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Enforce   Posted 4th Jul 2008 8:43am
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Post 191 / 312

This is what I want to do.

I want a dead corpse AI to set off a trigger so when I carry it and then dump it down, it falls into the trigger and dissapears.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 4th, 09:12am by Enforce
Enforce   Posted 5th Jul 2008 6:43am
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Post 193 / 312

It's a bit more complicated than that. The pit has got electrified tram rails. I want the body to
make the rails spark and smoke when it lands on the rails and then dissapear to make the rails deadly not just for the player but for anything thrown on them while they are still live.... But at the moment they only spark and do damage (set off the trigger only when I land on the rails.)

How can we stop the Jump Pad making that annoying 'BOING BOING sound' ?

The cause of the live rails is a broken electric cable resting on top of the rails further inside the tunnel by a fallen side panel which cannot be seen because the gate to the tunnel isn't opened up yet.... I have installed the switch to shut off the electricity, but not the cutscene to show the broken sparking cable electricity being shut off.

I've had a sudden change of heart about Red, for I used to think this editor was so dam crappy because it was limited, but its power with portals really opens up Red's power.

I have found out how to add distant buildings and other things in the background of my maps and pick Ultor off them without having to cram everything all into one giant airbrush.














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Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 5th, 09:45am by Enforce
goober   Posted 5th Jul 2008 2:53pm
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Post 7088 / 265

Well in all honesty, you should have waited until you at least understood the editor before passing judgement.

Push Regions without the "Jump Pad" flag don't make sounds, but are also less powerful. You could also replace the jump pad sound with a black .wav in your mod if you don't intend on using jump pads anywhere else.
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[Faction Files]  
 
Enforce   Posted 8th Jul 2008 5:54am
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Post 194 / 312

Understood, now that I understand how to create the 3d effects, its possible to add alot of depth and perspective to maps now like they do in the commercial games..I have some more issues:

1. I want an object to explode after a certain number of times of hitting it with a weapon. I want the game to record about 10 hits first before the object explodes... How do I set this up?

2. Have a small issue of some enemies bullets going straight through the solid walls and getting me when the walls are supposed to shield me from enemy fire. Why are the enemy firing straight through the ceiling and walls?

3. Well I tried setting the trigger to 'all objects' for the tramlines, but it works only on living AI entities, not on the dead corpses. Dead corpses still bounce off it harmlessly without even activing the trigger.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 8th, 11:19am by Enforce
goober   Posted 8th Jul 2008 2:47pm
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Post 7101 / 265

I don't have alot of time, so I'll just answer the first one.

1. Record the amount of damage that gun uses, multiply it by 10.5 or 11, then put a "when_health_reaches" event on that object. Make sure the object has enough health to not die before then.
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[Faction Files]  
 
Enforce   Posted 8th Jul 2008 11:20pm
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Post 195 / 312

This is a toughie... It does not work for objects that have no collison sphere.. The Transport Object It's life count is 700 but The rockets just go straight through it unaffected and cannot harm it. I cannot find the When_Health_Reaches event' its not listed under Catalysts or any other event list..

Only The "When_Life_Reaches" is listed.... If I put a trigger around the vehicle called transport and set it to trigger with weapon, , then I still have the problem of it blowing up as soon as just one shot enters into the trigger.

There should be a way to get the game to count the number of times the trigger is activated
and then when the number is reached, then explode the transport. But I don't know how to do it.


Now How Do I activate the Capek Shield for other entities to use other than Capek and Masako?
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 8th, 11:22pm by Enforce
Enforce   Posted 9th Jul 2008 5:28am
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Post 196 / 312

I've just tried that trick Digital, but the transport is not responding to this setup at all. The Welding equipment responds but not the transport, back to the drawing board...
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 9th, 11:51am by Enforce



Enforce   Posted 11th Jul 2008 6:02am
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Post 197 / 312

You put 95 as an example, so I used 95.... But it took a while before it finally exploded.. So if I lower the number down to 10, will that only take abt 10 hits before it dies?... Ok so why dosen't it work the same way for the transport? Well for some reason it won't.


