Alpine Level Design

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Revision as of 20:23, 1 December 2024 by Goober (talk | contribs)



This page lists all major differences between level design and capabilities in Alpine Faction when compared to other versions of the game (Red Faction, Pure Faction, Dash Faction, etc.)

IMPORTANT: Alpine Faction can load both levels made specifically for Alpine Faction and levels made for other versions of the game (RF/PF/DF/etc.). However, please note that due to features available only in Alpine Faction, levels made for Alpine Faction can only be loaded when using Alpine Faction.

Lighting

Lightmaps

In Alpine Faction levels, the game does not apply lightmap clamping. This means that the full range of available colors is available - including fully unlit (black) areas. Put another way, the way your lightmaps look when you calculate them in Alpine's level editor is how they will look in game.

Dynamic Lights

Alpine Faction levels can utilize dynamic lights - configured via the "Dynamic" checkbox in light properties. Using the Anchor_Marker event (described below), you can also move dynamic lights using moving groups.

Note: Dynamic lights are far more taxing on game performance than normal (static) lights. You should keep this in mind when designing, and use dynamic lights only where necessary to achieve your desired effect.

Triggers

In multiplayer, unlike levels made for other versions of the game, triggers in Alpine Faction levels can activate events directly. This includes stock game events and Alpine Events (described below).

The following events are not supported in multiplayer and will not function if triggered:

  • Load_Level
  • Endgame
  • Defuse_Nuke
  • Drop_Point_Marker
  • Go_Undercover
  • Win_PS2_Demo
  • Play_Video
  • When_Picked_Up

Alpine Events

The following events are only available for use in Alpine Faction levels.

AF_Catalysts

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AF_When_Dead

Upgraded version of the stock "When_Dead" event. Does not require a slot in the savegame file, so there is no limit on the number of "AF_When_Dead" events that you can use in a single map. Also supports repeated activations unlike the stock version.
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When_Picked_Up

Fires a message to all linked triggers, movers, and events whenever a linked item is picked up by the player. Works in single player only.

AF_Flow

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Sequence

Each activation of this event routes the message to the next link in sequential order. After the last link, the cycle resets and the first link is called. Note the order of links is determined by the order in which you add them.
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Difficulty_Gate

Tests if the game is set to the specified difficulty and forwards messages only if true.
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Valid_Gate

Tests if the specified UID is a valid object and forwards messages only if true. In the case of objects that have life values (ie. clutter and entities), "valid" means alive.
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Inside_Gate

Tests if an object (default: the player who activated the event) is in a specified area of the map. Forwards messages if true.
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Gametype_Gate

Performs a test on the gametype of the game. Forwards message to links only if test passes. Works only in multiplayer (test will always fail in single player)
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Switch_Random

Randomly select one of this event's links and send an on signal to it.
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Fixed_Delay

Identical to the normal Delay event, but cannot be retriggered. Will forward a message to all links after the specified delay. Messages sent to this event while a message is queued are ignored.
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Goal_Gate

Performs a test on a specified goal (integer variable). Forwards message to links only if test passes.
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Environment_Gate

Performs a test on the environment of the game. Forwards message to links only if test passes.

AF_General

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Clone_Entity

Creates a clone of the linked entity with the same properties and settings as its source.
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Set_Player_World_Collide

Control whether the player collides with level geometry.
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Set_Level_Hardness

Set the hardness for the loaded level (size of geo craters).
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Set_Difficulty

Set the difficulty level of the game.
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HUD_Message

Display a green HUD message in the bottom middle of the screen (like the helper text when you pick up items).
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Play_Video

Play a .bik format video.
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Force_Unhide

Force unhide/hide an object with no conditions. Virtually identical to the stock "Unhide" event, except this one will do it regardless of player line of sight or any other factors.
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Set_Fog_Far_Clip

Sets the far clip plane used for distance fog.

AF_Utility

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SetVar

Reconfigure a variable on linked events. Only supports new Alpine Faction events. Supports "delay" (float) as a variable name to set event delay. Other variable names are as indicated on this page. Specify the name of the variable to be set in the script name for SetVar using this scripe name format: "SetVar_VARNAME" where "VARNAME" is the variable name.
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Remove_Link

Used to remove links. If "remove_all" is turned off (default), removes links between objects this event is linked to. If "remove_all" is turned on, remove all links between every object this event is linked to and any other objects.
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Goal_Math

Used to perform math operations on goals (integer variables). Applies the operation to any level (non-persistent) goals, as well as any persistent goals that are loaded.
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Clear_Queued

Clears queued message (if any) on all linked events. Queued messages are messages that are queued per a configured delay value on that event.
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Add_Link

Adds links from the first link in the link array to each other link in the array. Link array is ordered based on the order in which you linked this event to other objects.
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Anchor_Marker

Used to "drag along" some object types that can't normally be added to moving groups. Simply add the Anchor Marker to the moving group, then link the Anchor_Marker to the objects you want to bring. That object/those objects will have their position locked to the position of the Anchor_Marker event as it travels with the mover. Supports Lights (Dynamic only), Particle Emitters, and Push Regions