Changing Liquid Depth in Multiplayer: Difference between revisions

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{{RF1Tutorial|Spikey}}
{{RF1Tutorial|Spikey}}


In this tutorial, you will learn how to use the Liquid Depth event in Multiplayer.
In this tutorial, you will learn how to use the [[RED_Event_List#Set_Liquid_Depth|Set_Liquid_Depth]] event in Multiplayer.


# Make a Room Effect in your level and set the properties to "Liquid Room" - Adjust all other settings according to your specifications for your level, including "Depth".
# Make a [[RED_Objects#Room_Effect|Room Effect]] in your level and set the properties to "Liquid Room" - Adjust all other settings according to your specifications for your level, including "Depth".
# Make a [[Making a Keyframe Trick|keyframe trick]] to begin with. You can use a Delay event to keyframe.
# Make a [[Creating a Keyframe Trick|keyframe trick]] to begin with. You can use a [[RED_Event_List#Delay|Delay]] event to keyframe.
# Create a Slay_Object Event.
# Create a Clutter Object that is breakable such as Potted Plant01.
# Make a note of the Slay_Object UID first then Go back to the [[Making a Keyframe Trick|keyframe trick]] and select the silver keyframe, and go into its properties.
# In the keyframe properties at the very bottom find "Trigger Event With UID", paste the UID of the Slay_Object into the corresponding field and click OK. You should see a link from the silver keyframe to the Slay_Object event.
# Link the Slay_Object to the Potted Plant01.
# Create a When_Dead event and link the When_Dead event to the Potted Plant01.
# Create a Delay and go into its properties. Select the Event Type drop down and change it to "Set_Liquid_Depth". Also change the field next to "Script Name" to match the Event Type so that they both say the same thing. This will make it easier to identify the Event when you need to select it.
# Create a Delay and go into its properties. Select the Event Type drop down and change it to "Set_Liquid_Depth". Also change the field next to "Script Name" to match the Event Type so that they both say the same thing. This will make it easier to identify the Event when you need to select it.
# Set the Depth more than your Room Effects Depth if you wish the water level to rise, or below your Room Effects Depth if you wish for the water level to fall.
# Make a note of the UID of the Set_Liquid_Depth event then Go back to the keyframe trick and select the silver [[RED_Objects#Keyframe|keyframe]], and go into its properties.
# In the keyframe properties at the very bottom find "Trigger Event With UID", paste the UID of the Set_Liquid_Depth into the corresponding field and click OK. You should see a link from the silver keyframe to the Set_Liquid_Depth event.
# Go into the properties of the Set_Liquid_Depth and set the Depth more than your Room Effects Depth if you wish the water level to rise, or below your Room Effects Depth if you wish for the water level to fall.
# Set the time (seconds) to set the duration of the liquid to rise or fall. The time setting will determine the speed of the liquid level to complete its journey from X Depth to Y Depth. Liquid level starts from the Depth settings from the Room Effect.
# Set the time (seconds) to set the duration of the liquid to rise or fall. The time setting will determine the speed of the liquid level to complete its journey from X Depth to Y Depth. Liquid level starts from the Depth settings from the Room Effect.
# Link the When_Dead to the Set_Liquid_Depth.


Additional Information
Additional Information
*If you want a continuous liquid movement, you will need to create x2 Delays and x2 Set_Liquid_Depth event.
*If you want a continuous liquid movement, you will need to create x2 Delays and x2 Set_Liquid_Depth event.
*Link the events in this order - Set_Liquid_Depth -> Delay -> Set_Liquid_Depth -> Delay -> (Back to the first Set_Liquid_Depth) - This creates a continuous loop that will set the liquid to move up and down all of the time throughout the level. You then set the times accordingly in the Set_Liquid_Depth and you set the Delay events to the same times of the Set_Liquid_Depth times.
*Link the events in this order - Set_Liquid_Depth -> Delay -> Set_Liquid_Depth -> Delay -> (Back to the first Set_Liquid_Depth) - This creates a continuous loop that will set the liquid to move up and down all of the time throughout the level. You then set the times accordingly in the Set_Liquid_Depth and you set the Delay events to the same times of the Set_Liquid_Depth times.
The Desire effect is shown in this video
 
The desired effect is shown in this video
 
<youtube>oIi21XrxDc0</youtube>
<youtube>oIi21XrxDc0</youtube>


[[Category: Red Faction]]
[[Category: Red Faction]]
[[Category: RF1 Editing]]
[[Category: RF1 Editing]]
[[Category: Tutorials]]
[[Category: Tutorials]]

Latest revision as of 15:19, 12 January 2022


In this tutorial, you will learn how to use the Set_Liquid_Depth event in Multiplayer.

  1. Make a Room Effect in your level and set the properties to "Liquid Room" - Adjust all other settings according to your specifications for your level, including "Depth".
  2. Make a keyframe trick to begin with. You can use a Delay event to keyframe.
  3. Create a Delay and go into its properties. Select the Event Type drop down and change it to "Set_Liquid_Depth". Also change the field next to "Script Name" to match the Event Type so that they both say the same thing. This will make it easier to identify the Event when you need to select it.
  4. Make a note of the UID of the Set_Liquid_Depth event then Go back to the keyframe trick and select the silver keyframe, and go into its properties.
  5. In the keyframe properties at the very bottom find "Trigger Event With UID", paste the UID of the Set_Liquid_Depth into the corresponding field and click OK. You should see a link from the silver keyframe to the Set_Liquid_Depth event.
  6. Go into the properties of the Set_Liquid_Depth and set the Depth more than your Room Effects Depth if you wish the water level to rise, or below your Room Effects Depth if you wish for the water level to fall.
  7. Set the time (seconds) to set the duration of the liquid to rise or fall. The time setting will determine the speed of the liquid level to complete its journey from X Depth to Y Depth. Liquid level starts from the Depth settings from the Room Effect.

Additional Information

  • If you want a continuous liquid movement, you will need to create x2 Delays and x2 Set_Liquid_Depth event.
  • Link the events in this order - Set_Liquid_Depth -> Delay -> Set_Liquid_Depth -> Delay -> (Back to the first Set_Liquid_Depth) - This creates a continuous loop that will set the liquid to move up and down all of the time throughout the level. You then set the times accordingly in the Set_Liquid_Depth and you set the Delay events to the same times of the Set_Liquid_Depth times.

The desired effect is shown in this video