|
Red Faction : [RED] Editing : 2 man switch? |
[Forum Rules] |
Ninja~ |
Posted 7th Feb 2009 2:41pm |
L4Y Member Post 626 / 644
 |
Any bright ideas on how to make It so 1 player can't open a door by himself..
There are 2 switches on either side of the room, And they must be pressed at around the same time.. And then the door opens .. Is this possible does anyone know?
EDIT DOWNLOAD MY RFL AND LOOK IN RED
http://rfmaps.sporadic-mind.com/maps/dm-2manswitch.rfl
I'm pretty confident this is the best way to do it... anyone interested can feel free to click on the link above to download the RFL and open in RED.. you can also play in RF but you wont make it work without 2 people you could always change the timing so that 1 player can run between the switches just to test it work.
Have fun |
|
Modified Feb 11th, 06:18pm by Ninja~ |
|
Assman15  |
Posted 7th Feb 2009 4:00pm |  |
Post 1760 / 2085
 |
You could make two separate doors and use timing so that one player can't open both alone. |
|
Ninja~ |
Posted 7th Feb 2009 4:45pm |
L4Y Member Post 627 / 644
 |
that's true.. But unfortunately I don't want "doors" ( I could have mentioned this earlier)..
I want to trigger an explode event.. to create the opening.. |
|
Ninja~ |
Posted 7th Feb 2009 4:57pm |
L4Y Member Post 628 / 644
 |
Quoting Doc Savage |
or you could investigate the workings of that one button in the single player part with the tech, remember? "you see that button? you have to press it while i press this one." -tech |
What level was It does anyone know? |
|
RED-FROG |
Posted 7th Feb 2009 5:03pm |  |
L4Y Resident Post 4216 / 5258
 |
Player1 gets in place, moves down a keyframe -just by standing in place- ( Trigger Door) which is linked to the event. But it doesn't move down completely to the players.
Player2s button goes "green"
Player2 gets in place, moves down the same keyframe -just by standing in place- (keyframe moves keyframe) even further so both players are touching the trigger which activates the explode event.
Player1s button goes "green" |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
Modified Feb 7th, 05:04pm by RED-FROG |
|
Ninja~ |
Posted 7th Feb 2009 6:04pm |
L4Y Member Post 629 / 644
 |
But I don't think this makes It so 2 players need to press the button together.. I think you would need 2 players standing on the triggers.. But then only 1 player needed to activate the event..
Just to re-desrcibe exactly what I want..
Just 2 triggers on opposite ends of the room.. ( No button / Switches ) .. And when both players press the button together the event occurs..
Obviously you are going to need more than the following - 2 triggers and an event.. It will most likely require more than just that..
EDIT - Don't worry guys, I figured It all out and works great... I just needed 4 triggers , 6 keyframes ,2 invert events , delay event and explode event.. |
|
Modified Feb 7th, 08:45pm by Ninja~ |
|
Kiliad |
Posted 8th Feb 2009 1:41am |
L4Y Member Post 647 / 672
 |
Ok, this gets complicated
Triggers can be moved and also set to not operate until activated. Use the Item_Pickup_State with an invert event to deactive a trigger.
You have the two triggers in place. One is deactived to start with and the other turns it on. You need a mover to do this.
As the first player presses their button, it sets off a sound to let the second player they need to press theirs. The first button triggers a mover which in turn activates the second trigger so that its button will work.
At the same time, the first trigger event starts another mover which raises the second trigger out of reach of the second player but slow enough that he just has enough time to hit his switch after he's heard the sound from the first players switch. In other words, he has a limited amount of time to hit the second switch before it becomes inactive. A delay ensures that the trigger does not immediately return to the players.
The second switch will be the one that actually sets of your explode event.
If this doesn't makes sense then that's ok because I'm not sure I understand it either.
It might be easier if I just make a demo map to show you but I'm feeling pretty lazy just at the moment 
[EDIT]
Ok I thought of a simpler way and here it is.
http://www.kiliad.com/maps/2switch.vpp
The first mover has a 5 second delay before it moves back and deactives the second switch. I did this so you don't need two players in there to test it. If you have any questions, please feel free to think about it longer |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
Modified Feb 8th, 06:35am by Kiliad |
|
jan_the_mean |
Posted 9th Feb 2009 4:41pm |
L4Y Member Post 122 / 153
 |
Make it easy:
Player1 faces Button1.
He hits the button that opens a small door elsewhere.
Behind that little door is Button2, which is linked to the explosion event.
Player2 has to push that button.
You need both players to complete the event.
I'd suggest to make the switch event for button1 in a way that player1 has to keep its position to make sure that the small doors stays open for player2. |
|
Ninja~ |
Posted 10th Feb 2009 2:31pm |
L4Y Member Post 630 / 644
 |
As mentioned I didn't want a door at all.. I just want an explosion to occur when the switches are pressed together which I got working..
Basically each switch has a grounded trigger and a trigger above it and when the ground switch is pressed it moves the triggers down so that the upper trigger is grounded except It does this on the other side... So the upper triggers activate the event but they cant be activated without another player activating the grounded triggers..
The only loophole I think would be that players could jump high somehow and activate the upper triggers with 1 player.. But they are disabled until the grounded trigger is activated anyhow, but I hope It works more than once.
I think my event layout is well suited for what I want, If anyone Is interested I can post the whole system here for others to examine. |
|
Modified Feb 10th, 02:33pm by Ninja~ |
|
RF Grim Reaper |
Posted 10th Feb 2009 7:20pm |  |
L4Y Member Post 775 / 902
 |
Could you have used 'inside time'? Just a thought |
|
jan_the_mean |
Posted 11th Feb 2009 3:13pm |
L4Y Member Post 123 / 153
 |
what if you'd create an own switch (a brush built switch) instead of using an object-switch?!
You can modify the keyframes in a way that a player can hold down the switch and whenever he'd leave its position the upper (explosion)switch jumps back in its original position.
The only disadvantage is that there wouldn't be the green corners around the (brush)switch.
Why not create a brush-built switch (like a baseplate) where player1 has to step on.
This action lowers the trigger for the explosion (that trigger might be an object trigger).
Player2 can push the trigger now.
But if player1 would have left its position the explosion trigger would have jumped back at once (by setting the return time to 0,1 or something)... |
|
Ninja~ |
Posted 11th Feb 2009 6:04pm |
L4Y Member Post 632 / 644
 |
Well I don't use any switch at all for this.. Just a plain trigger by itself..
And by the way Grim, I'm not certain what 'inside time' even acheives *embarassed*
I will have a stab and guess that It's for air-lock type doors which you need to be inside for a certain time before the door opens.. Not sure how that would help here though. |
|
Modified Feb 11th, 06:07pm by Ninja~ |
|
|
|