Ok, well I had another idea which I thought might work, I tried using a detail face brush put in front of the weapons trigger to try to hold off the weapons fire for a little while before letting it hit into the trigger by setting a high life brush number, , but with detail brushes, I find that the rockets just pass straight through them...

Is there a way to stop the rocket passing through the detail brush ?
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 11th, 07:13am by Enforce
goober   Posted 11th Jul 2008 6:17am
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Post 7106 / 265

Maybe because of it's health setting? You can make a mod for a single player mission. Just edit the transport's health in the mod.
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[Faction Files]  
 
Enforce   Posted 13th Jul 2008 5:18pm
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Post 198 / 312

Well Goober I found if I just shrink down the weapon trigger box to a fairly small size, there's more chance of taking longer for the weapons to beable to blow it up with the normal fire.
But since I found out how to trick Red into rendering certain rooms both outside as well as inside the level playing area, I can now add more depth to my maps.

'Since I discovered the power of portals I aint limited anymore to having to put up with just a plain skybox backdrop and a small play area, but can now introduce other elements surrounding my play area to make it more of a world, than a small room. I eventually got tired of those skyboxes with the painted girder in it because I couldn't fire at anything in them. Now I can put actual towers around my play area and other neat stuff.

Here's a pic of the map I'm currently working on.... Another large open area map but this time, done with portals.


[img=http://img88.imageshack.us/img88/3413/0717screen003ag7.th.jpg]

I get so far with the lighting and the design and then I get 'stuck'.... I'm not sure what texture to use for the Bespin shape buliding....Maybe its time to call it a day and think of something tomorrow..

I think things like this needs a two-person job to assist rather than me trying to do everything by scratch all by myself cause its hard work. I put a couple of space ship traffic lanes in this map as well to make the map look busy as well as plenty of walking NPC's on waypoints All I need now is a sound effect of a busy city walkway.. The map is only half-finished. Its single player maps that I make, not multiplayer. That's Map 2. Might need some Trees, a Fountain or two, it needs to look like part of a futuristic city.

Face Count : 3,259.
Portals 2.
T-joints. 28
Brushes 86,
Rooms 34.
Holes: 1 .
Worktime: 2 days

Unfortunately Some holes are pretty difficult to fix while others are easy. There's nothing written in the Red help on fixing UP ALL the holes.....

Now for MAP 1: This is the heaviest map I've made. It's nearly finished...

96 T-joints
Brushes: 303
Portals 3
Rooms 113
Faces 8170
Holes: 2 -
Worktime: Two weeks

Ultor City I call it and no you can't geo the city to bits or it be too much strain on the engine, Ultor is everywhere in this map in the windows, on the rooftops, you're surrounded in crossfire, so in this map you can't stay still for very long or you get hit. There is a little during bit of lag during loading but other than that, it seems to be running ok.. This was done with the portals to render all the buildings and because I used portals, I don't have any buildings dissapearing on me when I turn the camera all around in the game because its not all detail brushes plonked down outside the map area, portals are used.




Portals are a must to beable to render things like this.



The Satellite Dish. It points up to the planet above the city. Shoot it and the beams turn red and go all erractic, dish starts blowing up and off the roof it goes literally.

The second half of Map 1: After you leave the outside of Ultor City behind as you step into
the building and go through a tunnel, a completely new different world opens up. This part of the map contains tons of switches and puzzles a little bit like Eden. The goal is to shut the electric current off the rails and open up all the locked gates and work your way carefully down to the bottom with jumps and solving a few puzzles along the way to dislodge or unlock more of the map.. Car on the girders? It can be blown off. If you don't shoot the car and the dish down
then you cannot complete the level and will be stuck. You will be stranded halfway down
with a massive jump you cannot make, or if you don't shoot the dish, the obstacle
that's in the way of the last gateway wont' be removed.


Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jul 16th, 03:40pm by Enforce



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