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goober   Posted 16th Sep 2005 11:33pm
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Post 500 / 265

well he spammed in the usefull techy thread anyway...soo......

lol

anyway back on topic:
ill go check out those events and objects now, see what they do and stuff, i still doubt those events work in MP though


EDIT: post # 500!!!!!!!!!!!!!!!!!!!!!!!!!!!1
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 Modified Sep 16th, 11:35pm by goober
Vidi44   Posted 16th Sep 2005 11:51pm
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I can't move lights, then again, haven't tried. My idea is that a light will only shine through so many brushes, so if you stop it from doing that, it'll look like it's off. So (I still haven't tested this yet), put about 10 microscopic (0.01 thickness) brushes in front of the light. Set them to a keyframe, and whenever you activate the trigger, they'll instantly drop down and stay there. Hopefully, it'll work, but I arg at keyframes, so I can't get them to drop down at all.
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
goober   Posted 16th Sep 2005 11:56pm
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or just make tyhem face brushes with invisable textures that fall down,

i tryed that set-liquid depth, i cant get it to work in SP or MP ive tryed linking the event to the room effect and the triugger to the event, and the trigger to a keyframe with the second keyframe having the event as the trigger, and linking the event to the room effect

any other methods you can think of?
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Vidi44   Posted 17th Sep 2005 12:32am
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I was worried there might be glare on an invisble texture. Might work.

Set_Liquid Depth doesn't work. Don't know why, don't know how, but it doesn't. You'd think that when they released something, they'd get it to work 100%, but they didn't (sloppy coding on their part, which is why a lot of people are anti-THQ for pushing Violition to code faster). The lack of a complete Help file is the primary proof of this, as well as how RF crashes whenever focus is taken from it. So many problems, if only Sub would tell us how he got the Source (probably reverse-engineered it). That's neither a topic for here or there (maybe a "conspiracy theories" thread?).

In all my tests with SLD, nothing worked. RedTech has a nice tutorial on moving the room into the liquid, but it isn't good enough (what if you just want part of the room, or the entire level?). Also, too bad there isn't a way so that the liquid would fill out whenever you blew up the tank it was in (snipercity2 is a good example, the water won't fill the room on the bottom of the pool, which is something that wouldn've been nice for it to have done). I think I tried all the effects you listed. Moving it via keyframe wouldn't work, unless you moved it to another room, and even that is doubtful (I don't think you can move events). So, obviously, SLD is a bug in RED, never fixed (they might with the release of RF3 in 2-3 years).
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1  
 
goober   Posted 17th Sep 2005 12:40am
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Post 505 / 265

Quoting Vidi44
RF3 in 2-3 years).





heres a link to the level i made and tryed that in, test it in SP and MP and in RED if you like, its the only way i could see of doing it


DM_waterrise.vpp
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 Modified Sep 17th, 12:46am by goober
SkipRat    Posted 17th Sep 2005 12:55am
Post 944 / 3024
heh sorry nah the spam thread aint outta order. i hardly post in that anymore. I do read these threads (dunno why as i dont play RF) and i just couldnt stop myself. I apologise.
Meh...    



adambehrend   Posted 17th Sep 2005 5:55am
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Post 64 / 97

We might as well say these events dont exist.
AKA marc123    
goober   Posted 17th Sep 2005 11:39am
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Post 513 / 265

Quoting adambehrend
We might as well say these events dont exist.

or maby we just dont know how to trigger them right
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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topspins   Posted 17th Sep 2005 4:02pm
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Post 46 / 102

Yeah, the only way to make water rise and fall by level is by sinking the room inside an air brush (only way I know). Mind you as soon as you turn a brush into a mover, it acts like a detail brush and closes off any air brush openings , so might have to use fuse or carve to stop it sealing off the exit.
   
NoClanFrank    Posted 17th Sep 2005 4:45pm
Post 1486 / 5840
Quoting topspins
Mind you as soon as you turn a brush into a mover, it acts like a detail brush and closes off any air brush openings , so might have to use fuse or carve to stop it sealing off the exit.
Yes but couldn't you just use the carve feature for the opening instead (You wouldn't be able to use doors) but wouldn't carving guard it from that happening?
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topspins   Posted 18th Sep 2005 11:15am
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Post 51 / 102

I'm not entirely sure if carve would work, for in my computer room level when I sank the room I was sealed off from making another brush to re-connect it to the room outside the mover so the whole entire room had to be the mover, but if I altered the mover itself and extruded some more passageways of the room to lead to an exit outside the mover room, then the whole mover (the keyframes and object positions of the room) all start to screwed up and went out of synch and got all displaced. So you can't alter brushes of a mover or you soon screw it up. Can only be safely done if you dissolve the mover and turn it back into a brush then do the extra passages or whatever before turning it back into a mover again.
   
Predalienator   Posted 18th Sep 2005 11:21am
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Post 564 / 1

What about like a teleport?Its the easiest way of travelling in RF i no
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topspins   Posted 18th Sep 2005 11:31am
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Post 53 / 102

Ooo, now that maybe a very good idea indeed and use a player fade out out event....I've Not tried teleport yet. That solves my trouble of getting out of a moving room.

But I just added a load level event to get myself out instead.. But you could only access the next level once you drained the room and returned everything back to normal again. But if the room is Underwater then you can't access it until you get rid of the water.
   
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