Level Building - Entities

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Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:09 pm

Q. Can I use .tga files for FlipBook entities?

A. No. FlipBooks require you to give the base filename without an extension and it adds the .BMP onto the name. Therefore FlipBook graphics have to be BMP only. If you don't want to use an alpha graphic in a FlipBook you can
a) leave the alpha basename blank or
b) use the same basename as the bitmap.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:09 pm

Q. How can I make an object float in water?

A. If you use the Liquid entity to make your water then Pawns will float as well as the player. You have to set the gravity to a negative value to make something float in water. Make your floating actor a Pawn with a simple script and it will float in place.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:10 pm

Q. How does the VideoTextureReplacer entity work?

A. The AVI file must be the same size as the texture it replaces. Also, make sure that the codec the video is using is installed on your system.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:11 pm

Q. How does the LiftBelt entity work?

A. Go through the following steps for setting up a LiftBelt entity
  • Add a LiftBelt entity to the level. Set the EnableAttr to the attribute name you want to use to enable it. Let's use 'liftbelt'.
    Add 'liftbelt' as an attribute to Player.ini. Low of 0, High of 1, Initial of 1 so you can use the belt right away.
    In Inventory.ini add something like this

    Code: Select all

    [liftbelt]
    catagory = use
    image = liftbelt.bmp
    imagealpha = liftbelt_alpha.bmp
    text =Liftbelt
To activate the belt go to the Inventory and select 'liftbelt' so it says 'Activated for Use'. By default the PgUp key applies power to the belt, PgDn removes power. Hold down PgUp for a while as it takes time to get to full power.

If this doesn't work then check Controls.ini and see if PowerUp and PowerDwn are set to true. These are the control keys for the lift belt. Then check Options->Controls to see just what keys these commands are bound to.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:13 pm

Q. Can an empty, invisible brush be used as a trigger?

A. Yes, an empty, invisible brush (all faces checked transparent 0) will detect collisions.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:14 pm

Q. How do I make a Message appear when I pick up an Attribute?

A. Put an Attribute in your level, say 'health' since it's required, put 'health1' in the szEntityName entry. Next add a Logic Gate of Type 6, put 'health1' in the Trigger1Name entry, and 'health1callback' in the szEntityName. Next add a Message entity, Type 'Static' in your level, with 'health1callback' in the TriggerName entry and 'yougotsomehealth' in the TextName entry. Now, in message.txt, a file in the install folder of your RF installation, put

Code: Select all

[yougotsomehealth]
You got some health.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:15 pm

Q. I put a PlayerStart entity in my level, but it says 'Missing PlayerStart', why?

A. If you have given the PlayerStart entity a szEntityName then you get that error.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:16 pm

Q. How do I keep from sliding all over the place?

A. In the EnvironmentSetup entity set 'RealJumping' to 'false'.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:16 pm

Q. I changed my player actor and now it is facing down on the ground.

A. Depending on the modelling program the actor was created in, its initial rotation may be different. In the PlayerSetup entity change the ActorRotation entry to get the correct orientation.

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Re: Level Building - Entities

Post by QuestOfDreams » Sun Feb 10, 2008 6:17 pm

Q. What does the 'style' entry in the Light entity do?

A. Valid values range from 0-11 (other values will cause a crash). 0 is default lighting, 11 produces a wavy light, other values are meant for manipulating lights of one style via code at run time. Without special programming they subtract light from the level instead of adding it.

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