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dankone   Posted 28th Jan 2005 5:15am
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Quoting dankone
is there a way to make a trigger cause a keyframe to turn the "opposite" direction it is set to turn?

i have found plenty of events that sound as if they would do the job, but none seem to work. invert: had no effect. even when linked to both the keyframe and the trigger. modify_rotating_mover: doesnt have anything in the properties other than increase/decrease. i dont see how this would affect in the manner i need. reverse_mover: had no effect.
maybe one or more of these work with other events and such linked to them? anyone have any ideas?
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Molodiets   Posted 28th Jan 2005 6:29am
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Quoting dankone
reverse_mover: had no effect.

Reverse mover works perfectly in MP. I used it in this map.

When you are on the chopper-like platforms you touch a trigger which causes the reverse mover event to make the platforms start moving backward.
spoilsport    
Kiliad   Posted 28th Jan 2005 6:31am
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Is this what you're looking for....
Reverse demo map

Stand on the square panel and press enter. Press it again to reset the mover.
Pay close attention to the settings in the mover which goes up and down. The primary keyframe has Trigger UID set to the default spin direction and the secondary keyframe is the one that reverses it.
If you need more help then just ask.

Oooh and remember. Movers are always in their default state when new players join a map. That means if you reverse the mover and then someone joins, they will see it moving forward rather than in reverse.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    
Molodiets   Posted 28th Jan 2005 6:45am
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Quoting Kiliad

Oooh and remember. Movers are always in their default state when new players join a map. That means if you reverse the mover and then someone joins, they will see it moving forward rather than in reverse.

Gosh. That means that if i play my map and i'm on a mover and someone join he will see me moving upon nothing since the mover will be somewhere else.
Humm strange.
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Kiliad   Posted 28th Jan 2005 7:00am
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Well duh! lol
These things are not always obvious to people even if they have seen the odd flying fool on a non-existent mover lol.
More than a few maps have been made where people weren't aware of the mover sync'ing problem.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    
ENM   Posted 28th Jan 2005 10:25am
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Quoting Kiliad
Well duh! lol
These things are not always obvious to people even if they have seen the odd flying fool on a non-existent mover lol.
More than a few maps have been made where people weren't aware of the mover sync'ing problem.

Nikki's cable-cars is one example, common to hear crys of modder
Look behind u Nasty People are everywhere
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dankone   Posted 28th Jan 2005 8:58pm
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ok. i got the reverse mover event to work, but....the effect doesnt remain. the keyframe is a oneway keyframe set to rotate in place. when it gets to the spot where i want it to rotate in the opposite direction, it does. then immediately returns to revolving in its original direction.
any thoughts??
mymapsfeel free to download and review    



Molodiets   Posted 28th Jan 2005 9:15pm
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Quoting dankone
ok. i got the reverse mover event to work, but....the effect doesnt remain. the keyframe is a oneway keyframe set to rotate in place. when it gets to the spot where i want it to rotate in the opposite direction, it does. then immediately returns to revolving in its original direction.
any thoughts??

Is it activated by the last keyframe?
It seems to be triggered twice.
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dankone   Posted 29th Jan 2005 1:09am
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Quoting molodiets

Is it activated by the last keyframe?
It seems to be triggered twice.


yes it is, and yes it does. ive worked out every possible scenario i could come up with trying to get it to remain changed. NO GO for some reason it wants to go back to the position it was in before the movement. its not turning the way it originally was, but just returning to the position it was in before the change. there is only 1 trigger, and it is linked to the first key of the new mover as well as the original. the second key of the new mover contains the UID for the event.
like this: trigger->newmover key1. newkey1->reverse_mover(just contains UID). reverse_mover->key of turning group.
mymapsfeel free to download and review    
mad_ferrit   Posted 29th Jan 2005 2:55am
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How can something be activated by a keyframe molodiets?

I have told you how to do it Dankone, I even sent you an example map, use Capek to activate the triggers which are linked to the rotate in place keyframes
MY RF MAPS    
Molodiets   Posted 29th Jan 2005 3:12am
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Quoting mad_ferrit
How can something be activated by a keyframe molodiets?

Absolutely every event in RF multi is activated (triggered) by keyframes. All mappers do the same because there is no other way to have an event working.
spoilsport    Modified Jan 29th, 03:13am by Molodiets
mad_ferrit   Posted 29th Jan 2005 3:21am
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Quote
Absolutely every event in RF multi is activated (triggered) by keyframes.

That's so wrong man, c'mon
MY RF MAPS    
Molodiets   Posted 29th Jan 2005 3:25am
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Quoting mad_ferrit
Quote
Absolutely every event in RF multi is activated (triggered) by keyframes.

That's so wrong man, c'mon


Don't tell him. Before he realize it we'll be in for a good laugh.
spoilsport    
mad_ferrit   Posted 29th Jan 2005 3:35am
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Quoting The French Spamemr
Don't tell him. Before he realize it we'll be in for a good laugh.

He is already confused enough without you throwing a spanner in the works

What is it that you don't understand with my method? It gets quite complex to pull off in the editor but logically it works...
MY RF MAPS    
dankone   Posted 29th Jan 2005 5:35pm
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Quoting mad_ferrit
use Capek to activate the triggers which are linked to the rotate in place keyframes

i dont need capek to activate those triggers. ive got that part worked out. the problem is...the first turnkey is the only one in which the turn degree matters. if i add another keyframe to the group, and tell it to turn another way(triggered by capek or not) it still turns the rotation from the first key.
Quoting molodiets
Don't tell him. Before he realize it we'll be in for a good laugh.
what the hell is that supposed to mean? im not as stupid as apparently you think i am. i do have a pretty good working knowledge of RED. its just that whats supposed to work, isnt working. thanks for your previouse posts, but you can keep the rest of your tripe to yourself. ill get it handled.
mymapsfeel free to download and review    
Molodiets   Posted 29th Jan 2005 6:46pm
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Quoting dankone
Quoting molodiets
Don't tell him. Before he realize it we'll be in for a good laugh.
what the hell is that supposed to mean? im not as stupid as apparently you think i am. i do have a pretty good working knowledge of RED. its just that whats supposed to work, isnt working. thanks for your previouse posts, but you can keep the rest of your tripe to yourself. ill get it handled.


Take it easy.Calm down. It was just a joke.
No offence i know you're an excellent mapper.
spoilsport    Modified Jan 29th, 06:49pm by Molodiets
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