The NGLE Manual
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.