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How do i combind levels?

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#1
Lara Croft Baby

Lara Croft Baby

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I read in the manual how to combind rooms is combinding levels the same thing?? If not how do i combind the levels together

#2
cartouche

cartouche

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Nope , it’s not the same thing http://forum.tombrai...tyle_emoticons/default/smile.gif
To make Lara goes into another room in game, you have to create a door (also called portal) in your map between 2 rooms , all this of course inside one same level.

To make Lara goes into a second level once she has accomplished what she had to do in a previous level , you have to learn firstly about the finish trigger and scripts.

The finish trigger is used to end a level, the script is a file that should contain the name of the level(s) , and very important the order in which the levels will be played by the player , and some more informations about each level (for example you have the names of the objects that Lara
will pick up in each level , in game these names will appear in the inventory)
Have a look to the original script.txt that Eidos gave us with the trle , you ‘ll see 7 or 8 levels
in there (tut1,settomb,karnak, and so on). If you check the prj of these levels , and can find the finish trigger in the map, you will see that the finish trigger of the 1st level (tut1) is set to 2 ,
that means that the engine will load the beginning of the 2nd level in the order of the script ,
when Lara will reach the square of the tut1 map with the finish trigger on it.

All depends now on the number of levels you want to design for your Lara’s adventure , and the order of progression of the levels.

1/ First case (simple) : If you design an adventure with only one level , in your map place a finish trigger where you want the level to end. Enter 24 in the finish trigger. When Lara will step , walk , or run on this square (or groupe of squares) the level will end.
Question : Why setting the finish trigger to 24 ?
Answer : Because an adventure generally does not have more than 23 levels. (you could also enter 99 in the finish trigger).

2/ Second case (simple) : If you design an adventure with 2 (or more) levels
If you have 2 levels , your script should have 2 levels accordingly.
In the map of the 1st level, place a finish trigger where you want this level to end and set this finish trigger to 2.
When Lara will reach this square of your map , this level will end and the beginning of the 2nd level (in the order of your script) will load automatically in game. The beginning of your second level is the room where you have placed Lara.

If you have only 2 levels , the finish trigger of the 2nd one should be set to 24.
If you have 3 levels , the finish trigger of the 2nd one should be set to 3 , and the finish trigger
of the 3rd level should be set to 24.

And so on….


Tip : To set a trigger , select the square (or range of squares) and click on the purple box (trigger).
Then open the trigger box (select it) and enter the number (2 , 3 , ...or 24) in the little upper window of this box in front of ‘trigger’. You must hit the enter key so that the number sticks ....

Edited by cartouche, 09 June 2006 - 12:23 pm.


#3
cartouche

cartouche

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3/ For advanced builders : Re-entrance(s)

(maybe not very recommanded if you design your 1st adventure) :hiya:

It is possible to use re-entrance(s) in levels. If you want some of your levels of your adventure to have more than one beginning and more than one possible ending.
For example , if you want Lara to comes back and forth between the levels , you will have to use objects called Lara_Start_Pos. Generally the engine recognizes the beginning of a level by where you have placed Lara in your map , but if you have more than one beginning for a level , the engine should not be able to recognise where to start : that’s why you’d have to use these Lara_Start_Pos objects.
Lara_start_Pos is a nullmesh object. This object is not visible in game.
Even if you use Lara_start_Pos to begin a level , Lara must also be placed in the map otherwise the game will crash.

If you have 2 levels ,
Set the finish trigger in level one to:
Finish trigger 2,
Timer 1.

Set the finish trigger in level two to:
Finish trigger 1,
Timer 1.

In the OCB (Object Code Bit) of the Lara_start_Pos in the 1st level , enter 1
In the OCB (Object Code Bit) of the Lara_start_Pos in the 2nd level , enter 1

When Lara will hit the finish trigger of level 1 , level 2 will start where you have placed the
Lara_start_Pos in the 2nd level
When Lara will hit the finish trigger of level 2 , level 1 will start where you have placed the
Lara_start_Pos in the 1st level

The number you enter in the OCB of the Lara_start_Pos object in the level that is loaded must be the same than the number you enter in the Timer for the finish trigger of the previous level. You can place more than one Lara_start_Pos , in which case you should increase for each both the number of the OCB and the number of the corresponding Timer of the finish trigger.

Edited by cartouche, 09 June 2006 - 12:26 pm.