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Chronicles5
30th Jun 2002, 19:34
in my pompeii level i have this evil trick: Lara climbs up into an old house w/ skeletons strewn all over the floor, creepy music plays, and a cutscene shows creepy rooms, then a second cutscene plays scary music, and shows skeletons climbing up through the floor, lara has to quickly access a switch to open a door that leads to the second floor, that the skeletons can't reach, thers a hole in the floor where you can see the skeletons running around somethinglying on the ground near some bones... she picks it up, and a flipmap occurs, now the skeletons have stairs, the skeletons run in, and run up a bunch of stairs towards the second floor, and through a door on their side that is opaque on laras side, do you get it?? lara cannot see the secret stairs, and i want the skeletons to run up the stairs as soon as the door opens, and attack and unsuspecting lara. when lara jumps down through the hole in the floor (if she wants to die) a flipoff is triggered and the door is antitriggered so that she can't see inside the secret room. my problem: the skeletons dont come running up the stairs, they stay downstairs, and since lara has to wait for them to come up, since one of them is carrying the key she needs, her tendency to jump downstairs is higher, which will not let the skeletons come up, and she will get locked out of the second floor ruining the level. can someone expplain how i can get the skeletons to run up the stairs??? :confused: thank you for your time!!!!!!

El Diablo
30th Jun 2002, 19:41
Enemies like skeletons, SAS guards and scorpions can't go up slopes that are 2 clicks or higher. They can only go up 1-click slopes. Try to lower the stair slopes' higher ends 1 click.

eTux
30th Jun 2002, 19:45
Try using AI's.
Place an AI_ambush on the same square as the skeleton, open the ocb of the AI and enter 1 (for other skeletons 2, 3 and so on) and place another AI with the same ocb on a square in the room Lara picks something up :D

Hope this works :)

Chronicles5
30th Jun 2002, 20:00
@El Diablo, I made sure all the steps are 1 click. ;) btw, is this a evil trick or what??? lol :D

@eTux, this may work, but I want the skeletons to wake up the first time lara enters the room, and they attack her, she escapes to the second floor, and she picks up a key, and they all come running up the stairs, would an ai ambush work later in the level? do i just have to trigger it on the other triggers where the key is? if its that simple, than thanx for your help, I will try that!! ;)

EDIT: oh and btw, will the skeletons try at any lengths to get to the next ai ambush nullmesh, or will they sit there if they dont know how, coz they have to go up the stairs to get there :confused:

Collin
30th Jun 2002, 20:34
If the skeletons can't get to the second floor where the second AI-ambush is, they will ignore the AI you've placed and they will act as they would normally do, I think.

Chronicles5
30th Jun 2002, 20:39
Originally posted by Wixer
If the skeletons can't get to the second floor

they can get to the second floor but they will have to go up a set of stairs they have not been to before, through an opened door, up a bunch of 1 click stairs straight up to the room (a door from the inside, and toggle opacitied by the inside, so the skeletons can get in but lara cannot see out, and there is no toggle opacity (not 1 or 2) from the stairs looking into the room where lara is) then they simply rush in and attack. I will test this out soon. ;)

the last frustration
30th Jun 2002, 21:01
...maybe you could put a bunch of boxes in the flipmap so the skeletons have no choice but to go up the stairs?

Chronicles5
30th Jun 2002, 21:14
well, i thought of that, but what does a skeleton do if it's standing where a box is about to be, and its standing on the box when the fmap is triggered, does it get stuck or dissapear or something, or will it just run to the nearest un-boxed square, if it did that, i would gladly cover most of the level w/ boxes :D tanx for the help im testing a few ideas right now! ;)

Chronicles5
1st Jul 2002, 03:11
***§*~BUMP~*§***

MountainDewNut
1st Jul 2002, 03:22
Your almost as evil as El Diablo! tsk, tsk, tsk, well have to do something about that.

Chronicles5
1st Jul 2002, 03:58
yes, I can be quite EVIL in my tomb raider levels http://216.40.201.38/contrib/ruinkai/FIREdevil.gifhttp://216.40.201.38/contrib/dvv/asthanos.gifhttp://216.40.201.38/contrib/blackeye/Lhehehe.gif

MountainDewNut
1st Jul 2002, 04:05
Now let's all give that famous El Diablo laugh.....
Bwwwaaahahahahaha!

Chronicles5
1st Jul 2002, 04:08
http://216.40.201.38/contrib/ruinkai/FIREdevil.gifBWAHAHAHAHAHAHAHAHAHAhttp://216.40.201.38/contrib/ruinkai/FIREdevil.gif

El Diablo
1st Jul 2002, 06:33
No one can be more evil than the mighty El Diablo! Bwahahahahahahahahahahahahahahahahahahahahahahaha! :D

lol j/k ;)

And yes that's a *very* evil trap. :D
And yes I got your PM. Thanks. :)

Chronicles5
1st Jul 2002, 13:15
of course- http://www.uniquehardware.co.uk/server-smilies/contrib/dvv/asthanos.gif

lol :D

justin
3rd Jul 2002, 00:38
If the flipmap room is the same room with the skeletons, they won't go up because flipmaps and enemies don't mix well. Try using a trapdoor instead, or a regular door.