Blood 2 waypointing/triggers

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N0t_mINe
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Blood 2 waypointing/triggers

Post by N0t_mINe »

Hello, this is a brief video about triggers an pathoointing in blood2. The labtech starts stationary, runs when player touches a trigger, then switches to walking animation after another trigger near the tree.

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N0t_mINe
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Re: Blood 2 waypointing/triggers

Post by N0t_mINe »

Hi, a slight update from 2024.

Doors and transparencies now work.

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Re: Blood 2 waypointing/triggers

Post by N0t_mINe »

Dedit1.0 does not like 1 sided vertices, so I'm forced to give up on -nosnapnoscg mapping. First gen Lithtech had no way to manually join vertices, Lithtech 2 did. Anyway, it was fun while it lasted.


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Re: Blood 2 waypointing/triggers

Post by N0t_mINe »

Just briefly noting how awesome it would be if we could use triplasers as a cheap transparency in lithtech if there was more than one triplaser object. Alas, there is only one, and it can only be assigned 1 skin, and the vanilla game requires those skins to be pinkish red. The triplasers in the ceiling framework do function as transparencies, but there's no way to change the color to blue without assigning a new skin.


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