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Trigger   Posted 15th Sep 2005 7:11pm
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Post 178 / 385

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?    
mad_ferrit   Posted 15th Sep 2005 9:42pm
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Post 863 / 1510

Hence your name
MY RF MAPS    
goober   Posted 15th Sep 2005 11:20pm
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Post 492 / 265

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]  
 
Molodiets   Posted 16th Sep 2005 2:14am
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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...)
spoilsport    
adambehrend   Posted 16th Sep 2005 4:36am
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Post 61 / 97

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?
AKA marc123    
Predalienator   Posted 16th Sep 2005 5:25am
Welcome!
Post 507 / 1

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
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Post 867 / 1510

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
Molodiets   Posted 16th Sep 2005 6:35pm
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Post 708 / 2687

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


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.
spoilsport    
Morgoth   Posted 16th Sep 2005 7:07pm
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Post 30 / 393

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
Trigger   Posted 17th Sep 2005 12:48am
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Post 182 / 385

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?    
Spikey2005   Posted 21st Sep 2005 10:13pm
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Post 41 / 2126

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
Trigger   Posted 21st Sep 2005 10:17pm
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Post 192 / 385

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?    
Predalienator   Posted 22nd Sep 2005 1:58am
Welcome!
Post 633 / 1

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
I love L4Y!    
Spikey2005   Posted 25th Sep 2005 11:11pm
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Post 42 / 2126

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
Check me out on Youtube
www.youtube.com/themudkiphut  
 
KERPAL   Posted 26th Sep 2005 3:51am
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Post 99 / 1353

Sounds pretty cool, Im not all that great with movers but Id like to see this
Maps    
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