The NGLE Manual
OCB
Settings
For further OCBs
please see the regular TRLE tutorials -
Objects
Baddies
#START_TAG#=_NEW
Animating
Animating objects can use OCB settings
coupled with an ACTION trigger to adjust the speed of
movement. When considering the value to type, remember that
1 sector is equal to 1024 units so to the value you type
will be added 30 times per second to the current coordinate.
For example if you type a value of 40,
the animatiing object will be moved 1200 units (40 x 30 fps)
per second, which is a little larger than one sector.
Note that if you leave an OCB value of
0, the animating object will use the default speed used by
the "move animating" trigger of 30 units.
#START_TAG#=_NEW KeyPad
If you use the object stored in
SWITCH_TYPE1 slot of the ng.wad you will be able to have a
working Key Pad for your levels. With the keypad you can
make doors which require a password or keycode to open or
make elevators which can go up an down and stop at different
floors.
The keypad works fine in the
SWITCH_TYPE1 slot but it will probably also work in the
Switch_type 2 and 3 slots.
In the OCB window of the switch_type
object you have to set a combination of the following
settings to get it to work it like a keypad:
0-9999 = Keycode. This is the
number (secret code) that Lara will have to type to activate
the switch.
10001 - 10010 = If you set as
key code number a value in the range of 10001- 10010 this
means that a single key is required (like for elevator). In
this case, the OCB setting describes the max number that
users will be able to type. For example if you set 10007,
players will be able to hit only numbers up to 7 (1 - 7).
+16384 = Signals a keypad
switch. You ALWAYS have to add this value to your OCB values
if you want that this switch object to work like a keypad.
Some examples:
To have a keypad requiring the secret
code "7153": 7153 + 16384 = 23567, so you have to type 23567 in
the OCB code
of the keypad.
To have a keypad requiring a single
number enclosed in the range from "1" to "4": 10004 + 16384 = 26388. In this case the number to insert in
the OCB is 26388
Note that with the keypad mode with a single key,
currently there is only the one trigger: Elevator. Move <#>elevator to floor
number set in last keypad operation.
To use above trigger place
the switch_Type and trigger it with a trigger of SWITCH type
(this is the usual old method to use switch objects). Then set
the OCB of switch type to a
value like (10004 + 16384 =) 26388.
Now you'll have to cast another common
trigger in same sector, the trigger will be the flipeffect: Elevator. Move <#>elevator to floor
number set in last keypad operation.
In game the trigger to move the elevator
will be performed ONLY if player inserts a correct value; in
this example it will be a number enclosed in the range 1 to
4. When this happens this number will be
used by the trigger to move the elevator as target floor.
Note: Please don't confuse the real
keypad you find in slot SWITCH_TYPE1 with the fake keypad
used for elevator you find in ANIMATING16_MIP slot. This fake keypad
can be used only inside the elevator but it is hardcoded and works when you
make an elevator with an internal
keypad.
The reason of this duplication is that
in some instances with the elevator it is not possible to use
a real SWITCH_TYPE object and switch trigger because the
elevator requires DUMMY triggers and it is not possible
to overlap special triggers (like SWITCH and DUMMY). Hence
this harcoded mode to avoid this problem using a fake
switch trigger. You can't use this on the outside of elevators.
#START_TAG#=_NEW Pushable Object
You can make all pushable objects
climbable by setting the correct value in the OCB field of the Object window (key 'O' in NGLE while the
object is selected).
0-127 = height of object collision. 1
click = 4 units, so to set a pushable height 1 sector (4
clicks) you have to type 16. You can create pushable heights up to 7
sectors in this way. You can also add one or more of
the following values to set corresponding features:
128 = disable pulling
256 = disable pushing
512 = disable pushing or pulling in an east-west direction
1024 = disable pushing or pulling in a north-south direction
2048 = climb west
4096 = climb north
8192 = climb east
16384 = climb south
The climb feature should be used
only for pushables with a height of at least 8 clicks (8 clicks = 32
units as value to set in ocb for height).
If you don't want a
pushable to be climbable, set a value of 0 (zero) in the OCB
field, or more simply, don't change in any way the value if you
never set any other ocb for that object.
