The NGLE Manual
Level Jumps - Advanced
tutorial
By EssGee
This tutorial assumes that you have already
learned the basic concepts of level jumps described in the
TRLE Manual and Uvavoo’s Level Jumping Tutorial. The
tutorial focuses on multiple level exchange jumps.
Definitions:
Lara
Object: The Lara object that is
normally placed at the start of a level. The placement of
this object defines the first start point in a level.
Lara Start Position
Nullmeshes (LSPs): A nullmesh that is placed in a level
to create alternate Start positions to the Lara Object
location.
Hub Level: Any
level that has multiple exit/re-entry points to and from the
level.
Satellite Level:
Any level that has both an entry point from and a re-entry
point to a Hub Level.
Linear
Level: Any level that has an entry point from a
preceding level and/or one exit point to the following
level.
Rules:
1. If you
are only doing a one-to-one level exchange between Level 1
and 2 then place a Trigger(1:0) to Finish 2 and an LSP
(OCB1) at the end point of level 1. Place a Trigger(1:0) to
Finish 1 and an LSP (OCB1) at the start of level 2.
For Multiple level exchanges:
2. If the
finish trigger for a satellite level is the only jump to the
Lara Object start point in a Hub Level then no Timer value
is required on the Finish trigger.
3. If the
finish trigger for a satellite level is a jump to an LSP in
a Hub Level then the Finish Trigger must have the
corresponding Timer value to the LSP's OCB value to which it
is jumping.
4. For Hub
levels that have multiple entry/exit points then LSPs must
be put in place at each re-entry point of the Hub level.
Each LSP must be assigned a sequential OCB where OCB1 is the
first point that Lara re-enters the Hub level; OCB2 is the
second point that Lara re-enters the Hub level; OCB3 is the
third point that Lara re-enters the Hub level, etc..
|
***Note that I said exchange point,
not necessarily Start point. For example, a
preceding level that is one way traffic into the Hub
level to the Start of the level (Lara Object) needs
only a normal Finish Trigger to the Hub level. In
other words, any level connecting to a Hub level at
any other start point than where the Lara Object is
placed will need a Timer value in its Finish trigger
to the Hub Level and a corresponding LSP in the Hub
level with the same OCB value. |
5. If the
Lara object start point of a Hub level is not one of the
exchange points to/from a satellite level then it does not
require an LSP. If the Lara Object location is also an
exchange point in the Hub level then it will need an LSP
(with corrrect OCB) placed on the same tile.
6. If the
re-entry point to a satellite level is at a location
different to the Lara object location then it must have an
LSP (OCB1) at the re-entry point.
7. Each level has a limit of 10 LSPs.
Vehicles
and Torches
If Lara is able to carry out a level jump in
a vehicle you must place a vehicle object somewhere in the
map of the level she is jumping to and have the necessary
vehicle animations (Vehicle Extra object) in the level she
is jumping to.
If Lara is carrying a torch between levels
you must have another torch placed somewhere in the map of
the level she is jumping to.
End Game
For the
final finish trigger in your game place a Trigger(0:0) to
Finish 99. This will take the player back to the Load Game
screen.
Reset HUB
The TR
game engine can remember Save Game information for up to 7
consecutive levels. After that, you must use ResetHUB in
your script to allow Save Games to be recalled properly.
Lara and Level Jumps
There are
four things that you must take into consideration when
creating multi-level jumps. The Lara Object, Lara Outfit
(Lara Skin), Weapons and Inventory. To avoid crashes during
level jumps, observe the following rules:
-
The
Lara object contains all the necessary animations for
each level. The set of animations can differ between
each level. Having wads with different animations does
not affect level jumps.
-
Using
a different Lara outfit in different levels can cause
crashes. This can be avoided by observing the following
rules:
-
If
the outfits only vary by cosmetic differences
(different textures), then no ResetHUB is required.
-
If
the outfits are structurally different (contain
different meshes) then you must use ResetHUB in
your script between the levels to prevent the game
from crashing.
-
Ensure
that you maintain integrity between level wads. For
weapons, ensure that you have the weapon and ammo items
in each of your wads that you can carry over the items
from a previous level.
-
For
inventory items that are carried over to subsequent
levels such as medipacs, flares and puzzle items ensure
the items are the same between wads. If any item is
carried over from a preceding level and the object is
not in the wad of the subsequent level then a ‘Lara
Butt’ mesh will be displayed instead of the inventory
item.

Lara’s Butt
Mesh

Example script from Tomb Raider – The Last
Revelation
In the
above example, Levels 1 and 2 use the Young Lara object. The
ResetHUB command (ResetHUB= 3) is used in the Race for The
Iris level to allow the change to the Classic Lara outfit in
Level 3 – The Tomb Of Seth.
|
ResetHUB Conditions
Be
aware that using the ResetHUB command to allow level
jumps for different Lara Outfits is not the only
function of this command. When a ResetHUB script
command is invoked, it will also remove from Lara’s
inventory all carried over inventory items except
weapons, ammo, flares, medipacs and quest items. |
Example1:
Set up for
three levels where L1<>L2 exchange point is at the end of
L1 and the start of L2, and L2<>L3 exchange point is at the
end of L2 and the start of L3. In this example, Level 2 is a
Hub Level and L1 and L3 are satellite levels.
In
Level 1
Trigger
(0:0) for Finish 2; LSP at end of L1 OCB 1
(Note: No
timer field required because this is the only place from
which you want to jump to L2; The LSP has OCB 1 so that Lara
will start at this spot when returning from Level 2)
In
Level 2
At Start
Trigger (1:0) for Finish 1 ; Lara object only
(Note: Timer=1 because you want to jump to
LSP with OCB1 in Level1;
At End
Trigger (0:0) for Finish 3 ; LSP at end of L2
OCB 1
(Note: No timer field required because this
is the only place from which you want to jump to L3; The LSP
has OCB 1 so that Lara will start at this spot when
returning from Level 3)
In
Level 3
Trigger
(1:0) for Finish 2; No LSP
(Note:
Timer=1 because you want to jump to LSP with OCB1 in Level
2; No LSP required because the only place you want to start
in level 3 is where the Lara Object is placed.)

