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Trump   Posted 2nd Nov 2008 9:11pm
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First, I've searched tutorials here and on Red-Tech, and couldn't find the answer.

I need to make a wall that someone can go through from one side but cannot come back through on the other side. I know I've seen it in maps but I can't think of any off the top of my head. Anyone know the procedure?
TRUMP'S MAPS
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crazyjack1994   Posted 2nd Nov 2008 9:27pm
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Post 441 / 483

key frames
   
Trump   Posted 2nd Nov 2008 9:32pm
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Quoting crazyjack1994
key frames


Gee, thanks for the spam response. Maybe next time you can be a little more specific. I've used keyframes for other movers and walkthrough walls before, but can't figure this one out.
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 
Beatonator    Posted 2nd Nov 2008 9:33pm
Post 2855 / 3716
Crazyjack, you could elaborate a bit better for him!

I cant remember myself off the top of my head, but yes keyframes are the best way to go. If you can get any solution there you could always use the rookie method...

texture one side with a normal wall texture, other use "Show sky".
Or mix this with the keyframe, have a keyframe wall segment which you want to travel through and have a plane in the middle of the keyframed brush which is "show sky" on the side you want to walk through.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
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seb93   Posted 2nd Nov 2008 9:36pm
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you little created a solid block, to add it in group with a key, and to notch the option “No player collide”
will be your wall but there will be no interaction with him.
then created a brush face solid inside, with an invisible texture. and a face of brush in texture selects: click right, property, and notches the option “show sky”



My Red Faction Files, >>>>MY WEBSITE<<<<, my msn : seb93290@hotmail.com    Modified Nov 2nd, 09:47pm by seb93
Mostertman    Posted 2nd Nov 2008 9:39pm
Post 2636 / 2820
I remember maybe not correctly to put show sky on one side of a brush, that way you can see and walk trough from one side and not from the other side. I could be wrong tho its been a long time since i opened up red.
   
KILLER    Posted 2nd Nov 2008 10:04pm
Post 1272 / 1723
I believe you can select one side of the brush and select NO PLAYER COLLIDE, and the other just normal. I've done it before in one of my maps...hopefully I'm remembering correctly.
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Beatonator    Posted 2nd Nov 2008 10:29pm
Post 2857 / 3716
Seems the method I said is actually the way everyone else seems to use. lol! Lucky guess! didnt see Trump post before me lol.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Trump   Posted 2nd Nov 2008 11:00pm
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Technically, Beat, it worked just the way you described, but not the way I wanted. I was going to have a push region beneath and throw the player into the air, but with both yours and Seb's method, the player stops on top of the brush and doesn't get thrown into the air. I opted for a sliding door instead. I'll be able to use this in another area later. Thanks for the help.
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 
Assaultman67    Posted 3rd Nov 2008 1:03am
Post 3546 / 4376
why not use two keyframe groups for one hole ...

Make one keyframe that people can pass through and a duplicate another just like it that people can't pass through that blocks the hole (with a really fast movement ) when there is someone above via trigger and door like operation (except in reverse, it closes when people get near) ...

or the opposite way ... where the solid keyframe only opens when someone is moving towards the brush from one side ... should work better
   Modified Nov 3rd, 01:37am by Assaultman67
Trump   Posted 3rd Nov 2008 3:59am
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You guys even read previous posts? There are about 3 different ways of doing it, if you just want to be able to walk through them. But try them with a jump pad and see how far you get past the brush.
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 
KILLER    Posted 3rd Nov 2008 5:51am
Post 1273 / 1723
Quoting Trump
You guys even read previous posts? There are about 3 different ways of doing it, if you just want to be able to walk through them. But try them with a jump pad and see how far you get past the brush.


We do this for our own enjoyment apparently. lol
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Kiliad   Posted 3rd Nov 2008 7:07am
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Quoting KILLER
We do this for our own enjoyment apparently. lol


And I haven't even had my say yet.

I can't quite picture what you've got in mind, Trump. However.....

Jump pads can be turned on and off.

Triggers can be made to operate so they they trigger only when a player enters them from one direction.

Is this helpful at all Trump. If so, I can elaborate.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    
Mostertman    Posted 3rd Nov 2008 7:29am
Post 2637 / 2820
Maybe you want to have a look at the start point in this map.

I think thats what you want. Am I correct?
   
Molodiets   Posted 3rd Nov 2008 11:05am
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Post 2240 / 2687

Quoting Mostertman
I remember maybe not correctly to put show sky on one side of a brush, that way you can see and walk trough from one side and not from the other side. I could be wrong tho its been a long time since i opened up red.


that's the right method.
Making a no player colide mover will just allow you to get through it from either side.

it's in dm-jerusalem
spoilsport    Modified Nov 3rd, 11:08am by Molodiets
Trump   Posted 3rd Nov 2008 2:50pm
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Quoting Kiliad
Quoting KILLER
We do this for our own enjoyment apparently. lol


And I haven't even had my say yet.

I can't quite picture what you've got in mind, Trump. However.....

Jump pads can be turned on and off.

Triggers can be made to operate so they they trigger only when a player enters them from one direction.

Is this helpful at all Trump. If so, I can elaborate.


What I have is a tunnel system with a central jump pad that shoots the player high into the air. I want the brush to be only passable one way yet allow the jump pad to work properly. which with all of the ways I've tried have failed to throw the player into the air, but just puts him on top of the brush. The only way that has worked is a no player collide, which is not what I want.

So, I went a different way with a quick acting sliding door.
TRUMP'S MAPS
The fear of the Lord is the beginning of knowledge; wisdom and instruction fools despise.  
 
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