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Red Faction : [RED] Tutorials : Join Late Fix |
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Ninja~ |
Posted 20th Jul 2007 4:02am |
L4Y Member Post 518 / 644
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When players activate movers or events in Multiplayer games, They are not remembered when a player enters the game afterwards.., I have found the solution... So now you can have players joining the game at any time.. AND still be up to date with the game in progress..
I will now begin to simply explain to process..
First create a translating mover which requires at least 2 keyframes and have the keyframes spread apart to make them move.
Nobody Picked up on my mistake below...? ... A trigger is not necessary I've just remembered, Since the Clutter is actually the trigger!. So please ignore the linking the trigger to the gold keyframe.. (unless you dont want to)
Link the trigger to the gold keyframe and adjust the following properties:
1 way type mover
resets 0 times
Now all you need is a When_Dead event and a Breakable Clutter object.. and Link them correctly as I will now explain:
When_Dead ---->Breakable Clutter
When_Dead ---->Gold Keyframe
The above setup means that basically... Once the Clutter is destroyed, The Mover will activate.
For some bizaar reason, It Is the simple Destruction of the Clutter which makes this memory for RF possible..
You can also Trigger events by replacing the Gold Keyframe alternatively.. like :
When_Dead ---->Breakable Clutter
When_Dead ---->Explode Event
That's It,
this is a Multiplayer fix only, So that when the player joins the game afterwards.. The game still remembers the events/movers...
If you don't want to have to go around shooting lights just so that you can trigger the events.. You can have triggers which activate slay Object event which does it for you.
EDIT- Read above in BOLD to find a small mistake I just noticed now |
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Modified Jul 21st, 03:21am by Ninja~ |
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Assaultman67  |
Posted 20th Jul 2007 5:36am |  |
Post 2340 / 4376
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i wish there was a simpler way ... you kinda get this Rube Goldburg effect just trying to get it to be in sync 
Edit: wouldn't this only tell you if a trigger is on? i mean, if you wanted to translate the position of the keyframed object i don't think it would work |
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Modified Jul 20th, 05:37am by Assaultman67 |
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goober |
Posted 20th Jul 2007 5:28pm |  |
L4Y Member Post 5303 / 265
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It was originally made for a run map...
PS. Ninja, how is 2Dark2Run going?
Assaultman, it works on a keyframed object in this way:
If you press a switch, it triggers a remove_object event which is linked to an object (a plant in ninja's case). This object also has a When_Dead comming from it which will open a door. So when a client joins the game, if the switch has already told the game to kill that object, its When_Dead event will activate as soon as the client joins, therefore opening the keyframe (door).
Just to clearify, this does NOT let the client see what has already been done in the map (the doors are already open ex.), but just lets the server tell the client to open it now. (when the client joins the game) |
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Assaultman67  |
Posted 20th Jul 2007 6:11pm |  |
Post 2343 / 4376
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Quoting goober |
Assaultman, it works on a keyframed object in this way:
If you press a switch, it triggers a remove_object event which is linked to an object (a plant in ninja's case). This object also has a When_Dead comming from it which will open a door. So when a client joins the game, if the switch has already told the game to kill that object, its When_Dead event will activate as soon as the client joins, therefore opening the keyframe (door).
Just to clearify, this does NOT let the client see what has already been done in the map (the doors are already open ex.), but just lets the server tell the client to open it now. (when the client joins the game) |
thats what i was trying to say |
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Ninja~ |
Posted 21st Jul 2007 2:45am |
L4Y Member Post 522 / 644
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Quoting goober | Just to clearify, this does NOT let the client see what has already been done in the map (the doors are already open ex.), but just lets the server tell the client to open it now. (when the client joins the game) |
I think that is false statement Goober.. Please rephrase..Give us an example of "this does NOT let client see what has already been done in the map" .. Because I thought That was exactly what I had acheived with this discovery... and I'd like my chance to prove to you all that this little trick has endless possibilities... So Goober If you could please explain what this does NOT do.. I'd be glad to respond accordingly. |
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goober |
Posted 21st Jul 2007 2:55am |  |
L4Y Member Post 5309 / 265
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Its a little hard to explain... What i mean is...
This technique DOES NOT edit the map so that when a client joins, its already done... When a client joins, it lets the client know that it needs to open this door... so it opens it as soon as he joins, it wasn't opened originally for him... |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
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Ninja~ |
Posted 21st Jul 2007 3:05am |
L4Y Member Post 523 / 644
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your statement seems fine in that case.. regardless It's a revolutionary technique none the less.. The small detail you described is not a big problem & in some situations could be used to your advantage...
You still get the desired result..
