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Red Faction : [RED] Editing : trains going around corners |
[Forum Rules] |
Trigger |
Posted 15th Sep 2005 7:11pm |
L4Y Member Post 178 / 385
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Every event works in MP. It is how you trigger it that matters. |
If I ever get to where I am going, will I know when I am there? |
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mad_ferrit |
Posted 15th Sep 2005 9:42pm |
L4Y Member Post 863 / 1510
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Hence your name |
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goober |
Posted 15th Sep 2005 11:20pm |  |
L4Y Member Post 492 / 265
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your telling me that strip player weapons and defuse nuke and play Vclip work in multi? |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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Molodiets |
Posted 16th Sep 2005 2:14am |
L4Y Member Post 707 / 2687
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Quoting goober | your telling me that strip player weapons and defuse nuke and play Vclip work in multi? |
Strip player weapons do work indeed. I haven't tested the rest.
With some events, you'll come across client side bugs thou (modify mover...) |
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adambehrend |
Posted 16th Sep 2005 4:36am |
L4Y Member Post 61 / 97
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nah not all events work in MP, such as the message event, goal check, set, create, the AI actions im sure dont, the strip players weapons does NOT work in Multiplayer properly enough to be useful, once the event is triggered it will strip player weapons for the person running the server but for everyone else the handgun always comes back.. even if you set an auto trigger with a travel time of 0
trust me i really wanted the strip player weapons event feature to work.. and tried but failed..
im sure there are other events that also dont work in MP, but there are quite a few that do.. but even still.. how would you be able to make use of such features in a Multiplayer map? |
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Predalienator |
Posted 16th Sep 2005 5:25am |
Welcome! Post 507 / 1
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Hey what happens when you put AI in a multi map?Does it crash or what?Coz i put some turrets in there and i shot them all and they shot me back.But everytime i go to create server RF crashes.Help I cant play custom maps. |
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mad_ferrit |
Posted 16th Sep 2005 9:36am |
L4Y Member Post 867 / 1510
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Quoting Pred | Hey what happens when you put AI in a multi map?Does it crash or what? |
Only you as the server will be able to see it, if anyone joins then they won't see the AI.
Quoting Pred | But everytime i go to create server RF crashes.Help I cant play custom maps. |
I answered this in the RF Pimp My Map thread |
MY RF MAPS |
Modified Sep 16th, 02:56pm by mad_ferrit |
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Molodiets |
Posted 16th Sep 2005 6:35pm |
L4Y Member Post 708 / 2687
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Quoting adambehrend | once the event is triggered it will strip player weapons for the person running the server but for everyone else the handgun always comes back.. even if you set an auto trigger with a travel time of 0
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that's a client side bug but most of the maps that are played are run on dedicated servers. On a dedi, there is no player running the server hence the strip player weapons event has the same result on each player. |
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Morgoth |
Posted 16th Sep 2005 7:07pm |
L4Y Member Post 30 / 393
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Quoting mad_ferrit | Only you as the server will be able to see it, if anyone joins then they won't see the AI. |
Is not totaly true...
You cannot see entity when the designer just drop it in the map, but you can use the "Spawn_Object" Event to see and also interract with "Turet" in multiplayer. Is also work for client/server (tested with a friend), the only thing is that the turet by default is set to a passive mode "waiting". And this kill the gameplay, because player need to shoot the turet first to activate it. I tryed to change the default "AI mode" in Entity to "Motion Detector", but it dont work I didin't think it was possible after this, just for luck, i also try to active the turet by a "player trigger" that hit the turet... And it dosen't work at all  The only thing you can do, if you realy want a useable Turet, is to build it with complex trigger to aim at different spot, and dont hope to have goOd control or aim with your standard reticule!! lol
I will MAYBE do it, in one Xmod map, mounted on a custom "vehicle mover" with some destroyable clutter parts. I have few idea in mind that will shoot energy blast "Bolt Emitter mover" or/and "geo explode event mover". The only thing i need, IS TIME, event if i've study in 3D in the past, i dont plan to put alot of time on the vehicle model/texture. The main goal of this prototype map, is the RED team take control of this vehicle and enter the main Blue base with it by destroying the front with "pre-animated trigger destruction" to move (need 2 player) the big bombe in center base. Well, i know, big idea = big challenge 
*Note again that some map will have to be played in a password online server or LAN to preserve the gameplay. Because mover can be altered in-game by later join player (client/server bug)." 
We will use REAL Turet in Red Faction 3 |
Red Faction - Xmod Home Page Mod DB Thanks to visit |
Modified Sep 16th, 07:15pm by Morgoth |
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Trigger |
Posted 17th Sep 2005 12:48am |
L4Y Member Post 182 / 385
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I just noticed a modify_rotating_mover event, it may help. |
If I ever get to where I am going, will I know when I am there? |
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Spikey2005 |
Posted 21st Sep 2005 10:13pm |  |
L4Y Member Post 41 / 2126
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Here is an idea for you... create a round arena. Create your train the way you would like to. Create your mover using keyframes but ONLY add one keyframe. Set its properties to "Rotate" and at 360 degree's. Move the keyframe in the centre of your level and there you have it, you will have a rotating train. If you would like to learn more about rotating movers, I would refer to a map (I cannot remember the name) that looks like a pirate map and it has one boat that moves and it rotates at the same time.
the main problem users have with rotating movers are that your player either falls out the mover, gets stuck or gets instantly killed. It cannot be fixed because REDs not a powerful editor.
I would seriously recommend that you just stick to Straight movers... I have done with all my maps because i cannot be bothered with the fuss of rotating movers.... I would only use rotating movers on scenery objects i create. |
Check me out on Youtube
www.youtube.com/themudkiphut |
Modified Sep 21st, 10:21pm by Spikey2005 |
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Trigger |
Posted 21st Sep 2005 10:17pm |
L4Y Member Post 192 / 385
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Quoting Spikey2005 | Set its properties to "Rotate" and at 360 degree's. Move the keyframe in the centre of your level and there you have it |
nice, if you want to go around in circles. |
If I ever get to where I am going, will I know when I am there? |
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Predalienator |
Posted 22nd Sep 2005 1:58am |
Welcome! Post 633 / 1
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Quoting mad_ferrit | Quoting Pred | Hey what happens when you put AI in a multi map?Does it crash or what? |
Only you as the server will be able to see it, if anyone joins then they won't see the AI.
Quoting Pred | But everytime i go to create server RF crashes.Help I cant play custom maps. |
I answered this in the RF Pimp My Map thread |
Like your Star Wars Death hangar?With 2 or 4 Capeks outside the level?I cant remember but there were Capeks |
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Spikey2005 |
Posted 25th Sep 2005 11:11pm |  |
L4Y Member Post 42 / 2126
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Quoting Trigger | Quoting Spikey2005 | Set its properties to "Rotate" and at 360 degree's. Move the keyframe in the centre of your level and there you have it |
nice, if you want to go around in circles. |
yo dude, thats what i was trying to explain to him... it be the worlds easiest way to create a mover that rotates without the hassle |
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KERPAL |
Posted 26th Sep 2005 3:51am |  |
L4Y Member Post 99 / 1353
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Sounds pretty cool, Im not all that great with movers but Id like to see this |
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