The fish object is an emitter, like the locust emitter or little beetles emitters.
You place it in the project, set via OCB the number of fish you wish and then trigger it in game to emit the wished number and type of fish.
Plase, note this fish emitter is not really the same you saw in tomb raider 3 but it is a new object created by me (paolone) to reproduce behaviors alike that in tomb raider 3.
There are some difference between the trng fish and tr3 fish: with trng fish you can choose between four different kind of fish: pirahnas, clown fish, butterfly fish and angel fish.
You can set if the fish will work within a shoal or like single individuals.
You can choose also other behavior of fish: if they will be able to jump (temporary) out of the water, it they will attack lara or less ect.
Study the OCB for FISH_EMITTER object in the Reference panel of NG_Center program, in the "OCB List" section to know all available OCB values for fish.
In this project you can find three demonstration about usage of fish: the first sample is for tropical unoffensive fish: butterfly, angel and clown fish will swim close to lara without injuring her.
The second sample show the pirahnas and they will injre lara, of course.
The pirahnas have beet set to work in a shoal.
The third example show some tropical fish in an aquarium. In this case you see also a way to build a litle water room (the aquarium) rounded by other dry rooms.
For aquarium fish I used the ocb value SLOW to get the fish compatible with a so reduced water space.
Remark: in this demo you can find an example also about usage of graphical ammo counter, the swapping of horizont item and about the new still collisions.
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