OpenTomb icon indicating copy to clipboard operation
OpenTomb copied to clipboard

Switch-Trigger should take trigger-frame from Switch AnimCmd4

Open T4Larson opened this issue 9 years ago • 2 comments

script_switch.lua defines a switch_frame value for each switch type, I assume these frames are based on Lara's anim. However, the trigger-point for each switch is defined by the AnimCommand 4 in the animation of a switch, where at the end of that animation the actual trigger will be activated.

T4Larson avatar Aug 14 '15 19:08 T4Larson

You mean AnimCommand 3? Or I'm misinterpreting values from Wadmerger (which says that animcommand 3 is the FreeHands command, and 4 is Death command).

Yeah, I kinda learned the way it originally works when it was already implemented in current way, and this should be changed... although I will really miss synchronized switch animation and object activation (it looks much more realistic than original "pull the lever, return to standing state, and only then activation occurs").

Lwmte avatar Aug 14 '15 23:08 Lwmte

I'm sure it's Animcmd 4: the "kill" function is only valid for moveables with the AI-Flag, for Switches it means the switching-point. Since there are already AnimCmd_4 in Tr1 switch-anims, it's probably already in the engine since Tr1. It may look better with hand-chosen frames, but it may also give you a split second less to do a tight timerun :stuck_out_tongue_winking_eye:

T4Larson avatar Aug 15 '15 01:08 T4Larson