This is a tutorial for my Legend teleport objects package

You can download the playable version of this setup and also a project here

 

http://www.mediafire.com/download/yj4wf31jclu00ht/Excalibur_project.zip

 

 

Editor Setup

 

This setup requires flipmap because of the overlapping special triggers on the same tile as you need to place the Excalibur to the puzzle hole first to activate the device than need to touch the Excalibur again to teleport yourself. This means that first is used key for puzzle hole to activate the device and than swich for the magenta switch to touch the Excalibur again after activating the stones.

 

 

The Switches

 

There are 6 magenta switches that needs to be raised 1 sector 4 clicks (8 clicks for objects) because script lowers them back. Just select the switch and right click on floor + and they should be 4 clicks high. You need to prevent Lara from interact with those switches before so no climable pushblocks or something like that right in this puzzle room. Switches has OCB for small push button.

 

Waterfall

 

Is invisible from the start and will be triggered later.

 

Puzzle Hole

 

Under the puzzle hole there is a Key trigger for a puzzle hole, trigger for waterfall and it triggers a TriggerGroup 3

which lowers the switches in front of the stones, triggering the flip map and adding the green blinking light to the scene. So now Lara is able to activate the stones.

 

Animatings + 5 Switches

 

The stone animatings are triggered with the switches in front of them switch triggers are set to one shot. They are all triggered in flipmap.

 

 

6th Switch

 

Setup happens in flipmap. There is a switch trigger, finnish trigger and flipeffect for adding Excalibur back to the inventory as Lara is originaly teleported with the Excalibur.

 

 

 

Script setup

 

You need to know few ID’s for this skript to work

 

You can find them in the editor by clicking on the object or in the trigger Windows

But most of you will propadly know that

 

For this setup you will need all of these ID’s

 

ANIMATING1

ANIMATING2

ANIMATING3

ANIMATING4

ANIMATING5

ANIMATING1_MIP

ANIMATING2_MIP

1st SWITCH_TYPE1

2nd SWITCH_TYPE1

3rd SWITCH_TYPE1

4th SWITCH_TYPE1

5th SWITCH_TYPE1

6th SWITCH_TYPE1

 

Number of the flip map (if its 0 leave the skript as it is)

 

 

;Lara gets Excalibur weapon if the excalibur is combined, Ghalali Key Stays in Inventory

GlobalTrigger=1, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, -1, 1, 2, -1

TriggerGroup=1, $8000, 175, $2

TriggerGroup=2, $2000, 48, $63,$2000, 48, $10D

 

CombineItems=   PUZZLE_ITEM2, PUZZLE_ITEM3, PUZZLE_ITEM1_COMBO1

Puzzle= 1,Excalibur, $0008,$0600,$c000,$0000,$c000,$0002

Puzzle= 2,Excalibur Handle Pieces,$0008,$0600,$c000,$0000,$c000,$0002

Puzzle= 3,Excalibur Shard, $0008,$0600,$c000,$0000,$c000,$0002

PuzzleCombo= 1,1,Excalibur Pieces, $0008,$0600,$c000,$0000,$c000,$0002

PuzzleCombo= 1,2,Ghalali Key, $0008,$0400,$c000,$0000,$c000,$0002

PuzzleCombo= 2,1,Excalibur Hilt, $0008,$0500,$c000,$0000,$c000,$0002

PuzzleCombo= 2,2,Excalibur Handle, $0008,$0500,$c000,$0000,$c000,$0002

PuzzleCombo= 3,1,Excalibur Shard A, $0008,$0500,$c000,$0000,$c000,$0002

PuzzleCombo= 3,2,Excalibur Shard B, $0008,$0500,$c000,$0000,$c000,$0002

 

Pickup= 1,Lara's Diary, $0000,$0300,$0000,$c000,$0000,$0002

Pickup= 2,Lara's Diary, $0000,$0300,$0000,$c000,$0000,$0002

 

AddEffect= 1, ADD_MIST,FADD_CONTINUE_EMIT,JOINT_SINGLE_MESH,0,0,0,30,5,30,IGNORE,MIST_COL_GREEN

Customize=CUST_AMMO, CROSSBOW_AMMO1_ITEM, AMMO_PUSH_TARGET, 60, -1, -1, -1, -1 , -1, -1 ,-1 -1 , 1, -1

Customize=CUST_AMMO, CROSSBOW_AMMO2_ITEM, AMMO_PUSH_TARGET, 70, -1, -1, -1, -1 , -1, -1 ,-1 -1 , 1, -1

Customize=CUST_AMMO, CROSSBOW_AMMO3_ITEM, AMMO_PUSH_TARGET, 80, -1, -1, -1, -1 , -1, -1 ,-1 -1 , 1, -1

 

AddEffect=2, ADD_LIGHT_BLINK,FADD_CONTINUE_EMIT,JOINT_SINGLE_MESH,0,-1024,0,30,5,20,IGNORE,MIST_COL_GREEN

 

TriggerGroup=3,$5000, 1st SWITCH ID, $31F,>

$5000, 2nd SWITCH ID, $31F,>

$5000, 3rd SWITCH ID, $31F,>

$5000, 4th SWITCH ID, $31F,>

$5000, 5th SWITCH ID, $31F,>

$2000, 125, $0,>;flip on flip map 0 number of the flip map in hexadecimal

$5000, ANIMATING1_MIP ID, $230,>;Add effect 2

$2000, 47, $63,$2000, 100, $F,$2000, 53, $114;remove Excalibur

 

GlobalTrigger=2, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, -1, 4, 5, -1

TriggerGroup=4,$9000, ANIMATING1 ID, $115,>

$9000, ANIMATING2 ID, $115,>

$9000, ANIMATING3 ID, $115,>

$9000, ANIMATING4 ID, $115,>

$9000, ANIMATING5 ID, $115; Animating 1,2,3,4,5 has anim 1

TriggerGroup=5,$5000, 6th SWITCH ID, $31F, >; move switch

$5000, ANIMATING2_MIP ID, $2B ;activate circle

 

;If Lara has Crossbow give Excalibur on her back

GlobalTrigger=3, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, -1, 6, 7, -1

TriggerGroup=6, $8000, 356, $2

TriggerGroup=7, $2000, 100, $40F