The NGLE Manual
Using the
Keypad
By Bedazzled
This tutorial shows how to
use the TR5 keypad as a coded switch in base type levels
with the option of on screen instructions being given to the
player.
The
keypad object can be downloaded here -
Download

I have tested it and found it to work in switch slots 1 – 4.
When adding it to your wad there is no need to use
WadMergers switch manager; just copy the keypad into a
switch slot. Also ensure you are using one of the revised
wads.
By default Lara will perform the small push switch animation
when using the keypad, but this and the animation she does
on exiting the keypad can be changed along with the sound
the keypad emits when a button is pressed.
The secret to its operation is the OCB code which takes
this form
16384 + the desired 4 digit code number. For example if you want a user
code of 1234 the OCB code for the keypad would be 17618.
After placing the keypad and entering the correct OCB code,
place a switch trigger beneath it as you would for a normal
switch, along with the trigger for the object to be
triggered.
Adding the instructions
To give the player on screen instructions the two
flipeffects shown below are used. The first sets size of the
text and the second determines what is printed and how long
it’s displayed for.
They should be arranged so that as Lara approaches the
keypad they will be triggered in the order they are shown
here.


The text you want displayed
must be added to the English.txt file as an additional
string. This can be done manually but to avoid errors use
the NGScripter as described in this tutorial. Either way the
finished English.txt file will contain extra lines similar
to these.
[ExtraNG]
0: Use the arrow and action keys to\nSelect and enter a
number\npress enter to exit the keypad
Creating the text to display
Open the NGScripter and from the Strings tab select the
[ExtraNG] option from the section drop down box; then click
the Add new Extra String button. A new entry will be started
and the cursor will be positioned in the text box near the
bottom of the window; this is where you will enter your
text.

Enter your text into the box at the bottom of
the window, when you want to start a new line enter \n into
the text. If you're using half height characters as I did try
to limit each line of the on screen text to a maximum length
of 32 characters.
This is the line of text I used for the first screenshot,
which you can just copy & paste:
Use the arrow and action keys to\nSelect and enter a
number\npress enter to exit the keypad
After entering your text, press the Update
button to transfer it into the top window. Click on the
script tab and find the level section of your script. You
now need to set the colour, position on screen and the size
of your printed text.
This is the command I used to have white, size10 text at the
top centre of the screen.
[Level]
Name= Playable Tutorial Level
Horizon= ENABLED
Layer1= 160,160,192,7
TextFormat= CL_WHITE,FT_TOP_CENTER,IGNORE, 10
The colour, position on screen and the size are set using
the command:
TextFormat=
Syntax: TextFormat=Color, FormatFlags(FT_..), BlinkTime,
SizeCharacter (SC_..)
To be used in the title or level sections of the script.
A complete explanation of the arguments used with this
command can be found under the Reference Tab of the
NGScripter, in the Show SCRIPT NEW commands window.
The values which can be used for all of these arguments can
be found under the Reference Tab of the NGScripter, in the
Show _ MNEMONIC CONSTANTS for new script command window.
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