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topspins   Posted 19th Sep 2005 11:21am
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Post 60 / 102

Well what I understand is that the door trigger is not properly coded to recognize all the events that Red uses and only recognizes some of the events, likewise the trigger event, is not properly coded either and recognizes most but not all, which is why we had to use door triggers to use certain events instead of event triggers, otherwise particle state_event would work with a door trigger and if it works in multi, well it don't in single player in my version of the game. Instead I had to use a event trigger to get the particle emitter state_event to work, and to turn it off, I just put in a remove object event and turned it off pernamently. , I find I have to use both event triggers and door triggers to get most of the events in Red to work. It's a crazy system, but that's Red for you.

   Modified Sep 19th, 11:23am by topspins
Trigger   Posted 21st Sep 2005 9:58pm
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Post 187 / 385

Quoting frog
I think Trigger has so much expierence, I think he knows it better than everyone


No way. All I know is what I have tried. I haven't had the time to sit down and disect why triggers work in certain situations. I have had no trouble with the trigger_event for events and trigger_door for doors, and I think I even started using trigger_events for doors.
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topspins   Posted 24th Sep 2005 12:48pm
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Post 75 / 102

Trigger, do you know why that tutorial you wrote on how to get the door to open using a keycard (pick up the keycard in map a, and then take it into the next level to open the door with). When I put that in my single player map, it didn't work.
   Modified Sep 24th, 12:59pm by topspins
goober   Posted 24th Sep 2005 3:07pm
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Post 564 / 265

try picking up the keycard in one level then having the trigger in the spot where you start the next level
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[Faction Files]  
 
Spikey2005   Posted 25th Sep 2005 11:29pm
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Post 44 / 2126

If you want to know how it really works, try ripping the Single Player level from RF. If you have played on single player, you will find that theres a part where you enter the "Minors Barracks" and a minor held in prison who tell's you "Theres a keycard on the desk, Hurry!". when you let him out he says "Thanks, I know the way out, follow me" then he will be shot by a bunch of gaurds. Try looking at that level.
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topspins   Posted 26th Sep 2005 2:04am
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Post 77 / 102

How very clever..

All they did was set a disabled event trigger around the prison door then set an activate event trigger around the keycard and used a switch event set to off with on/off behavior inside where the keycard is to turn the disabled trigger on.

For the keycard, they just put in a remove object event with a play sound event, to make it look like you picked up the keycard when all you have really done is just activate the disabled trigger on the prison door, the keycard does nothing at all.

They also used 39 portals in that map and hundreds of navigation points.
   Modified Sep 26th, 02:21am by topspins



Predalienator   Posted 26th Sep 2005 9:27am
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Post 701 / 1

Quoting Spikey2005
If you want to know how it really works, try ripping the Single Player level from RF. If you have played on single player, you will find that theres a part where you enter the "Minors Barracks" and a minor held in prison who tell's you "Theres a keycard on the desk, Hurry!". when you let him out he says "Thanks, I know the way out, follow me" then he will be shot by a bunch of gaurds. Try looking at that level.

i ripped through all the levels.Some had holes and stuff.If we only had the 100% RED rather then the 70% RED
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topspins   Posted 26th Sep 2005 11:17am
L4Y Member
Post 79 / 102

Some of the retail levels of the game had HOLES? So that's why the game suddenly bombed out with no warning whatsoever like getting halfway through the game, and suddenly there's the window's desktop again...

   
Predalienator   Posted 26th Sep 2005 11:23am
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Post 705 / 1

Go look at those levels yourself.Most have more brushes than our limited 70 % RED editor limits .If Volition would give us the 100% RED Editor
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goober   Posted 26th Sep 2005 7:24pm
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Post 578 / 265

the 100% editor probably has the script to vechicles in multi too
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
D2k   Posted 26th Sep 2005 10:13pm
L4Y Member
Post 397 / 1923

Quoting topspins
Well what I understand is that the door trigger is not properly coded to recognize all the events that Red uses and only recognizes some of the events, likewise the trigger event, is not properly coded either and recognizes most but not all, which is why we had to use door triggers to use certain events instead of event triggers, otherwise particle state_event would work with a door trigger and if it works in multi, well it don't in single player in my version of the game. Instead I had to use a event trigger to get the particle emitter state_event to work, and to turn it off, I just put in a remove object event and turned it off pernamently. , I find I have to use both event triggers and door triggers to get most of the events in Red to work. It's a crazy system, but that's Red for you.



... Trigger door and trigger event are both the same objects but with different presets... as with triggr auto... They all work, you probably were not useing them right... What the problem you have is events can only handle different certian events at a time. You cant have one trigger trigger off every event in the game, it cant handle it. Instead you need to use different triggers to work with a wider variety of events.

The "100% editor" you others speak of probably wouldnt have the scripts for vehicles in multi... The 100% source for RF would though. However im pretty sure the editor volition used didnt crash as much and had more features.
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Predalienator   Posted 27th Sep 2005 7:26am
Welcome!
Post 724 / 1

I want both NOW!
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goober   Posted 27th Sep 2005 6:32pm
L4Y Member
Post 582 / 265

not sure if this has been suggested before, but what if every person on the RF section of l4y, emailed Volation and/or THQ and demanded the full script for the game? they cant ignore us forever
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
topspins   Posted 27th Sep 2005 10:46pm
L4Y Member
Post 81 / 102

Yes they can, they're a company, they can afford it. This editor we have is very unstable in a lot of areas, surely Violiton didn't put up with this much trouble with Red when creating their maps, they must have a more workable editor, now I find out that playing with the Load_level event configuration in the map, can corrupt the load pointer itself and bust the multiloading. (loading from other maps..) When that happens you can only play the map standalone in the editor, cannot load it from other maps anymore.

   
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