Alpine Level Design: Difference between revisions

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{{BubbleNav|RF1Modding}}
{{BubbleNav|RF1Modding}}
{{Under construction}}
[[File:Alpinelogo1.png|center]]


This page lists all major differences between normal Red Faction level design and level design for Alpine Levels, as featured in Alpine Faction.
This page lists all major differences between normal Red Faction level design and level design for Alpine Levels, as featured in Alpine Faction.


==Compatibility==
==General==
===Versioning===
'''Alpine Levels are playable only using Alpine Faction.'''
'''Alpine Levels are playable only using Alpine Faction.'''


Due to features unavailable in those clients, Alpine Levels are '''not''' playable while using older client versions such as any version of Red Faction (official builds), Pure Faction, or Dash Faction.
Due to features unavailable in those clients, Alpine Levels are '''not''' playable while using other client versions such as any version of Red Faction (official builds), Pure Faction, or Dash Faction.
 
===Testing===
* '''Multiplayer playtesting''' - In addition to the '''Play''' and '''Play from Camera''' features that have always been available, the Alpine level editor adds a feature to allow you to playtest multiplayer maps in multiplayer. If you click the '''Play (multi)''' button on the top toolbar, the game will launch you into a listen (local) server running your level.
* '''Troubleshooting goals''' - You can use the <tt>[ dbg_goal GOALNAME ]</tt> console command at any time to query a goal by name and print its current and initial values.
* '''Troubleshooting event and trigger links''' - You can use the <tt>[ debug trigger ]</tt> and <tt>[ debug event ]</tt> console commands at any time (SP only) to draw events and triggers and their links as arrows in the game world. Links from triggers are blue, links from events are purple.
 
==Geometry==
When constructing non-Alpine levels, faces are added to "fix ps2 tiling" when building geometry, if the texture applied to a given surface tiles many times. This does not occur when constructing Alpine Levels - you can safely tile textures as much as you like without it resulting in additional unnecessary faces being added.
 
Similarly, when adding brushes to moving groups during construction of non-Alpine levels, if those brushes have surfaces with textures that tile many times, the brush will be split. This also does not occur when constructing Alpine Levels - you can safely tile textures as much as you like on brushes that either are, or will eventually be, members of moving groups, without it resulting in additional unnecessary faces being added.


==Lighting==
==Lighting==
===Lightmaps===
===Lightmaps===
In Alpine 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 the level editor is how they will look in game.  
In Alpine 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 the level editor is how they will look in game.
 
Additionally, the stock editor applies similar lightmap clamping when opening saved levels. This has also been removed in Alpine RED - levels loaded in Alpine RED will look as they did when they were saved.
===Dynamic Lights===
===Dynamic Lights===
Alpine 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.  
Alpine 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.  
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==Items==
==Items==
In single player, unlike levels made for other versions of the game, Alpine Levels allow the player to pick up the ''Multi Super Health'' and ''Multi Super Armor'' items.
In single player, unlike levels made for other versions of the game, Alpine Levels allow the player to pick up the ''Multi Super Health'' and ''Multi Super Armor'' items.
==HUD Messages==
Magic words can be used in HUD message display (via the ''HUD_Message''' event, and any other reason HUD messages would be rendered) to display dynamic values to the player. The stock game supported the use of magic words in HUD messages for a subset of the controls in the stock game (used in the training mission), but Alpine Faction expands this capability substantially. To use these magic words, simply include their text exactly as written below in the string for your HUD message.
The following is a list of magic words that are available for use by level designers and mod developers in Alpine Faction, as well as what they are translated to when displayed as a HUD message
* '''$FIRE$''' - Name of the key or mouse button assigned to the primary fire control
* '''$ALT_FIRE$''' - Name of the key or mouse button assigned to the alternate fire control
* '''$USE$''' - Name of the key or mouse button assigned to the use control
* '''$JUMP$''' - Name of the key or mouse button assigned to the jump control
* '''$CROUCH$''' - Name of the key or mouse button assigned to the crouch control
* '''$HOLSTER$''' - Name of the key or mouse button assigned to the holster weapon control
* '''$RELOAD$''' - Name of the key or mouse button assigned to the reload weapon control
* '''$NEXT_WEAPON$''' - Name of the key or mouse button assigned to the next weapon control
* '''$PREV_WEAPON$''' - Name of the key or mouse button assigned to the previous weapon control
* '''$MESSAGE_LOG$''' - Name of the key or mouse button assigned to the message log control
* '''$QUICK_SAVE$''' - Name of the key or mouse button assigned to the quick save control
* '''$QUICK_LOAD$''' - Name of the key or mouse button assigned to the quick load control
* '''$HEADLAMP$''' - Name of the key or mouse button assigned to the toggle headlamp control
* '''$SKIP_CUTSCENE$''' - Name of the key or mouse button assigned to the skip cutscene control
* '''$goal_GOALNAME$''' - Value of the goal with name equal to GOALNAME, if such a goal exists in the current map


