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Kiliad   Posted 1st Mar 2006 1:02pm
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Post 225 / 672

I need some help testing a couple of things.
I've been playing around with triggers and the different ways they can be set off. In the map I've linked to there are two things to test.

You'll see a target on the back wall which uses the "Players Weapons Activates Trigger" checkbox. Its been used before in a few maps but it seems to be unreliable in MP. Just shoot it will the pistol and it should set off a mover (a floating box).
Now the next thing.... the mover in turn should turn off the rotating mover in the back wall and then turn it back on after a brief pause.
I looked around for tutorials on turning rotating movers on and off but couldn't find any. Anyone know of one? The Mover_Pause event doesn't seem to work on rotating movers so I had to play around a bit and eventural found the the Unhide event would do it if used correctly. You'll see the setup if you open up the map in RED. I don't recall any use of the Unhide event before for movers. I may be wrong though. If the mover activated when you shoot the target, that should then stop the spinning mover.

Now the last thing...
There are two yellow panels on the floor. One had a HMG on it.
Try stepping in the one that DOESN'T have the HMG without pickup up the HMG. Then try picking up the HMG and standing back to the other panel. You should only die if you have picked up the HMG.
If you check the properties of the trigger that kills you, you'll see the Key Name box contains the HMG's script name (heavey machine gun).
Any script name for weapons and other pickup items can go in there.... I think. If this works properly in MP it means players who like to hose about with the HMG can be restricted to certain areas in a map.... yes I'm thinking of you Frank lol. This also allows the keycards to work in MP... I think.

I normally test this kind of thing on my LAN with help from my brother but he's away and I'm sick of running backwards and forwards from one computer to the other lol.

I think the weapon activated trigger will be a problem. You might need to hit it many times before it works and it may not keep working.
If anyone tried this, just remember it needs to be in REAL MP mode and that means with other people. Some events work in MP if you have one person and not when others are present.

Here's the link....

Demo Map
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Ninja~   Posted 1st Mar 2006 2:00pm
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Ok I've just tested the map in MP with ozxar and it seems the 2 Panels + Hmg works.

You could take the HMG and use it but once you go onto the other panel you would die even if you had pistol selected (having HMG in your inventory) but you could go onto that panel if never picking up hmg.. and that worked properly in MP

The Target on the other hand did not work at all.. and I will just let you know that Activating triggers from player weapons only works with specific weapons but is usually fairly reliable with those specific weapons..

I hope that covers your needing to test at this stage.. good work on limiting where you can take the hmg.. thats really advanced Shiznit
   
ExoStatic   Posted 1st Mar 2006 3:22pm
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Hehe you could make it so when they pick up the HMG they get trapped by prison bars..
Back in RF... getting back into the swing of things!    
E_Darkness   Posted 1st Mar 2006 6:19pm
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Post 173 / 338

how about picking up the weapon and it triggers people/entities that were attacking others to stop and then attack you in single player?


Or even once that is tested test it with multi player 1 person be a server and do nothing but watch and the other person non server pick the gun up and the server sees if the entities start attacking the non server.

I know that with those kinds of maps non servers can be harmed and killed by entities and can also kill them back.
(-ULTOR CORPS-) ||||| Join a Rail Clan - (E) Elements We do reg too    Modified Mar 1st, 06:22pm by E_Darkness
Ninja~   Posted 1st Mar 2006 6:34pm
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Post 190 / 644

But the client-side bugs go deep.. I mean you cant see their animations at all.. and if you are killed you are "Killed Mysteriously"

Possibility
Use Brushes as enemies and have a simulated gunfire.
Making them die could be a problem.. because weapon activated triggers only work with specific weapons.. but you could limit the range to what the enemies could fire by having a trigger and basically link it to some damage.
   Modified Mar 1st, 06:35pm by Ninja~
Kiliad   Posted 1st Mar 2006 11:09pm
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Post 226 / 672

Thanks for the testing guys.
After asking for help I got annoyed and moved my computers closer together to test it myself. As Ninja said, the weapon activated trigger works with specific weapons usually... mostly the geomod ones but others will also. This trigger has a slightly different setting however. It contains the UID of the surface it is resting against.
Now that may have no effect at all since brush UID's don't usually mean anything. They just refer to when the brush was created. It was worth a try though. The pistol will activate the trigger sometimes but it is very unreliable. It works almost everytime with just one person present, but as soon as another player joins it loses its sensitivity.

Glad the HMG trigger worked. It should also work with all the other weapons and even ammo. So you could use a hmg anywhere in a map but if you picked up ammo you would then be restricted to a certain area.
Probably not much use for that.

I'll have to test the rotating mover on/off without the weapon trigger attached but it does seem to work in MP. My idea with that is a large rotating platform that you have to stop at just the right angle so you can jump on it and climb up to get at something. It could be used in DeathRun style maps.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    
E_Darkness   Posted 2nd Mar 2006 1:03am
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Post 174 / 338

Quote
I mean you cant see their animations at all..


