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RED-FROG   Posted 19th Sep 2005 10:58pm
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Post 566 / 5258

I have a lil question.
You all know the "starts hidden" setting in the entities properties.
So, an "unhide" event will unhide the entity so you can see it ingame.

But, if the unhide event gets activated when you are directly looking AT the location by the INVISIBLE/HIDDEN entity, it will NOT be unhidden until you've seen away to somewhere else, or a brush just crossed the view between the entity and you.

I'm asking if there is some kind of trick to get around this problem.
Because in a cutscene I want to get them seen "just spawned" from the nothing.

Of course I could always use the TELEPORT event, which I did for now. But then you will not have the "full control" of them, they suddenly look in a different direction and it's not control-able. Or maybe it helps to rotate the TELEPORT event and remembering where the new angle is, because there is no arrow that shows the direction like the one of TELEPORT PLAYER. Haven't tryed it.
SPAWN ENTITY is just the wrong thing of course.

I've tryed to create an invisible brush in front of them with an invis texture, and once with "show sky". But that didn't help.

Probably there is something I didn't think of yet. I'd be nice to have something that makes even less work than the teleport trick.
Do you know a better trick to solve this?

This post is not only to answer my question..now everyone knows about it and knows at least one possible way to fix it. But yet it isn't the best one, perhaps.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
RF Grim Reaper   Posted 20th Sep 2005 3:18am
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Perhaps a mover which crosses the cameras view, with it's travel time set to 0.01 would have the same effect. Hiding the entity for 1 frame, the viewer might not actually see the mover - thats how it would work.

I've encountered this before, trying to get fish to unhide in a pond as others are killed ( for 'fishing' purposes ) but they only show up when you turn away
I got around it by using a cutscene pointing away.

It might be yet another thing with RF/RED which you can't get around easily
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GTA   Posted 20th Sep 2005 5:54am
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Post 111 / 162

why would you want more than a couple entitys to come into being in front of the player? i mean for the most part, its better if they just come at you from around a corner isnt it?
   
snail_master   Posted 20th Sep 2005 7:15pm
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Post 58 / 83

can't you use a look at event that activates just after (e.g. 0.01 of a second) the entity is teleported?
I knew there was a reason for my grotesque appearance    
Molodiets   Posted 20th Sep 2005 9:10pm
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Post 724 / 2687

Quoting REDFROG

I'm asking if there is some kind of trick to get around this problem.
Because in a cutscene I want to get them seen "just spawned" from the nothing.


you can use lotsa's kinda teleport (namely instant movers).
spoilsport    
Trigger   Posted 21st Sep 2005 9:47pm
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Post 186 / 385

Quoting snailmaster
can't you use a look at event that activates just after (e.g. 0.01 of a second) the entity is teleported?


You can set your cutscene camera to look at a hidden AI.

Quoting frog
if the unhide event gets activated when you are directly looking AT the location by the INVISIBLE/HIDDEN entity, it will NOT be unhidden until you've seen away to somewhere else

True. I always assumed you would see them. However spawn_object will do what you are trying to achieve. I see dead people.
If I ever get to where I am going, will I know when I am there?    Modified Sep 21st, 09:48pm by Trigger
RED-FROG   Posted 21st Sep 2005 11:10pm
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Post 567 / 5258

The teleporter trick does its job very well I think.
I've tryed to rotate the Teleport event, you can't see the change in RED but entities will look in different directions by rotating it.
As snail master mentioned, I've been using the look at event before, this also works yes.

I've noticed that meshes can be unhidden while they're in the players fov. Probably it works with them because they were previousily hidden by the unhide event and were already loaded with the map, they were hidden so fast you can't see it. Entities are hidden from the start, probably not even pre-loaded in the cache. So by using the "invert-unhide" events it might work?!..
But I have the feeling that these by event unhidden entities can move around like they are visible..not sure.

Well..I don't know how RF handles this stuff exactly
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    



RF Grim Reaper   Posted 22nd Sep 2005 1:20am
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You can try it

If they were moving around whilst hidden you could always set them to start as friendly with no waypoint list and then when they appear trigger any waypoints / friendlyness changes etc.
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RED-FROG   Posted 23rd Sep 2005 11:22pm
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Post 575 / 5258

Quoting RF Grim Reaper
You can try it

If they were moving around whilst hidden you could always set them to start as friendly with no waypoint list and then when they appear trigger any waypoints / friendlyness changes etc.

Yeah you know how it works

Another trick is to use swap_texture events linked to the entity or clutter that hides it with invisible textures, and another swap_texture event that unhides it.
Entities will be able to move around tough..I use this technique on "static...animated" entities which play animations only.

huge arms, woohoo!

Quoting GTA
why would you want more than a couple entitys to come into being in front of the player? i mean for the most part, its better if they just come at you from around a corner isnt it?

Guys flight down with parachutes, hit a Trigger region on the floor which hides them, and unhides the walk entities of the same type on the same place. So you get the feeling they've just landed.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Sep 23rd, 11:25pm by RED-FROG



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