==Events==
==Events==
===Fixes===
===Fixes===
Outside of Alpine Levels, using the delay parameter with the following stock game events leads to that event breaking - it's effect will never apply. In Alpine Levels, the delay parameter can be used on these events without issue - just like any other event.
Outside of Alpine Levels, using the delay parameter with the following stock game events leads to that event breaking - the effect will never apply. In Alpine Levels, the delay parameter can be used on these events without issue - just like any other event.
* '''Play_Sound'''
* '''Play_Sound'''
* '''Cyclic_Timer'''
* '''Cyclic_Timer'''
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* '''Holster_Weapon''' - Could always be turned on to holster the weapon of linked entities. In Alpine Levels, can also be turned off to force those entities to unholster their weapons.
* '''Holster_Weapon''' - Could always be turned on to holster the weapon of linked entities. In Alpine Levels, can also be turned off to force those entities to unholster their weapons.
* '''Holster_Player_Weapon''' - Could always be turned on to holster the player's weapon. In Alpine Levels, can also be turned off to unholster the player's weapon.
* '''Holster_Player_Weapon''' - Could always be turned on to holster the player's weapon. In Alpine Levels, can also be turned off to unholster the player's weapon.
====Dash Faction====
====Dash Faction====
Additionally, the following events had functionality added in Dash Faction 1.5.0. This functionality is not specific to Alpine Levels - it is available on any levels when using Dash Faction 1.5.0+ or any version of Alpine Faction. On other client versions (including all official client versions), although levels that rely on this functionality can be loaded, the functionality of these events will be restricted to only their stock game behaviour, which could lead to undesirable behaviour.
The following events had functionality added in Dash Faction 1.5.0. This functionality is not specific to Alpine Levels - it is available on any levels when using Dash Faction 1.5.0+ or any version of Alpine Faction. On other client versions (including all official client versions), although levels that rely on this functionality can be loaded, the functionality of these events will be restricted to only their stock game behaviour, which could lead to undesirable behaviour.
* '''Set_Liquid_Depth''' - Had no effect in the stock game. Can now be used to smoothly change the depth of a liquid room.
* '''Set_Liquid_Depth''' - Had no effect in the stock game. Can now be used to smoothly change the depth of a liquid room.
* '''Switch_Model''' - Used to swap the mesh used by linked clutter objects to a specified file. Could be used in stock game as long as the specified mesh file was a stock game file. Can now be used to specify custom meshes distributed with levels.
* '''Switch_Model''' - Used to swap the mesh used by linked clutter objects to a specified file. Could be used in stock game as long as the specified mesh file was a stock game file. Can now be used to specify custom meshes distributed with levels.
===Directional Events===
3D arrows in the Alpine level editor are drawn from directional events - that is, events that save their orientation and use it for some purpose. (most events are not directional). The following events are directional:
* '''Play_VClip''' - (did not display a 3D arrow in stock level editor, does in Alpine level editor)
* '''Teleport''' - (did not display a 3D arrow in stock level editor, does in Alpine level editor)
* '''Teleport_Player'''
* '''Clone_Entity'''
* '''AF_Teleport_Player'''
* '''Anchor_Marker_Orient'''


