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adambehrend   Posted 17th Aug 2005 9:00pm
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I require some urgent attention.. could someone please help explain how the Keycard item works..

I want the door to only open after the keycard has been obtained.

Has anybody gotten this feature working?
AKA marc123    
RED-FROG   Posted 17th Aug 2005 9:12pm
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I don't think the keycard has any function to the game.
It probably was made by Volition to do one, but they must have found a "better", easier way to act doors like that.


I haven't taken a look on the sp levels with keycard items yet, but:

A door usually has a "Trigger Door" box in front of it.
You can disable the Trigger by entering its properties and then check "disabled"
Now the Trigger won't work.

But if another Trigger or event, (linked to the disabled Trigger)
sends a signal to the disabled Trigger, it'll become enabled. (that means the door will now open. Player thinks he now gets acces because of the keycard..)
(I think the "invert" event in front of a enabled trigger will disable the Trigger again by signal)

After some thinking...
Probably the "item_pickup_state" (or something like that) linked to the keycard will send a signal (to the disabled "Trigger Door") when the keycard has been picked up.


Now that'd be the reason why Volition added it to the items.
(But a "Trigger Door" that surrounds the keycard (clutter) will do the same...needs some more work (hide/unhide clutter)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Aug 17th, 09:15pm by RED-FROG
adambehrend   Posted 17th Aug 2005 9:53pm
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Thanks very much RED FROG,

I am using this feature for a multiplayer Adventure map with a fully working storyline

I wanted the keycard to be required by the player first before he can open the locked door... having said that i could always just use a trigger and make the keycard a fake item the way it seems.. but i think having the keycard item fully working would make more sense.. thanks again for your quick reply.
AKA marc123    
RED-FROG   Posted 17th Aug 2005 10:00pm
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Quoting adambehrend
Thanks very much RED FROG,

I am using this feature for a multiplayer Adventure map with a fully working storyline

I wanted the keycard to be required by the player first before he can open the locked door......thanks again for your quick reply.

Something like a Deathrun map?
Bad thing is, if one person has picked up the card, the door will become unlocked to everybody in the server. (you mean online multiplayer right?)

Well..you have a good timing
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Aug 17th, 10:01pm by RED-FROG
adambehrend   Posted 17th Aug 2005 10:08pm
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Yes, the name of the map is infact Darkrun2
100% Online Multiplayer...

Well even if the door is open to everyone in the server.. that would still be ok, theres always a way to hide your little mistakes

Why is my timing good?
AKA marc123    
D2k   Posted 18th Aug 2005 4:56pm
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Post 318 / 1923

The event used to change the status of the disabled triffer is the switch event. invert doesnt work with enabling disabled triggers.
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adambehrend   Posted 20th Aug 2005 9:15am
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Post 40 / 97

I have expiremented with the keycards and events for awhile now since my last reply here..

I did follow RED FROGS advice by disabling the trigger which worked.. and i also tried using the item pickup state aswell as the goal events... I cant seem to get it working 100% yet,

I might have to settle for a little less than perfect
AKA marc123    



topspins   Posted 13th Sep 2005 11:26pm
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Post 34 / 102

Disabled Door Trigger
|
|
Switch (set to on)------Trigger Event (around keycard)
|
Item_pickup_State
|
Keycard


Result: The Switch_event didn't turn on the disabled door trigger, so the Door didn't open when I picked up the keycard, it should've worked... Don't know why it didn't

Red Frog can you tell me how to get it to work ?
   Modified Sep 14th, 10:01pm by topspins
Trigger   Posted 15th Sep 2005 6:53pm
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Post 176 / 385

There is stuff here on keycards
If I ever get to where I am going, will I know when I am there?    
topspins   Posted 16th Sep 2005 2:39am
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Violi tion lied to us by saying you can use all the events with a trigger. NO...You have to use all three of the different triggers in Red in order to be able to activate all of Red's events, you can't activate all the events with only one type of trigger, it must be all three. Why ?

Because.....

Someone in Violition only hard-coded half the events to work with only door and auto triggers and hard-coded the rest to work only with event triggers and made things worse by assigning the same icon for all three different triggers. Not only have they made that huge mistake, they also made another one.

Gave us a list of the events in Red, but failed to mention the three different types of triggers that work with each of those events...

Now about your tutorial
-----------------------

Ok, when you write 'link a trigger' ,'put in trigger' when describing the types of triggers in Red you use to link up those events, you're guilty of leading us down blind alleys by failing
to mention the trigger by its proper name because of the sloppy programming in Red by Violition, is it a Door Trigger or is it an Event Trigger you are using?, you don't say, so we can just play around with triggers till the cows come home and still be fiddling around to try to make it work, especially if you had a tutorial with alot of triggers and events and didn't always mention the trigger by name.
   Modified Sep 16th, 03:18am by topspins
adambehrend   Posted 16th Sep 2005 4:32am
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Post 60 / 97

In Multiplayer the trigger door and trigger event = the same thing.. Single player is different.
AKA marc123    
topspins   Posted 16th Sep 2005 4:39am
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Post 40 / 102

AHHHH.... So in single player maps the events are limited to certain triggers while in multiplayer maps the events all work with door and auto triggers...

OH>.. That explains it now,, I'm doing only SINGLE PLAYER maps, no
wonder I'm having difficulties with getting certain events to work with certain triggers.
   Modified Sep 16th, 04:41am by topspins
goober   Posted 16th Sep 2005 11:05pm
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Post 499 / 265

ummm no, most events dont even work in MP, the ones that dont have to be triggered in a way that MP cant do, + why would you need things like play_Vclip and endgame text in MP??


basically just use the least amounts of events as possible in MP
in SP all the events work, you just have to trigger them right, as trigger said.
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Trigger   Posted 17th Sep 2005 12:35am
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Post 180 / 385

Quoting topspins
is it a Door Trigger or is it an Event Trigger

It doesn't matter. My personal preference is an Event Trigger but only because it is right there in the Events list. Most of the time you will find it easier to link your events from other events, so they happen in the right sequence.

With MP you will have to use a when_dead.
If I ever get to where I am going, will I know when I am there?    
topspins   Posted 18th Sep 2005 2:12pm
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Post 55 / 102

It DOES matter. For I can't use a particle_state event without a trigger event and some other events you can't use either unless the trigger is an event trigger (for single player maps). Multiplayer maybe different.

confusing argh
   
RED-FROG   Posted 18th Sep 2005 10:34pm
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Must check this out.
Usually I use "Trigger event" to trigger events just to avoid problems with it. I thought there must be a reason why they've added the trigger event..and it sounds like it is there to trigger the events, simple.

But what would be different with this Trigger (event)?

If you activate Trigger Door that is linked to a delay which is linked to a particle_state for example, there should be no problem at all, because a signal is a signal in RF...no matter which entity send it.
When Delay is able to activate the particle_state, Trigger Door will be also.

Thats why I can't believe it as well. I think Trigger has so much expierence, I think he knows it better than everyone

But I don't think topspins is telling us stories without testing it himself so it must b true..!
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
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