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