normal and light your rooms.

When that's done texture your ledges on all sides, including top and bottom, with doublesided and transparent on. At this stage the ledges will show because of the room lighting.

Now place an effects lightbulb on all six faces of your ledge (all the sides and top and bottom) but instead of increasing the effects bulb lighting, decrease it to a minus value until you get the right result (this may take some tweaking).

In game the ledges will be invisible, but a flare or flame will illuminate them as invisible blocks just as in TR3.


Tinnos Revisited by Kitkat


No Cheat (For level skipping)

by EssGee

This is a neat little trick I figured out. It may not work on a hub level or levels that you go back and forth through using multiple Lara Start Positions, although a more complex setup might be possible using more LSPs.

This is if you don't want players to cheat and have a sneak peak at say a cool cutscene at the end of a game or perhaps to protect a bonus level, by renaming the Tr4 to Tut1 and using basic script to run the level.

Place Lara in a Box somewhere unattached to your main map. Texture it all black with no triggers if you're real nasty, or just a finish trigger. Place a Lara Start Position (LSP)(OCB1) on the tile.

Place a LSP (OCB2) in the real room you want Lara to start the level or where you want the cutscene to be triggered from.

Also change the timer field to 2 on the Finish trigger of the previous level you would normally jump from to this level.

So, in game the real level jump will jump to the real room. Players who try to start off from the cutscene level will be taken to the Black box.

Waterfall Mist

by G Maciver

When you trigger waterfall mist, it looks wonderful. But when you reload a saved game, the waterfall mist nullmesh resets itself and is no longer visible. The way round this is to set all the OCB settings to ON so they trigger as soon as the level loads (not so handy in flipmaps, so be careful with this).

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