===Alpine Events===
===Alpine Events===
The following Alpine Events are completely new and are only available for use in Alpine Levels:
* Alpine Faction adds many brand new event objects for use by level designers. For a full list of the new Alpine events, and a breakdown of the functionality of each, see [[RED_Event_List#Alpine_Faction|Alpine Faction Event List]]
====AF_Catalysts====
<div class="column">
{{Infobox RF1Event
|eventname      = AF_When_Dead
|category      = AF_Catalysts
|description    = 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.
|params        = * '''any_dead:''' (boolean, "Activate When Any Dead") If true, this event sends an on message each time a linked entity or clutter dies. If false, this event only sends a single on message at the time that all linked entities/clutter are dead.
}}
</div><div class="column>
{{Infobox RF1Event
|eventname      = When_Picked_Up
|category      = AF_Catalysts
|description    = 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.
}}
</div><div style="clear: both;"></div>
 
====AF_Flow====
<div class="column">
{{Infobox RF1Event
|eventname      = Sequence
|category      = AF_Flow
|description    = 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.
|on            = Send an on signal to the next link in the sequence.
|params        = * '''last_link_index:''' (int, hidden) Stores the last activated link index. When processing a received on signal, the next index in the links array after this is used.
}}
{{Infobox RF1Event
|eventname      = Difficulty_Gate
|category      = AF_Flow
|description    = Tests if the game is set to the specified difficulty and forwards messages only if true.
|on            = Forward on signal to all links, if the game is set to the specified difficulty.
|params        = * '''difficulty:''' (int, "Life") Set the difficulty to test against. 0 = easy, 1 = medium, 2 = hard, 3 = impossible
}}
{{Infobox RF1Event
|eventname      = Valid_Gate
|category      = AF_Flow
|description    = 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.
|on            = Forward on signal to all links, if the specified object is valid.
|params        = * '''check_uid:''' (int, "Life") Object UID to be checked.
}}
{{Infobox RF1Event
|eventname      = Inside_Gate
|category      = AF_Flow
|description    = Tests if an object (default: the player who activated the event) is in a specified area of the map. Forwards messages if true.
|on            = Forward on signal to all links if test passes.
|params        = * '''check_uid:''' (int, "Life") Region to be checked. Can be a trigger UID or a room UID (Room Effect).
* '''test_uid:''' (int, hidden) Object to be checked. Defaults to the player who activated the event.
}}
{{Infobox RF1Event
|eventname      = Gametype_Gate
|category      = AF_Utility
|description    = 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)
|on            = Perform test and forward message if passed.
|params        = * '''gametype:''' (string, "Goal To Set") Specify the test to run. Must be one of the below, specified exactly.
** '''dm'''
** '''tdm'''
** '''ctf'''
}}
</div><div class="column>
{{Infobox RF1Event
|eventname      = Switch_Random
|category      = AF_Flow
|description    = Randomly select one of this event's links and send an on signal to it.
|on            = Send an on signal to a randomly selected link.
}}
{{Infobox RF1Event
|eventname      = Fixed_Delay
|category      = AF_Flow
|description    = 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.
|on            = Queue a message to be forwarded after the configured delay.
}}
{{Infobox RF1Event
|eventname      = Goal_Gate
|category      = AF_Utility
|description    = Performs a test on a specified goal (integer variable). Forwards message to links only if test passes.
|on            = Perform test and forward message if passed.
|params        = * '''value:''' (int, first "Texture Num") Specify the value to use for the test.
* '''goal:''' (string, first "Filename") Specify the goal name to test.
* '''value2:''' (int, second "Texture Num") Specify the second value to use for the test, if a second value is needed (currently only applies to between).
* '''test_type:''' (string, second "Filename") Specify the test to run. Must be one of the below, specified exactly.
** '''equal''' - Goal count equals value.
** '''nequal''' - Goal count does not equal value.
** '''gt''' - Goal count is greater than value.
** '''lt''' - Goal count is less than value.
** '''geq''' - Goal count is greater than or equal to value.
** '''leq''' - Goal count is less than or equal to value.
** '''between''' - Goal count is between value and value2 (inclusive).
** '''odd''' - Goal count is an odd number.
** '''even''' - Goal count is an even number.
** '''divisible''' - Goal count is divisible by value.
** '''ltinit''' - Goal count is less than its initial value.
** '''gtinit''' - Goal count is greater than its initial value.
** '''leinit''' - Goal count is less than or equal to its initial value.
** '''geinit''' - Goal count is greater than or equal to its initial value.
** '''eqinit''' - Goal count is equal to its initial value.
}}
{{Infobox RF1Event
|eventname      = Environment_Gate
|category      = AF_Utility
|description    = Performs a test on the environment of the game. Forwards message to links only if test passes.
|on            = Perform test and forward message if passed.
|params        = * '''environment:''' (string, "Goal To Set") Specify the test to run. Must be one of the below, specified exactly.
** '''multi''' - Event is running in multiplayer.
** '''single''' - Event is running in single player.
** '''server''' - Event is running on a server (listen or dedicated).
** '''dedicated''' - Event is running on a dedicated server.
** '''client''' - Event is running on a client.
}}
</div><div style="clear: both;"></div>
 
