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Enforce   Posted 24th Apr 2010 9:20am
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Post 278 / 312

You can move the spawn event with the keyframe and it will spawn the entities in places
where the keyframe moves the event, (that's handy) but I can't get the spawned
entities to sense the Nav points.

What's the point of spawning in entities if they are not going to run
or sense where the navpoint is like the normal entities do?

argh
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Spikey2005   Posted 24th Apr 2010 9:41am
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Post 1686 / 2126

Hmmm,
I am not fully understanding of the Nav point objects, but can you link the character you are spawning to the nav points? Please correct me if im wrong in asking that question .
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Enforce   Posted 24th Apr 2010 10:34am
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Post 279 / 312

Well The spawn event drops in a dummy entity which just sits there doing
nothing and won't move in the navpoints that I've set. As the keyframe moves
across it drops down a dummy entity. So I know the event can be
moved around. I think the only way I can make real entities
drop in is if I use the unhide event. it seems.

I did get one thing going (and that was the AI of the jeep for
the gun ride in the back and this is complicated ...).

I've managed to get the miner with the jeep waiting for me to get in the
back first by hitting the enter key to jump in and then the driver just starts
the jeep up for me and takes me along the waypoints.

The NAVPOINTS for the Jeep

They must be at least 4 in size for the jeep, and the navpoints must be fairly close together
when you link them all up., Lay down all the navpoints, then Connect them up using
J to link them. Then select all the waypoints, then Create the first waypoint list for the Miner
to follow using Shift W and once having done that, then make a second waypoint list also
for the Jeep to follow along.

This game is verry sensitive to its rules.

I think when it comes to doing waypoints. I think there should be a list for each ai to follow.
for If you link up more than one ai to follow the same waypoint list, then they
soon start to cross each other ai paths and start all screwing up.....

It's also important to drop the jeep down inside one of the navpoints so it can find the
waypoint path that you've defined.

(EVENT TRIGGER) (Set X to Player Vehicle) -1 resets (Size 700)
|.........|
l......(SET_AI_EVENT: 4 Second delay, Ai Mode: Waypoints)
|........|
|....(JEEP) (Ai Mode: Is Waiting, No waypoint lists, Is Deaf., Never Flee)
|.....|....|....|
|.....|....|.....(When Enter_Vehicle)--elay 0.50-(Remove Object)-- (DOOR Trigger) Player Vehicle.. 399 sec delay, 300 size
|.....|....|.....|
|.....|....|.....Follow_Waypoints (0.25 second delay, Waypoint list jp1 (Jeep list) X run)
|.....|....|..............|
|.....|....|----------|
|.....|
|....When_Dead
|...............|
|......(Slay Object)
|...............|
|........(MINER 1) (Ai: Is Waiting, No Waypoints list, Never Flee, Deaf, Jeep's UID in Turrent UID.
|...............|
|-----------|.(Follow Waypoints) (Waypoint Lisr: mj "The Miner's Waypoint List"
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Apr 24th, 04:06pm by Enforce
goober   Posted 24th Apr 2010 3:48pm
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Post 8025 / 265

Will they move in the nav points at all? Try shooting at them (using reapers or something) so they will follow you. You won't be able to issue specific nav point commands to spawned entities though.
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Enforce   Posted 24th Apr 2010 4:20pm
L4Y Member
Post 280 / 312

No, unless you got some tricks with navpoints..

it's a bit hard to force an spawn event to move along a nav point and get it to
sense the nav point and then start running the spawned entities everywhere
along it.

There is one thing I haven't tried with red Yet,

Rotating rooms. and turning the map completely upside down for kicks.

Might be possible to turn a room or a map into a mover with all its objects
with the add groups option to rotate a map or room upside down
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Apr 24th, 04:47pm by Enforce
goober   Posted 24th Apr 2010 4:21pm
L4Y Member
Post 8027 / 265

Quoting Enforce
Rotating rooms. and turning the map completely upside down for kicks.
Still I wonder what would happen to the water if you did that LOL.

For a room to be rotating, you'd need to make it a mover. Water isn't affected by movers.
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Enforce   Posted 25th Apr 2010 12:04am
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Post 282 / 312

Yea and it will have to be a pretty thick wall so the corners of the room don't bleed through when rotating.
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