Static collision via Lua

Turning on Soft Collision for static objects and vice versa (Based on l.m.’s tutorial from trlevel.de https://www.trlevel.de/lexicon/index…tatics-setzen/ code credit goes to him) Tomb Engine has a default hard collision on for all statics. However, there may be cases where you just want to have some statics have soft collision. Well there are 2 ways to achieve this: Static collision via Lua

Lua Basics

By Kubsy For lua tutorials changelogs, please read: HERE For Squidshire’s TEN documentation and API: HERE Note: if you notice any errors (grammar, code mistakes etc) or you have any suggestions to improve the tutorial, let me know on TombRaiderForums: HERE and I will amend the tutorial when I have time. 🙂 Hi, and welcome to the Lua Basics

Creating An Ammo Counter.

In this tutorial, I shall demonstrate how to create an ammo counter in TombEngine. In order to fully complete this tutorial you need knowledge of: a basic understanding of how variables works a basic understanding of how decision-making works (if else statement work) a basic understanding of logical operators. <pre class=’line-numbers theme-okaidia’ data-show-toolbar=’yes’><code class=’language-lua’>LevelFuncs.OnControlPhase = Creating An Ammo Counter.

Infinite Boulder Tutorial

In this tutorial, I will show you how to make an infinite boulder which will be activated infinitely. This block declares and initializes 2 variables: – spawner variable which gets the moveable by its lua name set in Tomb Editor. In this case it’s “Boulder_spawner” and a nulllmesh (doesn’t matter which slot) – Boulder variable Infinite Boulder Tutorial

Chapter 4 – Understanding nodes: Advanced

In the last Chapter we discovered nodes. We learned what are action and conditional nodes where each have different properties. However we did not discover 2 useful functions that can be useful, and those are: Nested conditional nodes and exporting node scene to written Lua. Nested Conditional nodes Reminder: conditional nodes are nodes which act like an “If-statement” Chapter 4 – Understanding nodes: Advanced

Chapter 3 – Understanding Nodes

This tutorial will go over spawning nodes into our scene, understanding the difference between conditional and action node and some handy shortcuts/info. Creating an Event. First of all let’s create a new event set. Go to the Event Set column and press the add sign which will create a new event set. It should look Chapter 3 – Understanding Nodes

Chapter 2: Understanding Volume Trigger Window

This next chapter of the tutorial will focus on the Volume trigger window which is used for node editor (but also for Lua function scripts) The general layout of the volume trigger window looks like this (open the image on a new browser if you want to zoom in): There are a lot of buttons Chapter 2: Understanding Volume Trigger Window

Chapter 1 – What is the Node Editor?

Node Editor is a scripting graphical user interface which is supposed to be aimed at beginners with little to no programming knowledge. It is a similar concept to Unreal Engine’s blueprints or Unity’s visual scripting interface. The benefit of Node editor is it was constructed similarly to TRNG’s trigger window since each of the nodes Chapter 1 – What is the Node Editor?


Learn all about variables and data types within Lua and how they apply to Tomb Engine.

Legacy Sound Overrides

Here you will find some handy files that will allow a builder to very quickly and easily change ALL of Lara’s sounds from their default TR4 sounds to another entry in the series. Installation. Open your project in Tomb Editor, open the level settings and goto the “Sound Infos” page. Next, load the TRx_Override.xml cataloge Legacy Sound Overrides