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topspins   Posted 16th Sep 2005 3:43pm
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Post 43 / 102

How can I get the Spawn_object event (found under Event/Level) to not only just spawn entities for me, but to also get those entities to follow navigation waypoints?
   Modified Sep 16th, 10:43pm by topspins
goober   Posted 16th Sep 2005 11:00pm
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impossible, you cant use AIs that follow wavepoints in MP, only in SP and if its in SP then you dont spawn object, just puit the object there, the only thing people use entities in MP for is to just get them there they wont do anything ever, just for show.
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Vidi44   Posted 16th Sep 2005 11:02pm
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Are you spawning them all at once, or delaying them? RED might be trying to do too many things at once. Maybe your computer can't handle it. Think of all the information contained in the APC (its huge and powerful, and 50 of them, maybe outfitted with a lot of conditions, would be too much).

As for the waypoints, use the "follow waypoint" event. Its buggy, but when it works, it's spiffy.

EDIT: he didn't say whether it was SP or MP. I'm assuming SP.
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 Modified Sep 16th, 11:04pm by Vidi44
topspins   Posted 16th Sep 2005 11:48pm
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I do Single Player Maps, not multiplayer. I want the spawn to follow waypoints but apparently red don't support that feature. I guess I can use spawn for falling junk.
   
goober   Posted 16th Sep 2005 11:57pm
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if you want AIs to follow waypoints then why spawn them? why not just put them there
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Trigger   Posted 17th Sep 2005 12:44am
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You can't do anything with the AI from a Spawn Event. The AI are not there, so you cannot link any events to them. Unhide works better because the AI can spawn into a Trigger connected to the Events you want to play out.
If I ever get to where I am going, will I know when I am there?    Modified Sep 17th, 12:44am by Trigger
topspins   Posted 17th Sep 2005 4:14pm
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Post 47 / 102

All we can do then is just spawn the entity into triggers connected to system events to set events off, we can't get the spawned entities to use navitation points and waypoints because to get an entity to use a waypoint we have to manually configure the properties and the spawn object event has no properties for this. limitations...limitations....
   Modified Sep 18th, 02:46am by topspins



goober   Posted 17th Sep 2005 5:25pm
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Quoting topspins
It sounds like Red was only set up to make AI follow navpoints only when you insert an entity from the object tree into the editor and open up it's window properties to manually configure the entity to follow a waypoint.




AKA SP
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Trigger   Posted 17th Sep 2005 9:58pm
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Quoting topspins
So I now understand why you cannot spawn an ai into a navpoint trigger to set it off using the unhide event as you suggest, no spawn event is going to edit the entities properties for us


Quoting topspins
can't get spawned entities to use waypoints




Place an AI in your map and open its properties. Check the Is Hidden flag. Place an Unhide event and link it to the AI. Place a trigger [set to activated by AI only] around the AI and link it to the follow_waypoints event.

All you need is something to 'trigger' the Unhide event.

If I ever get to where I am going, will I know when I am there?    
topspins   Posted 18th Sep 2005 10:28am
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Post 49 / 102

Okay so we can make the AI invisible (HIDE) him from sight until the Ai sets off the trigger and pops out of thin air and starts following set waypoints.

I would use a trigger event somewhere in the map to set off the unhide event unless that event only works with door triggers. But spawned entities with the Spawn_Object event will just spawn and stay where they are because they can't seem to follow waypoints.

Other issues:

The hotspot for the trigger event flag known as "Players Weapon activates trigger" is faulty. It dosen't work properly with pistols or other small weapons, because the hotspot dosen't appear to be resizing itself to fit the trigger box, instead when you shoot inside the trigger but not inside the small hotspot itself which is near the center of the trigger box, the weapons just fly through it and do nothing to set it off.

But seems to be different for remote charges, the hotspot seems to be the size of the trigger box for those.
   Modified Sep 18th, 10:59am by topspins
Molodiets   Posted 18th Sep 2005 3:37pm
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Quoting Trigger

Place an AI in your map and open its properties. Check the Is Hidden flag. Place an Unhide event and link it to the AI. Place a trigger [set to activated by AI only] around the AI and link it to the follow_waypoints event.

All you need is something to 'trigger' the Unhide event.


Does that work in MP?
spoilsport    
adambehrend   Posted 19th Sep 2005 4:53am
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Post 65 / 97

Yeah, but only for the Server... nobody else can see or hear the entities.. sometimes you can feel their ammunition.

hmmm, maybe a Set_Light_State linked to a Spawn_Object event, then he should have brains..
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topspins   Posted 19th Sep 2005 9:05am
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Post 57 / 102

I still cannot get Red to set up a goal in a previous map, and then remember what it is in the map it is going to load, so the door dosen't open. I put the create goal and set goal around a computer terminal in the area I had to walk in to access it.

In the next map with the sealed door, that the computer terminal was supposed to open only after you visited it, If I disable the trigger to the door, then nothing works, not even Unhide will activate the door. If I enable the trigger and check the disabled flag off, the door opens without me even visiting the previous map to the computer terminal before opening the door. For I only want the door to only open up after visiting the computer terminal....
   Modified Sep 20th, 11:51pm by topspins
Trigger   Posted 21st Sep 2005 10:07pm
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Post 189 / 385

Quoting molodiet
Does that work in MP?


No doubt.

Quoting topspins
I put the create goal and set goal around a computer terminal in the area I had to walk in to access it.


What did you give to the player for the goal_check to check? I assume that's how it works.
If I ever get to where I am going, will I know when I am there?    Modified Sep 21st, 10:08pm by Trigger



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