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goober   Posted 26th Nov 2005 12:07pm
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Post 1025 / 265

Quoting Predalienator_
Yeah but how do we make a player freeze for awhile?

you could try having a invisable tube drop on the player when he gets shot.
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Ninja~   Posted 26th Nov 2005 12:27pm
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Post 112 / 644

its not that simple goober
   
goober   Posted 26th Nov 2005 12:29pm
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Post 1026 / 265

hmmm, is there a way to have invisable tubes over all the maps that are holming, and follow the player, and if someone shoots then the tube comes down on them for 5 secs then goes back up?
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ExoStatic   Posted 26th Nov 2005 2:37pm
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Post 633 / 875

Perhaps there's a way.. but if there is I haven't thought of it yet.
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KERPAL   Posted 25th Dec 2005 7:33pm
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Post 225 / 1353

So when is this project going to start? I'm ready to start making some maps...
Maps    
goober   Posted 25th Dec 2005 7:40pm
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Post 1403 / 265

me too.
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E_Darkness   Posted 27th Dec 2005 5:08am
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Post 132 / 338

Something that would be immensely useful for integrating new weapons with the default Red Faction Multi player line up is some one making a set of bones with all the same names, size and location as all of those players.

All they would need is the bone setup, no remodeling of the characters and with a look through the code you can get the names.

These could then be used to make new 3ds person animations for all multi player models.

Red Frog Made something similar to this but not the same.
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Predalienator_   Posted 27th Dec 2005 2:22pm
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Quoting goober
Quoting Predalienator_
Yeah but how do we make a player freeze for awhile?

you could try having a invisable tube drop on the player when he gets shot.

Just make the weapon zap anything[Damage type electrical].And then after maybe 45 seconds they catch on fire[Behaves like a flamethrower thingy]
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ExoStatic   Posted 11th Jan 2006 8:47pm
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Post 663 / 875

Ok well I've not seen the last few posts up until now.

Kerpal and goober, you can start mapping whenevr you want. The project has been going on for a while now, I just hope REDFROG hasn't forgotten about me.

As you may or may not know, I recently had to re-format my hard drive as it was too cluttered and simply deleting stuff wasn't gonna help. Therefore, I lost all my 3DS MAX scenes, along with everything I'd ever worked on for RF. I knew I would need it, so I backed 3DS MAX up and saved it. One thing I DID forget, however, is RF. I thought I'd be able to get it back easily from a friend but it seems he lost MY CD's which i let him borrow. Anyway, I'm looking around for another copy. I have a few sources available to me and I should have the game by next month. Lol. Anyway, keep working on the project guys, but seeing as I can't test anything, you'll have to post screenshots for me.

Thanks much,
Exo.
Back in RF... getting back into the swing of things!    
adambehrend   Posted 15th Jan 2006 8:32pm
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Post 94 / 97

Hi ya Vibes here. Is this gonna be a team based mod ie two teams battle it out, if so why not incorporate some objectives for each team to follow these could be incorporated easily into a map. Now seen as movers do not work to well in multplayer maps the best idea I think would be to use the geo-mod capability of red faction. change the mines to dynamite/semtex but change the batton to a tool used to arm/dis-arm the dynamite >ie enemy territory style< you would need about a 30 second time limit to arm the dynamite and about 10 second disarm that way players would have to protect team mates while they arm disarm.
The rest would be up to the map makers ie create maps where by you have to get an objective from a bank >ie flag modded to look like gold< and take it back to your base but in order to do it you have to blow bank doors which would be guarded by opposing team. I would happily make maps for this mod I just need a copy of RF again can any1 help me out.
AKA marc123    
Ninja~   Posted 15th Jan 2006 9:23pm
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Post 149 / 644

Good to see you again Vibes..

Quoting Vibes
Now seen as movers do not work to well in multplayer maps the best idea I think would be to use the geo-mod capability of red faction.


Geo-mod can deffinately be useful.. however I find Movers work just fine in multi
   
adambehrend   Posted 15th Jan 2006 9:29pm
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Post 95 / 97

they work to a degree but try making a map with moving platforms then get 3 or more people to stand on different platforms and you will see for yourself the problems with movers. or download psy artic base and have 3 or more people play that as an example.

this makes the players look like they are floating because the server will go out of scyn with the player.
AKA marc123    Modified Jan 15th, 09:34pm by adambehrend
ExoStatic   Posted 15th Jan 2006 11:03pm
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Post 668 / 875

That's a pretty cool idea. I'd like to see it in action..

I really don't know when I'm gonna get my RF back.. I hope it'll be soon because I've had some inspiration for another project (while everyone else catches up with StreetWars)
Back in RF... getting back into the swing of things!    
goober   Posted 15th Jan 2006 11:12pm
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Post 1693 / 265

go out to your local Staples, pick up Red Faction, walk to the counter, pay 10 dollars for it, walk out of the store, rip the plastic off, put the CD in your drive, install, then bug us about it!!
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
sypher   Posted 15th Jan 2006 11:13pm
Post 278 / 0
Quoting SKA-Diesel
Almost forgot I had this map...

Its a remake of Urban Decay from an old game called Kingpin.





It just needs a few more details, and some clutter to make it coem alive. I'd be happy to donate this map.

hey cool guns can u give me a link where u got them from plz its good i like it
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