Hey all iam having a little problem with RED Editor again, I would like to have the object Oil Drums Explode with a Trigger. I tried with the Normal Explode Event but for some reason it doesn't work, I have A trigger linked up to the Event Explode and then The 3 oil Drums linked up with the Explode event and have set the Explode Radius to 2.80 and clicked the box that says "Do Geo Mod" And still nothing happens in the game when i go over it
Could somebody please help me out here?
Much Appreciated
Ninja~
Posted 11th Jan 2008 1:25am
L4Y Member Post 577 / 644
If you don't mind using alot of keyframes then you can trigger the events using "Trigger event" UID in the keyframe properties (which will generally guarantee success of events in multiplayer)
You just keyframe a single delay event and make it have 2 keyframes in total.. adjust the properties so that the event is triggered on the 2nd keyframe and also adjust the both keyframes properties. put the UID of the explode event into properties also obviously..
In multiplayer It's pretty known fact that not all events work the same like singleplayer except for some like continous damage.. and I will lastly add that I didn't think It was absolutely necessary to have keyframes to make this work.. Im pretty sure it can also be done using a fixed version of your method.
But I don't even have RED opened in front of me at the moment, nor have I had for many months basically.. But good luck man
Bigblack40
Posted 11th Jan 2008 1:26am
L4Y Member Post 746 / 1150
Quoting Doc Savage
what you do is link the trigger to a SLAY_OBJECT event and link said event to the barrel
easy as pie
*bangs head on desk* DOH!
here i was trying to use the Explode effect
The only problem is now the Explosion using Slay_object isnt up to my standardsi might still use the Explode and slay object at the same time to give it more effect
This helps with both a sp and mp map i have been working on Ty
Edit
Now the Explode Event wont do its geo mod grrrrrrrr
a explosion event can either only do damage and no fx, or no damage and a FX. to cure this obvious blight of bad coding then simply link another explosion with the apropiate purpose. take note that as soon as you put a vfx in the explosion effect entry the damage properties for that explosion will not work.
1: configure the explosion effect on one of the explosion events. set the vfx and the radius.
2: configure the second explosion event with its damage, radius, and it should be safe to use the geomod on this event.
3: link the 'vfx explosion' event to the second explosion event which controls the damage, make sure there is no delay between them so they are executed simaltaneously.
All that is left to be done is to link the first 'vfx explosion' to whatever triggers it.