The NGLE Manual
Using
Multiple Condition triggers
By Cook
I have a CONDITION trigger
and a FLIPEFFECT trigger on the same sector in NGLE.


This is the script for the
level.

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.
Lara performs her pickup animation if she rolls onto the
trigger and 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.
Since the various CONDITION triggers have different timer
and OCB button settings they are special triggers and I
cannot overlap them.
When you need to use multiple CONDITION triggers for a
sector you need to export the CONDITION triggers as script
triggers and create a TriggerGroup for them.
Exporting triggers and creating TriggerGroups is explained
in this tutorial.
A TriggerGroup which only contains exported CONDITION
triggers is a CONDITION TriggerGroup.
First select the CONDITION trigger on the sector in NGLE and
export it as a script trigger because this CONDITION trigger
in the level will need to be changed.

This CONDITION trigger will
only activate if Lara runs onto the sector.

This CONDITION trigger will
only activate if Lara is holding her pistols. This isn't
exactly what we want but we'll work some magic later to fix
it.

Here is the CONDITION
TriggerGroup in the script. Notice that CONDITION script
triggers start with the number $8000.

This is the CONDITION trigger
to use on the sector in NGLE. This means all the CONDITION
triggers in the CONDITION TriggerGroup will be used to
determine when the FLIPEFFECT trigger on the sector will
activate. Notice that I have applied One Shot. When you
export a script trigger the One Shot status is not included.

Now back to the script. The
CONDITION TriggerGroup in words says the following:
If Lara is in the centre of the sector AND she is holding
her pistols AND she is running then activate.
I want this.
If Lara is in the centre of the sector AND she is NOT
holding her pistols AND she is running then activate.
To do this I use a TGROUP_ flag mnemonic constant. These are
explained in the TriggerGroup command in the new script
command section of NGCenter's reference tab. To add a flag
to another mnemonic constant you use a plus "+" sign.
The flag I use is TGROUP_NOT. It must be added to the $8000
for the script trigger.

Build the script and play
your level. Make sure you have converted the level with the
new CONDITION trigger on the sector.
Note
To
restrict Lara to performing the animation only when her
hands are free I could have exported this CONDITION trigger
and added it to the TriggerGroup instead of the not holding
pistols condition.
; Exporting: CONDITION(16:62) for PARAMETER(2)
; <#> : MultEnvCondition= 2
; <&> : Multiple condition of <#>MultEnvCondition script
command in (E)way
; (E) : In AND way. (All ENV conditions have to be true)
; Values to add in script command: $8000, 2, $10
The MultEnvCondition script command to use is this.
MultEnvCondition= 2, ENV_FREE_HANDS, IGNORE, IGNORE