Game starts.. Players travel through the map... Player unlocks checkpoint...New Player Joins the map and the checkpoint is unlocked for that player.. And just to be clear, Without this trick.. The door wouldn't be unlocked for new players who join. |
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Modified Jul 21st, 03:08am by Ninja~ |
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Molodiets |
Posted 21st Jul 2007 3:37am |
L4Y Member Post 1398 / 2687
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So assaultman is right. It wont tell the client where the cable car (and the player inside) is, in Nikki's Cable Cars? |
spoilsport |
Modified Jul 21st, 03:37am by Molodiets |
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goober |
Posted 21st Jul 2007 3:42am |  |
L4Y Member Post 5310 / 265
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No, it would only be functional on activating movers which move to a desired location and stay there for the remainder of the map. |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
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Ninja~ |
Posted 21st Jul 2007 3:44am |
L4Y Member Post 524 / 644
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Quoting digital_ruler | Hmmm... I'm not much of a mapper but this seems very interesting for run maps. |
I think It's an amazing thing for all Multiplayer maps... I've shared my Aztec Ruinz map concept here on L4Y once awhile ago..
But as another example.. You could have the 2 towers in New York and after 13 mins they would fall.. So If players joined after 13 mins, they would still be fallen.. That sort of thing..
Quoting molodiets | So assaultman is right. It wont tell the client where the cable car (and the player inside) is, in Nikki's Cable Cars? |
I'm not sure If assaultman even understood the purpose of this tutorial but as Goober said, This tutorial focus's on another multiplayer bug,(1 way Join Late movers) Apologies for any misunderstanding.
But Cable Cars are easily achievable even with the absense of my trick... It would require a push button which activates it to start going.. and then reset Itself once it's time.
Automatically triggered movers will never ever be the same for all players, But manually triggered Is different and in this case a simple solution.
Quoting Goober | No, it would only be functional on activating movers which move to a desired location and stay there for the remainder of the map. |
That is a very very simple way of explaining exactly what my technique acheives.. I just hope you're not saying that is ALL that the technique is capable of. |
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Modified Jul 21st, 04:18am by Ninja~ |
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goober |
Posted 21st Jul 2007 5:47am |  |
L4Y Member Post 5314 / 265
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Thats not all its capable of. Correct me if im wrong, but I think thats what you would use it for in RUN maps for checkpoint doors? 
It sure has other uses, but my statement is essencially the gist of its functionality. |
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Molodiets |
Posted 21st Jul 2007 6:13am |
L4Y Member Post 1399 / 2687
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I'm getting confused!
Could someone remind me of the difference between a When_dead event and a trigger which is as big as the map.
The two of them are suposed to "trigger" something but the trigger "activates" every X second as long as a player is in the map and the When-dead event "activates" once at the begining of the map (but it does it each time the map is loaded whether it is on the server or on a client computer)???? |
spoilsport |
Modified Jul 22nd, 05:06pm by Molodiets |
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Ninja~ |
Posted 21st Jul 2007 6:36am |
L4Y Member Post 525 / 644
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Quoting Goober | Correct me if im wrong, but I think thats what you would use it for in RUN maps for checkpoint doors? |
Yes or other bits and pieces, There is no stopping like 10 mins into the map A big mover decides to change his position.
molodiets you're right about the When_dead triggering as players join.. But with triggers you would have to be more specific, since there are the 3 types of Triggers, and SP / MP is all different.. But I'd assume you aiming at Multi since your words contain server and client...
I find that there are 2 standard types of triggers... Trigger Auto and Trigger door/Event.. And the difference is :
Trigger auto activates it randomly and non synced.. Sometimes It could be synced, But you just never know what your gonna get with auto.
Trigger door/Event can be a bit laggy.. But since Its activated mid-game by a player.. It has better result.... Unless you want it to loop infinitely by itself..It would no doubt start at around the same time.. But would be bound to be wowned out of sync eventually. |
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Modified Jul 21st, 06:48am by Ninja~ |
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goober |
Posted 21st Jul 2007 6:40am |  |
L4Y Member Post 5318 / 265
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Good idea Ninja, never thought of that...
PS... How's 2Dark2Run going? |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
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Ninja~ |
Posted 21st Jul 2007 6:56am |
L4Y Member Post 526 / 644
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It's going ... still.. lol
Not finished, But I'm trying to by the end of the month or something.. I've had some forums up for awhile.. http://rfmaps.sporadic-mind.com/forums |
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crazyjack1994 |
Posted 6th May 2009 6:19pm |  |
L4Y Member Post 445 / 483
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sorry this is off topic, but i love how your fourm has been targeted by a porn bot lols |
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