#START_TAG#=_NEW Teeth_Spikes
The OCB settings of
spikes
are basically the same as the old engine. However, now you
can also set them up so that Lara can walk through them
without taking damage. To have spikes sticking up and
static, enter the usual OCB of 20 then add the following line
to your
script:
Enemy= TEETH_SPIKES,
IGNORE, IGNORE, IGNORE, 1, IGNORE, IGNORE, IGNORE
That 1 in the argument
will make
the teeth spikes work like TR1 spikes. If Lara falls onto
the spikes they will kill her, if she runs through them she
will take damage but she will be able to walk safely through
them.
For more information on
Spikes, see this tutorial -
Spikes Tutorial by Amber Light
#START_TAG#=Amber light
1 = it will explode.
#START_TAG#=Animated objects
666 = stops animations when
Lara steps off a trigger for an animating object.
#START_TAG#=Baddy 1
1 = Roll Right. He rolls
to the right (effective when Lara approaches a doorway).
2 = Jump Left. As above.
3 = He will be crouched when triggered.
4 = Climb up 4 clicks. Make sure the
the baddy is 4 clicks below the block he's about
to climb.
10 += Gives the baddy unlimited ammo.
You can trigger a
sequence of baddies (type
1) by adding 1000 to the first baddy, 2000 for second etc. In this way the second baddy will be
activacted only when first baddy is killed.
This same method could be used for baddy 2
but in this case you should use multiples of 100:
100 += set as first baddy 2
200 += set as second baddy 2
300 += set as third baddy 2
Note that if you want two
different enemy sequences in the same level you must create a
whole value bigger than 1000 for baddy 1 or 100 for baddy 2.
For example:
Let's say you want baddy 1 (Bob)
to trigger two other enemies (also baddy 1) when
he is killed. We set the OCBs for Bob this way:
Baddy_1 "Bob" with
OCB 1000
Other baddy_1 (Bob 2) with OCB 2000
Other baddy_1 (Bob 3) with OCB 3000
If we wish have to
trigger in same room as Bob another enemy sequence (we will name him
Richard) we should set the OCBs for this second
sequence as follows:
Baddy_1 (Richard) with ocb 5000.
Richard doesn't have an OCB of 4000 but 5000, eg, an
additional 1000 of the previous value for
the Bob baddy 1 sequence.
Second baddy 1 (Richard) with
OCB
6000
Third baddy 1 for (Richard) with OCB
7000
#START_TAG#=Chain (swinging chain)
1 = to hurt lara.
#START_TAG#=Clockwork Beetle
Insert 4 in both clockwork beetle
combos (mechanical scarab and key).
#START_TAG#=Door Type 1
If the door is a double door you must set
the OCBs as follows:
In left door the value 269
In right door the value 276
(From example in tut1 level)
#START_TAG#=Door type 2
Enter all 1-5 buttons to make door
open at the start of the level.
Note that setting all five
OCB buttons so the door opens at the start of the level may
adversely affect any triggers and antitriggers set later and
they may not work properly. If you intend to use triggers
and antitriggers for a door it is better not to hit these
OCB buttons but rather use a hidden normal trigger to open
them before Lara reaches the doors.
#START_TAG#=Door type 3
1 = Prevents door opening.
This is used in
conjunction with the cog switch to have the door opening slowly
while Lara pulls the cog.
2= To open with a crowbar
#START_TAG#=EarthQuake
The earthquake is a nullmesh object
placed and triggered to create an earthquake effect rumbling
and shaking.
333 = for 16 seconds (sound but not
shaking)
888 = for a 5 second quake and sound
#START_TAG#=Emitters and waterfalls
By pressing all five OCB
buttons, these objects will be immediatly visible without
the need for
triggering them. This is especially useful for waterfall
mist which resets every time you load a saved game and
requires retriggering to be visible.
#START_TAG#=Falling blocks
2 = they won't collapse when you stand on
them but only when they are triggered.
