HD failures are the worse. Having went through it myself. I'm glad MoA wasn't involved. that would've been horrible.
With all the levels in Mist Resurrection, it was just way to many levels i kept throwing in the boat. "Let me do this", "let me add this", "let me try this". Each time, adding a new level you see in game. Without focusing on each level individually making it the best.
When you do return to the second level in Mist Resurrection, entering that pole area, don't jump up to the very top pole. The very top pole is only for making your way back.
Okay, I'll post the script right here, and also send you a PM with it.
Return to TRF, I can post it in one of the tutorial sections.
Hopefully others will find much use with it.
And its a really simply variable usage. It doesn't use them so heavily, so you won't have to worry about any "reached maximum progressive action errors".
; ------ Survival Instincts -----------
ColorRgb= 100,255, 240, 0
; ---The execution (activating SI)---
TriggerGroup= 288, $8000, 11, $10D ;condition when the player Holds down the Look Key
GlobalTrigger= 204, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, -1, 288, 292, -1
TriggerGroup= 292, $2000, 127, $42
TriggerGroup= 293, $2000, 128, $42
Organizer=66, FO_TICK_TIME, IGNORE, 60, 232, 30, 231, 30, 291
TriggerGroup= 290, $8000, 11, $D ;condition when the LOOK is released
TriggerGroup= 291, $2000, 129, $ED, $2000, 133, $50, $2000, 192, $E6;remove SI.
GlobalTrigger= 205, FGT_SINGLE_SHOT_RESUMED, GT_CONDITION_GROUP, -1, 290, 293, -1
; ---The execution (activating SI)---
; ---The variable (to highlight objective beacons)---
TriggerGroup= 231, $2000, 118, $2E6; Activate that TriggerGroup with a “continue” F118.
TriggerGroup= 230, $5000, 691, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271, >
$5000, X, $36, $2000, 291, $6471, $2000, 257, $2271
TriggerGroup= 232, $2000, 355, $1402, $2000, 357, $233, $2000, 129, $EC, $2000, 133, $8; extra SI effects
; ---The variable (to highlight objective beacons)---
ColorRgb= 189,40,40,40
Parameters= PARAM_SHOW_SPRITE, 51, FSS_TRANSPARENT, 0, 0, 1000, 1000, DEFAULT_SPRITES, 32, 189, IGNORE, IGNORE, IGNORE
; ------ END of Survival Instincts -----------
For activating Survival instincts I use an organizer for the executing and the LOOK button. It activates when the player holds down the look button for period of time.
It enables Organizer with ID 66.
Organizer ID 66 is what activates Survival Instincts.
Ex.
, etc.
, which begins the flashing of objects the player can observe. (With an "Continue"
which lists all the objects ID's that are going to flash.
.
command defines which color the objects flash. (In this case, it's yellow)
, or else, the objects will keep flashing forever.
. Which is
. If you release the LOOK key, it stops Organizer ID
. Until you press and hold it again.
command. I used
in the wad. To display that similar TR2013 effect on screen.
Okay, I think I explained every aspect of the setup. If you got questions, ask me for the time being.
Sending as PM to Titak, which you can share it, if others desire it. You have my permission.