====AF_General====
<div class="column">
{{Infobox RF1Event
|eventname      = Clone_Entity
|category      = AF_General
|description    = Creates a clone of the linked entity with the same properties and settings as its source.
|on            = Create a clone at the event's position.
}}
{{Infobox RF1Event
|eventname      = Set_Player_World_Collide
|category      = AF_General
|description    = Control whether the player collides with level geometry.
|on            = Collision = true (default)
|off            = Collision = false
}}
{{Infobox RF1Event
|eventname      = Set_Level_Hardness
|category      = AF_General
|description    = Set the hardness for the loaded level (size of geo craters).
|on            = Set hardness to the specified value.
|params        = * '''hardness:''' (int, "Life") The hardness value to set.
}}
{{Infobox RF1Event
|eventname      = Set_Difficulty
|category      = AF_General
|description    = Set the difficulty level of the game.
|on            = Set difficulty to the specified value.
|params        = * '''difficulty:''' (int, "Life") Set the difficulty to test against. 0 = easy, 1 = medium, 2 = hard, 3 = impossible
}}
{{Infobox RF1Event
|eventname      = Set_Skybox
|category      = AF_General
|description    = Set the room to project as skybox.
|on            = Set skybox information as configured.
|params        = * '''Skybox room UID:''' (int1) Specify the room UID (by ''Room Effect'') to set as the sky room.
* '''Eye anchor UID:''' (int2) Specify the ''Anchor_Marker'' event to use as the eye position inside the sky room.
* '''Use relative position:''' (bool1) If true, apply relative position mapping camera position in world space to eye position in the sky room.
* '''Relative position scale:''' (float1) Scale/ratio to apply to relative position camera mapping.
}}
</div><div class="column>
{{Infobox RF1Event
|eventname      = HUD_Message
|category      = AF_General
|description    = Display a green HUD message in the bottom middle of the screen (like the helper text when you pick up items).
|on            = Display the HUD message for the configured duration.
|params        = * '''message:''' (string, "Goal To Set") The message to display.
* '''duration:''' (int, hidden) Duration (in ms) the message will be displayed. If not specified, defaults to 5000 (5 seconds).
}}
{{Infobox RF1Event
|eventname      = Play_Video
|category      = AF_General
|description    = Play a .bik format video.
|on            = Play the video specified.
|params        = * '''filename:''' (string, "Goal To Set") The filename of the video to play.
}}
{{Infobox RF1Event
|eventname      = Force_Unhide
|category      = AF_General
|description    = 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.
|on            = Unhide linked objects.
|off            = Hide linked objects.
}}
{{Infobox RF1Event
|eventname      = Set_Fog_Far_Clip
|category      = AF_General
|description    = Sets the far clip plane used for distance fog.
|on            = Set far clip plane to specified value (in metres).
|params        = * '''far_clip:''' (int, "Life") Far clip plane distance.
}}
</div><div style="clear: both;"></div>
 
