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jan_the_mean   Posted 9th Mar 2010 10:44pm
L4Y Member
Post 147 / 153

Just a simple SP question:
how can i make the player pick up a kecard or a disc when it is placed e.g on a table.

I tryed several events and diffrent connection-chains, but didn't manage to make it work...
Any help around?
THX!!
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Morgoth   Posted 10th Mar 2010 2:50pm
L4Y Member
Post 328 / 393

I acknowledge that him surprised by your question knowing you made GoOd map for community.

I can add maybe that you can keyframe the keycard out of range and locate the 2nd silver keyframe where the trigger player activation is. In case, just avoid obstacle to let player in pickup range. But, you probably don't need this...


When RF highlight an object with target lock indicator mean that player need the use button activation. If you don't want to rely on the player action to hit use button, I suggest you to use another keycard or items that don't require use button. In worst case, you can make a fake item keycard in Brush mover just for the look and give any item with keyframe hidden in level that will activate your goal event later with script name trigger.


Waiting for your new level
Morgoth
Red Faction - Xmod Home Page Mod DB Thanks to visit    Modified Mar 10th, 04:47pm by Morgoth
Enforce   Posted 25th Apr 2010 12:18am
L4Y Member
Post 283 / 312

This is my cheap way of doing it without going through goal events
(if you were to get the keycard from off a dead guard, ect.) or have to get
the keycard in this level in order to open up a special door that's located in
another map that needs to load in the game later on then you probably will
need to use the Set_goals events to do that..

But here's how I do it for the lazy table way.

Put your keycard on the table. Raise it a few pixles above it so the game can
pick it up for you. If you're still having trouble getting it then use a Get Item
or something to add the card to his inventory and at the same time use a
remove object event to whisk it off the table.

Two door triggers is what I use to make picking up the keycard open a locked door.

Set the first one around the keycard itself with number of tries 1.

Set the second one around the security door mover to disabled.

Link the two triggers together.

Now when you pick up the keycard, the trigger around it activates that disabled
trigger making the security door mover trigger active, so add in a cutscene showing
the door opening or just walk over to that area and then open up the door yourself.

Of course I haven't set it up yet to disable the security door trigger again if
you foolishly drop the keycard out of your inventory after picking it up.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Apr 25th, 01:15am by Enforce
Spikey2005   Posted 25th Apr 2010 11:19am
L4Y Member
Post 1696 / 2126

Put the keycard on the table. Link a Trigger_door event to it and tick the box "Use key to activate" in its properties. Create a "Remove_Object" event (I think thats what it is called) and link the Trigger_Door to the Remove_Object. In the remove object properties, I think you have to specify the UID of the object you wish to remove so by selecting the keycard, you will see displayed a UID number for that object in your status box on the bottom left. Enter the UID into the properties, or simply link the event to the keycard.

Once you have done all that, here is what I would do.

With the door that is locked and requires a keycard to access, I would make a trigger door above the door, where the player cannot touch it. I would them create a keyframe to move it down infront of the door.

All you need to do from there is link the Trigger Door that is linked to the keycard to the keyframe that moves the Trigger Door down in place.

That is one way of doing it. Im sure there is multiple ways.
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 Modified Apr 25th, 11:20am by Spikey2005



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