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Red Faction : [RED] Editing : Push Region in Mover Glitch |
[Forum Rules] |
Enforce |
Posted 23rd Nov 2007 11:54pm |
L4Y Member Post 169 / 312
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I found another little glitch in Red.
When I'm going forward on a mover and soon as I get to a certain point along the keyframe
path and use a heavy merc to kill the mover by triggering it with his weapon. The trigger is activated without fail. I can move around in the mover (coal cart) while its going forward and then when the track blows up and collapses down to the ground below and the mover stops on the tracks as planned.
However I don't stop and keep on being thrown forward and become stuck in the mover. That wasn't supposed to happen. The mover's push region should've deactivated after I killed the mover.....
So to get around this, I had to put in a delay longer than 200 to weaken that strong push region to enable me to jump out after the merc had disabled the coal cart by blowing up the tracks....
I did not put in a push region in the mover when I turned the cart into a mover group or put one near the mover's path. It seems to me that Red automatically assigns a push region for you when you turn the group into a mover and its strength or weakness of this push region or regions is defined by the time set delay values you put in the keyframes. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
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goober |
Posted 24th Nov 2007 12:05am |  |
L4Y Member Post 6208 / 265
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Incorrect. On some movers (Paticularly rotating movers) It will continue moving you that way for some reason.
Also - I'm going to ask a favor. Please stop starting forum threads complaining about RED "bugs", most of which are false. Instead, try and develop fixes or at least ways to deal with said "bugs". |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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Ninja~ |
Posted 24th Nov 2007 2:00am |
L4Y Member Post 573 / 644
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I'm actually beginning to doubt your intelligence Goober, Please do me a favour If you can and stop saying Incorrect after somebody says something... Instead how about proving to us that your idea is in fact correct..
But since Goober failed to explain I will at least help a bit more..
Movers do indeed pull you along with their motion.. Rotating movers motion is not a straight motion and thus the pull effect is a completely but yet similar result... And I would recommend If you figured It out , Not to share your "fix" with people like Goober , who just wait for everyone else to do all the hard work like myself.. |
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Enforce |
Posted 24th Nov 2007 2:01am |
L4Y Member Post 171 / 312
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Well this it is a coal cart that has to turn around the track.
But when I hear it from the guys who programmed Red that I'm incorrect about the push region effect on my rotating mover coal cart then I will believe it. But until then I will keep an open mind. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
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goober |
Posted 24th Nov 2007 2:14am |  |
L4Y Member Post 6211 / 265
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Wow umm Ninja - That was un-called for.
Doubt my intelligence as much as you like, I don't care anymore. I'll be continuing doing what I normally do. If you don't appriciate my posts - Ignore them. |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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D2k |
Posted 24th Nov 2007 2:41am |
L4Y Member Post 1417 / 1923
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Quoting Ninja~ | I'm actually beginning to doubt your intelligence Goober, Please do me a favour If you can and stop saying Incorrect after somebody says something... Instead how about proving to us that your idea is in fact correct..
But since Goober failed to explain I will at least help a bit more.. |
Then you wonder why I have a problem with your posts. listen to how arrogant you sound. |
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vibes |
Posted 24th Nov 2007 2:42am |
L4Y Member Post 272 / 552
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Ninja and Goober get over yaselfs. I can personally say that both of you have helped me in the pass Ninja you have helped me by showing me how to create movers with a when dead object etc etc. and Goober you have helped me with creating a liquid effect with a height map.
Now both of you have real talent with the use of red as do alot of mappers that use this forum Killiad with his awesome map layouts (gotta love them) Red frog with his unique mapping styles etc the list goes on.
Now its the combined effort of all us mappers new and old/good and inspiring that has kept a dying game like RF alive in its creative style alone. Now lets work together and not flame each other. If you have not got a good thing to say about one another then erm SHUT UP.
After all these forums belong to L4Y and that means LEVELS FOR US.
Now then Ninja Goober I set you both a challenge BUILD A MAP TOGETHER. all in favour of this say I. |
http://gadgets.freebiejeebies.co.uk/156057 |
Modified Nov 24th, 03:00am by vibes |
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goober |
Posted 24th Nov 2007 3:03am |  |
L4Y Member Post 6212 / 265
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Vibes - I agree. Can't we all just co-operate and use all of our abilities together... Vibes, Me, Frog, D2k, Ninja, ITCH and countless others all have unique styles and something different to add to the mapping community. Things turn out better with the combined support and encouragement of everyone rather than just yourself |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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ITCH |
Posted 24th Nov 2007 7:36am |
L4Y Member Post 46 / 217
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AMEN ....... lets all use our different skills to help those new ones , after all ,new Mappers = RF will live on |
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D2k |
Posted 24th Nov 2007 12:59pm |
L4Y Member Post 1419 / 1923
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ok, well since nobody here can accurately explain what is happening, let me...
Movers in RF are buggy at the least, but as said the player will move in complete relation to where the mover is headed, plus any movement the player is making themselves... Although there is no relation to push regions being linked to movers, so get that out of your head. The way the players location is handled while standing on a mover is probably a mathematical formula in the game engine somewhere, needless to say its a very ineffective and buggy one.
This means that if you were to attempt to jump off something that is moving forwards and backwards very rapidly in mid air you will zip back and foruth the exact same distance the mover is moving, plus the additional speed and trajectory you the player is moving if you were unaffected by the mover at all.
So far from what I know the only way to stop the player from being affected by this symptom of bad coding is to:
A. Land in some water
B. Land on any other solid surface (that is possible to walk on)
C. Land in a climbing region
I'm not sure about sticking a push region in the general area of the mover. Which could possibly override the anomoly. Mabye this is what Enforce was trying to say his solution was? If it was, then it was worded terribly. Anyways if this is the case with the push region fix then a major drawback would be that the player could loose the speed relation of the mover if they jump off or fall off while it is moving. Which to say the least would be buggy as hell if you fell off on the front end while its moving forward. |
My AP 1 - NEW
AQuest update 7/17/08 |
Modified Nov 24th, 01:08pm by D2k |
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