Example 1
Example 2:
Hub level
1 has 4 satellite levels - L2, L3, L4, L5. Each satellite
level has it's own exit/re-entry location in the Hub level.
Setup:
Hub
Level 1
(For L2)
Trigger (0:0) for Finish 2; LSP (OCB1)
(For L3)
Trigger (0:0) for Finish 3; LSP (OCB2)
(For L4)
Trigger (0:0) for Finish 4; LSP (OCB3)
(For L5)
Trigger (0:0) for Finish 5; LSP (OCB4)
Level
2
(For L1)
Trigger (1:0) for Finish 1; No LSP
Level
3
(For L1)
Trigger (2:0) for Finish 1; No LSP
Level
4
(For L1)
Trigger (3:0) for Finish 1; No LSP
Level
5
(For L1)
Trigger (4:0) for Finish 1; No LSP

Example 2
Example 3:
Three
levels are all inter-connected. L1 can go back and forth
between L2 and L3; L2 can go back and forth between L1 and
L3; L3 can go back and forth between L1 and L2.
Level
1
(For L2
exchange point) Trigger (1:0) for Finish 2; LSP (OCB1)
(For L3
exchange point) Trigger (2:0) for Finish 3; LSP (OCB2)
Level
2
(For L1
exchange point) Trigger (1:0) for Finish 1; LSP (OCB1)
(For L3
exchange point) Trigger (1:0) for Finish 3; LSP (OCB2)
Level
3
(For L1 exchange point) Trigger (2:0) for
Finish 1; LSP (OCB2)
(For L2 exchange point) Trigger (2:0) for
Finish 2; LSP (OCB1)

Example 3
Example
4:
Level 1 is
a Hub Level that has two clusters of three interconnected
levels attached to it. Cluster A (L2, L3, L4), Cluster B
(L5, L6, L7)
Hub
Level 1
(For Cluster A) Trigger (1:0) for Finish 2;
LSP (OCB1)
(For Cluster B) Trigger (1:0) for Finish 5;
LSP (OCB2)
Cluster A
Level 2
(For L1)
Trigger (1:0) for Finish 1; LSP (OCB1)
(For L3
exchange point) Trigger (1:0) for Finish 3; LSP (OCB2)
(For L4
exchange point) Trigger (1:0) for Finish 2; LSP (OCB3)
Level
3
(For L2 exchange point) Trigger (2:0) for
Finish 2; LSP (OCB1)
(For L4 exchange point) Trigger (1:0) for
Finish 4; LSP (OCB2)
Level
4
(For L2
exchange point) Trigger (3:0) for Finish 2; LSP (OCB2)
(For L3
exchange point) Trigger (2:0) for Finish 3; LSP (OCB1)
Cluster B
Level
5
(For L1) Trigger (2:0) for Finish 1; LSP
(OCB1)
(For L6 exchange point) Trigger (1:0) for
Finish 6; LSP (OCB2)
(For L7 exchange point) Trigger (1:0) for
Finish 7; LSP (OCB3)
Level
6
(For L5
exchange point) Trigger (2:0) for Finish 5; LSP (OCB1)
(For L7
exchange point) Trigger (2:0) for Finish 7; LSP (OCB2)
Level
7
(For L5 exchange point) Trigger (3:0) for
Finish 5; LSP (OCB1)
(For L6 exchange point) Trigger (2:0) for
Finish 6; LSP (OCB2)

Example 4
Internal Level Jumps
An
internal level jump is one where Lara is moved from one room
in a level to another room. Essentially you use LSPs in the
same way that you would for a level jump, only that the LSPs
are placed within the one level rather than between two
levels.
If you are
creating a level jump within your level and it is level 1 in
the game, you would place in your map:
-
Lara
Object where the level starts.
-
A
Trigger (1:0) for Finish 1 at the place in your level
where you wish to move Lara from.
-
An LSP
(OCB 1) at the place where you wish to move Lara to.
Things
to avoid with level jumps
You should
not use any sort of 'one-time-only' finish trigger as an
exchange point. If you intend to jump back and forth between
a level, do not end a level with a rolling-ball trigger, a
flyby, an enemy death trigger, a Lara animation with special
command, a one-shot lever or switch etc etc. as these will
not reset, so the level jump can only be made once.
Example
5:
If you
were using this as a teleporter effect, you might wish to be
able to transport back to the original teleport location. In
this case you would place:
-
Lara
Object where the level starts.
-
A
Trigger (1:0) for Finish 1 at the place in your level
where you wish to move Lara from; plus an LSP (OCB 2) to
designate the place to return to.
-
An LSP
(OCB 1) at the place where you wish to move Lara to;
plus a Trigger (2:0) for Finish 1 to jump back to the
original teleportation location.

Example 5
Different versions of
the TRLE
The concepts covered in this tutorial can be
used in any level created with the standard TRLE, the NGLE
with TRep or the TRNG. There are some other cool features
that can be utilised in TRNG but these should be addressed
in the TRNG manual and tutorials.
Acknowledgements
Thanks to Anders (QRS) for his input and
reviewing the text.
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