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Red Faction : [RED] Editing : Set_Light_State/Set-Liquid Depth |
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topspins |
Posted 16th Sep 2005 4:21am |
L4Y Member Post 38 / 102
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How do we set them up? Can someone explain who has the knowledge? I want to change liquid depth, do I connect this event to the room effect ?
I also want to blink lights on and off in Red and in the light properties windows it does say ON/OFF, Alternating ON, Alternating OFF, unless those options are not implemented yet. |
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adambehrend |
Posted 16th Sep 2005 4:25am |
L4Y Member Post 59 / 97
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Where have you seen it done before to beleif its possible? ... you have not seen it anywhere, so unless you pull off a miracle you just have to settle with lights that are always turned on.
Liquid depth is just a small setting in the room effect properties. |
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Predalienator |
Posted 16th Sep 2005 4:26am |
Welcome! Post 505 / 1
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I dont no how to make lights on and of but i no how to change the liquid depth.Open Room Effect properteis and put liquid room.Then check for a deth thing.It should be 0.50 meters adjust it to your liking |
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topspins |
Posted 16th Sep 2005 4:34am |
L4Y Member Post 39 / 102
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No..No. NO.. I already know about the Liquid Depth settings in the Room Effect Properties, I'm talking about how to use the Set_Liquid Depth EVENT (E). |
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adambehrend |
Posted 16th Sep 2005 4:42am |
L4Y Member Post 63 / 97
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There is no such event....
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topspins |
Posted 16th Sep 2005 7:42am |
L4Y Member Post 41 / 102
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The more knowledgable users of Red already know that The Set_Light_State event is in the editor but it has to be added into the object tree menu which means I have to edit one of the files to add it in as I have the (Asia Pacific Version of the game) otherwise I can easily select an event and scroll down through the event scripts to select the Set_light State which is the other way to do it.
The Set-Liquid Depth Event is already in Red if you look under EVENTS even though it is NOT mentioned in the help file. You will find Set_Light State is mentioned in the help file under events. |
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Predalienator |
Posted 16th Sep 2005 8:08am |
Welcome! Post 511 / 1
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Asia Pacific?I have the same RF as you do .Try messing around with it thats the only way i no how to understand RED |
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mad_ferrit |
Posted 16th Sep 2005 9:34am |
L4Y Member Post 866 / 1510
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Quoting adambehrend | Where have you seen it done before to beleif its possible? ... you have not seen it anywhere, so unless you pull off a miracle you just have to settle with lights that are always turned on.  |
Quoting Trigger | Every event works in MP. It is how you trigger it that matters. |
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topspins |
Posted 16th Sep 2005 3:37pm |
L4Y Member Post 42 / 102
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Since every event works in Multiplayer, then what about single player? I'm trying to get those events to work for single player !! |
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Vidi44 |
Posted 16th Sep 2005 10:35pm |
L4Y Member Post 216 / 668
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This is starting to scare me. I couldn't find either the Set_Light_State or Set_Liquid Depth events in the entire events tree. I've used the Liquid Depth before, so I know its there, but I can't find it now. Anyway:
If you don't have the Set_Light_State, you could create a complex mix of events to simulate it. I've tried this before, but as RED won't calculate my lighting, at all (it'll show it in RED, but when I save, it'll magically lose the lightmaps, both in RED and in the vpp). However, my theory is this:
create a light
create a lamp (put clutter from the "lights" tree)
create a trigger event
link the light and lamp together
set the event so that it is activated by the player's weapon
set it so that when the event is triggered, it somehow hides the light (I've been working on this a long time, haven't figure it out yet. Don't criticize me for trying, as it has to be possible somehow)
So far, hiding the light didn't work (like putting another face quickly in place .01 from the light. The idea behind this is that if you make the texture thick enough (or displace the light behind enough microscopic faces), the light won't shine through), however the "remove object" event is promising. I'm currently trying to get it to work with that (as I've said, this is a n00b project that I know makes no sense, but if it works, it'll be spiffy, and I'll continue no matter what you say). |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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goober |
Posted 16th Sep 2005 10:44pm |  |
L4Y Member Post 497 / 265
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ummm if i understand correctally ALL events work in SP, getting some to work is multi is what ninja's up to |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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topspins |
Posted 16th Sep 2005 10:48pm |
L4Y Member Post 44 / 102
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It should'n't scare you and in my version of the game, Set Liquid Depth is in the object tree but the Set-Light state event isn't but I can access the script of it in the event scripts list, so I will just have to edit one of the table files and insert the missing entry so it shows up in the object tree of Red.
There are also a couple of objects in Red that are not in the object tree, but they do show up under the Spawn_Object event.
How do we use and set up the Set_Light_state event is what I wish to find out from those who have more knowledge about events in Red than me. |
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Vidi44 |
Posted 16th Sep 2005 11:10pm |
L4Y Member Post 218 / 668
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You were right about that. I accessed it by putting some random event, then going to its properties, then "event type", and changing it. Perhaps it isn't just the Pacific version, but maybe a general flaw in RED. The flaw might be in one of the little files in RED, but since the event is still there, use the process I listed, should work.
Time to have fun with my new event, and potentially give up on the complicated process of old. |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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Molodiets |
Posted 16th Sep 2005 11:15pm |
L4Y Member Post 709 / 2687
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To vidi44: You can move lights?
To topspin:the set-liquid-depth events and set light state are not in my object tree either. |
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SkipRat  |
Posted 16th Sep 2005 11:25pm |  |
Post 943 / 3024
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to molodiets : CENSORED
sorry i couldnt resist |
Meh... |
Modified Sep 16th, 11:26pm by SkipRat |
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Molodiets |
Posted 16th Sep 2005 11:30pm |
L4Y Member Post 710 / 2687
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Quoting SkipRat | to molodiets : CENSORED
sorry i couldnt resist |
Skiprat in a usefull technical thread?
Is the spam thread out of order. |
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