#START_TAG#=Fish storm (pirana)
Type the number of fish
as an OCB value (max
128)
#START_TAG#=Flame Emitter 1,2,3
For Flame Emitter OCBs,
see this tutorial - Flame
Emitter OCBs
#START_TAG#=Flyby Camera
0 = Snap to start of sequence from Lara
cam
1 = Not used
2 = Loop for infinity
3 = Track Lara cam
4 = Target Lara's last position before
camera trigger
5 = Target Lara's current moving
position
6 = Snap back to Lara at end of
sequence
7 = Cut-Cam, Jumps to a specified
camera in the same sequence (Timer = cam no. to jump to)
8 = Hold camera (timer = 30 X Number of
seconds)
9 = Disable look key break out.
10 = Disable Lara control
11 = Enable Lara control
12 = Not used
13 = Not used
14 = Activate heavy trigger
15 = Not used
#START_TAG#=Guide
For the Guide OCBs, see
this tutorial - The Guide
#START_TAG#=Hammer
For the Hammer OCBs, see
this tutorial - Hammers
(scroll down)
#START_TAG#=Helicopter (flying)
Flying helicopter has internal name
"Animation 1" and you will find it in "Desert Railroad" of The
Last Revelation.
To get it to fly it you must set
an OCB of 666 and
use AI_FOLLOW nullmesh objects.
#START_TAG#=Helicopter (Mine)
The exploding helicopter
in the mine slot is basically just a static with only half
of the helicopter meshed and visible. Enter 1 in the OCB of the helicopter
mine object. To
make it explode, use SHATTER3 and set it up as per room 73
of the City level of The Last Revelation.
The fuel can does not sit directly on the trigger or it won't
activate the heavy trigger.
Enter 0 in OCB of the helicoter if you
want to use only a mine field. With OCB = 0 the helicopter will be
invisible and when placed will create a mine
field of 6 x 6 sectors. If Lara walks over the mine field
the mines will explode.
Note: this mine field is not
correctly aligned with sector bounding. It has a zone of 5 x 5
sectors and a border of half a sector wide.
#START_TAG#=Horseman
For Horsemen and Horses OCBs, see this
tutorial - Horsemen and Horses
#START_TAG#=Lightning conductor
The damage Lara takes
when hit by a flash from a lightning conductor can be set as
follows:
0 = No damage
1 - 4 = increasing damage
#START_TAG#=Locust Swarm (Fish)
This nullmesh is named
'fish but it is really the
locust swarm. It can be deadly if you enter a high enough
value in the OCB data field. Somewhere around 96 is the
limit. Locust swarms can be triggered by heavy triggers in
the path of a motorbike or released from a shatter object.
#START_TAG#=Pickups and Puzzle Items
For OCBs for pickups and puzzle items,
see this tutorial - Pickups and How
to Set Them
#START_TAG#=Raising Block 1,2
For Raising Block OCBs, see this tutorial -
Raising Blocks
#START_TAG#=Sentry Gun
Enter 1 in OCB to jam the gun.
With no OCB value set, the gun will fire at Lara as long as she is
within range.
Place a SMOKE_EMMITER_BLACK on the same square for added
effect (no trigger necessary).
#START_TAG#=Seth Blade
Enter negative number in OCB to delay
triggering. Adding increments of 10 will delay by one second
for each 10 units.
#START_TAG#=Smashable Bike Wall
Press buttons 1 through 5 in OCB to
activate.
#START_TAG#=Sphinx (Like a bull)
1 = the bull will immediately attack
Lara
#START_TAG#=Steam Emitter
For Steam Emitter OCBs, see this
tutorial - Steam Emitters
(scroll down)
#START_TAG#=TwoBlock Platform
For platform OCBs, see this tutorial -
Two Block Platform
(scroll down)
#START_TAG#=Waterfalls
Enter 668 to antitrigger it. (You
must also set the Invisible button to be able to trigger and antitrigger
waterfalls).
Another OCB value you can use is 2
which is used to
slow down the effect. It was used in The
Tomb of Semerkhet to simulate the yellow laser ray.
#START_TAG#=Wraith 1,2,3
For wraith OCBs, see this tutorial -
Wraiths