I was shown a while ago how to link a mover with an event and erm a potted plant >object which one I don't know<
This caused the movers in a multi player game to allways be in sync with the players >ie the mover is in the same state for each player no matter when they joined the server<.
How ever I have forgotten who showed me this or how it is done if any one knows how it works please post here.
Thanks in advance
http://gadgets.freebiejeebies.co.uk/156057
Ninja~
Posted 7th Jan 2007 12:27pm
L4Y Member Post 383 / 644
Yeah that was my When_dead / Slay_Object sync system..
vibes
Posted 7th Jan 2007 12:45pm
L4Y Member Post 103 / 552
Ahhhhhhhhh great Ninja could you possibly write a post on here explaining to everyone how it is done and then maybe an admin from L4Y could make it a sticky as I am sure it would help a great many mappers thanks.
http://gadgets.freebiejeebies.co.uk/156057
Spikey2005
Posted 7th Jan 2007 4:37pm
L4Y Member Post 408 / 2126
Yep, i recon that could be a great help for the RF mapping community... means people could possibly make movers that sync with other players when joining.
Very helpful indeed. I neglected to put sleigh rides (movers) in my new map Blind Christmas because of the sync issue and was unaware of a fix.
"Whenever you feel like criticizing any one," he told me, "just remember that all the people in this world haven't had the advantages that you've had."
Ninja~
Posted 8th Jan 2007 4:08am
L4Y Member Post 385 / 644
The system is only ideal for 1-way movers (Run map Checkpoints)
Ninja~
Posted 8th Jan 2007 9:50am
L4Y Member Post 387 / 644
Destroyable Clutter Object <-- When Dead -->Keyframe mover
This means when the 'destroyable clutter object' is destroyed, The keyframe will activate.. It would be quite simple to test for yourself.
But If you don't want to shoot the clutter to break it, in order to activate the keyframe.. You will also need to trigger a slay_object event to break the clutter object for you.
This can be done using the infamous kiliad keyframe technique.
Delay = Keyframe + Keyframe and putting the slay_object event UID number into the trigger UID keyframe properties.
With surprising results I found that this method gives you less limits in RED, Syncronized 1-way movers for Multi.
The only known bug is the fact that the movers become synchronized for new players only after they join the server.. So It's not like they are constantly synced, They just move to their syncronized position immediately.
Assaultman67
Posted 8th Jan 2007 6:23pm
Post 1896 / 4376
Quoting L4Y Infernus
Still would be of great use for the RF mapping community
no-one ever thought about using a loop keyframe and just setting the pause time to something extremely large?