NGLE Manual

 

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

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