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Link Master   Posted 19th Oct 2006 3:55am
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Post 37 / 71

This is probably a stupid question which will most likely be answered with a no, but is there any way you can make the particles from a particle emitter kill? I have a really good idea for a map if they can.
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Assaultman67    Posted 19th Oct 2006 4:19am
Post 1668 / 4376
i dunno, but if there is i would sure like to know too ... ive spent a good amount of time trying to find a way to turn off particle emitters ...
   
Molodiets   Posted 19th Oct 2006 4:41am
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Post 1182 / 2687

I'm not a specialist with RED but i'm pretty sure you can link a continuous damage event to a trigger around the zone where the particles spring.


as for turning a particle emitter off, isn't there a particle_state event?
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Assaultman67    Posted 19th Oct 2006 6:58am
Post 1672 / 4376
ok molo, i think you are thinking about a different thing than me (or not ... i dunno)

i am talking about being able to turn off a particle emitter ... molodiets is talking about making a damage event around the particle emitter

it depends what you want Link Master ... do you want to be able to turn off particle emitters? Or are you trying to say that you want them to do damage?

if you want them to do damage ... molodiets is right ...
   
Ninja~   Posted 19th Oct 2006 10:11am
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Post 302 / 644

Hes also right about turning particle emitters on and off using particle_state event.. You can also have a setup which will damage the players while particles are on and no damage when particle emitters are off thanks to Kiliad!.
   
goober   Posted 19th Oct 2006 11:24am
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Post 3935 / 265

Yea, its a bit complicated, but worth it! You can also turn on/off push regions, bolt emmiters, and fog.

As for each individual particle killing the player, no, this would have to be done with a complex mover system useing brushes. You can however have an area with a kill event with a particle emmiter inside of it, but no, each individual particle cannot kill.
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Molodiets   Posted 19th Oct 2006 4:11pm
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Post 1183 / 2687

Quoting Assaultman67


i am talking about being able to turn off a particle emitter ...


yes, thanks to kiliad, turning on or off, particle emmiters, bolt emiters or push region is rather easy.

Quoting Goober

As for each individual particle killing the player, no, this would have to be done with a complex mover system useing brushes


Complex indeed but it would work
spoilsport    Modified Oct 19th, 04:16pm by Molodiets



Link Master   Posted 20th Oct 2006 5:55am
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Post 38 / 71

Quoting goober
As for each individual particle killing the player, no, this would have to be done with a complex mover system useing brushes. You can however have an area with a kill event with a particle emmiter inside of it, but no, each individual particle cannot kill.

Yes, that's exactly what I was wanting. Crap. >_<

Basically, I was going to make some glass containment fields, like the ones you find metroids inside in Metroid Prime. However, mine would have particle emitters in them, and they would basically be like a virus. If someone were to shoot and break the glass, the virus would be released into the area and damage anyone who touches them. I really liked the idea, but it doesn't look like I can do it. Oh well.

Failing that, I had a second idea though. It's not nearly as good, but I might do it if it's possible. Is there a way to trigger an event once a particular section of glass is broken?
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Ninja~   Posted 20th Oct 2006 8:25am
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Post 304 / 644

If you made a breakable glass mesh in 3d studio max then yes.. but otherwise the player weapon activates trigger is the other solution but wether its SP or MP will also require other settings.. SP = much more easy to do these things.. Where as in MP if you wanted 3 shots (4 example) to break the glass and trigger event you would need to setup about 4 moving triggers which connect with the glass and the last shot will break the glass and trigger whatever event you want but the only other thing is that only Pistol and explosives work well in Multiplayer for weapon activated triggers.

I cant see why you cant work around your original idea though.. why not make it so the virus is a gas which covers the whole room in which case you will either die or lose health from being in the continous_damage region... But again how you will trigger the particles will depend on player activated triggers which is difficult in MP and does not fully work with most weapons..
   



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