Im not really interested in the clients point of view. I just want to know how the entities react to a client as seen by the server.

I dont see Gill much other wise he and I could test this out a bit.
(-ULTOR CORPS-) ||||| Join a Rail Clan - (E) Elements We do reg too    



skvlad01   Posted 2nd Mar 2006 8:56am
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Post 203 / 614

lol my friend just made a simalar thing to. he made a shooting range and when u shoot the targets they fall down and then the spring back up again after a while.
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loser   Posted 3rd Mar 2006 12:03am
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Post 36 / 39

The weapon trigger is not reliable in SP let alone MP. That said you do have more luck with the 'explosive' type ammo.

Unhide is a godsend as far as events go. Somedays I think that it wishes it were infact an 'invert' event, because it works like one. It does all sorts of 'backward' triggering. For instance turning on a disabled trigger.
"Sometimes you kick, sometimes you get kicked." - Hutchence    
Kiliad   Posted 5th Mar 2006 2:30am
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Post 230 / 672

After a lot of playing around I've given up on getting the weapon trigger to work effectively on its own. The When_Hit event is much better when used with clutter objects. For the target I had, I just stuck a clutter plate object in the centre and then linked a when_hit to that. Also, to stop the plate being destroyed I have a When_Dead>>Make_Invulnerable linked to it. Now it works everytime even with pistol hits... well with two players anyway. It may get messed up with lots. Hard to test that here.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    
Assaultman67    Posted 5th Mar 2006 2:45am
Post 779 / 4376
ive been wondering if there is a way to put a countdown in multiplayer ... has anyone tried that before, i would try but id rather ask, it would come in handy in deathrun maps for the beginning.
   
Kiliad   Posted 5th Mar 2006 2:55am
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Post 231 / 672

Yes it is possible but like many SP events, it has its limitations in MP. You can use the Countdown_Begin and Countdown_End events. They can be linked to via When_dead but that will start them immediately.
To make it player activated, you'd do it my activating through a mover. If you don't know how, I can soon make a demo map. Or better still, someone else can lol.
The main limitation is that the time you see displayed won't be the same as what others will see. Lag interferes as does joining the game late. In fact, if you join late, the timer won't be running for you at all.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    Modified Mar 5th, 02:57am by Kiliad
Trigger   Posted 5th Mar 2006 2:56am
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Post 354 / 385

Heh, I have been using make_invulnerable to make sure my clutter lights don't get taken out - looks kinda silly with a lit wall and no actual light[clutter].

Quoting Assaultman67
ive been wondering if there is a way to put a countdown in multiplayer

60 seconds remaining ... 30 seconds remaining ... 10, 9, 8, 7, 6 ,5 ,4 ,3 ,2 ,1. Winner!!!

But seriously,
Quoting Kiliad
You can use the Countdown_Begin and Countdown_End

And I am sure there is even a when_coundown_over or something.
If I ever get to where I am going, will I know when I am there?    Modified Mar 5th, 02:58am by Trigger
RED-FROG   Posted 5th Mar 2006 2:57am
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Haven't read it all yet. Got to go now..
But you can make rotating movers top by using the modify_rotator or something like that. lol I have no idea how that event is called.
I remember..I have used this in one of my lego maps, the 3rd level where you enter the building throught the airduct. You must turn the big vent off. Thats the rotating mover.
Not really sure if you wanted to know this, now you do
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Kiliad   Posted 5th Mar 2006 3:01am
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Post 232 / 672

BOING!!!!
Another idea just popped into the vacant lot I call a brain lol.
The event that lets you put up a bitmap image full screen with transparency (Display_Fullscreen_Image)
You could have several of those with a set of delay events and count down that way. e.g. a bit map for 5,4,3,2,1. They don't have to be huge bitmaps either because RF stretches them to fit the screen. Of course you wouldn't want too many.
Also that event too is limited by lag and when you joined the game.

[EDIT]
RedFrog - yes I have played around with the modify_rotating_mover but it doesn't seem to work properly. Plus it uses percentage increase or decrease in speed which is very awkward. Set on 100% decrease you'd think a mover would stop but it only slowed it down for me. Also, it wouldn't restart. And that makes some sense. If its 100% stopped then what does 100% increase in speed do? 100% of nothing is still nothing lol. Still, I suppose it has its uses.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    Modified Mar 5th, 03:08am by Kiliad
Ninja~   Posted 5th Mar 2006 3:49am
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Post 192 / 644

Quoting Kiliad
Lag interferes as does joining the game late. In fact, if you join late, the timer won't be running for you at all.


I figured out how to bypass the join late bug quite some time ago, The timer will start running if you join the server.. which is not anything special.. but the method can be used for other things really well such as Deathrun checkpoint doors or anything like that.
   
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