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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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