====AF_Utility====
<div class="column">
{{Infobox RF1Event
|eventname      = SetVar
|category      = AF_Utility
|description    = 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.
|on            = Set var_name to var_value on all linked events.
|params        = * '''var_name:''' (string, set via script name) The name of the variable to be set.
* '''var_value:''' (string, "Goal To Set") The value to set var_name to. You must ensure you are providing a valid value for the type of the variable you are setting. If not specified, defaults to a blank string.
}}
{{Infobox RF1Event
|eventname      = Remove_Link
|category      = AF_Utility
|description    = 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.
|on            = Remove links.
|params        = * '''remove_all:''' (boolean, "Run") Turn on "remove_all".
}}
{{Infobox RF1Event
|eventname      = Goal_Math
|category      = AF_Utility
|description    = 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.
|on            = Apply the operation.
|params        = * '''value:''' (int, first "Texture Num") Specify the value to use for the operation.
* '''goal:''' (string, first "Filename") Specify the goal name to which the operation will apply.
* '''value2:''' (int, second "Texture Num") Specify the second value to use for the operation, if a second value is needed (currently only applies to clamp).
* '''operation:''' (string, second "Filename") Specify the operation to apply. Must be one of the below, specified exactly.
** '''add''' - Add value to goal count.
** '''sub''' - Subtract value from goal count.
** '''mul''' - Multiply goal count by value.
** '''div''' - Divide goal count by value.
** '''rdiv''' - Divide value by goal count.
** '''set''' - Set goal count explicitly to value.
** '''mod''' - Return modulus of goal count divided by value.
** '''pow''' - Raise goal count to the power of value.
** '''neg''' - Set goal count negative.
** '''abs''' - Set goal count positive (absolute value).
** '''clamp''' - Clamp goal count between value and value2.
** '''max''' - Set goal count to the highest between goal count and value.
** '''min''' - Set goal count to the lowest between goal count and value.
** '''reset''' - Set goal count to its initial value.
}}
</div><div class="column>
{{Infobox RF1Event
|eventname      = Clear_Queued
|category      = AF_Utility
|description    = Clears queued message (if any) on all linked events. Queued messages are messages that are queued per a configured delay value on that event.
|on            = Clear queued messages.
}}
{{Infobox RF1Event
|eventname      = Add_Link
|category      = AF_Utility
|description    = 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.
|on            = Add links.
}}
{{Infobox RF1Event
|eventname      = Anchor_Marker
|category      = AF_Utility
|description    = 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
}}
</div><div style="clear: both;"></div>


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

Latest revision as of 14:09, 17 May 2025

Alpinelogo1.png

This page lists all major differences between normal Red Faction level design and level design for Alpine Levels, as featured in Alpine Faction.

General

Versioning

Alpine Levels are playable only using Alpine Faction.

Due to features unavailable in those clients, Alpine Levels are not playable while using other client versions such as any version of Red Faction (official builds), Pure Faction, or Dash Faction.

Testing

  • Multiplayer playtesting - In addition to the Play and Play from Camera features that have always been available, the Alpine level editor adds a feature to allow you to playtest multiplayer maps in multiplayer. If you click the Play (multi) button on the top toolbar, the game will launch you into a listen (local) server running your level.
  • Troubleshooting goals - You can use the [ dbg_goal GOALNAME ] console command at any time to query a goal by name and print its current and initial values.
  • Troubleshooting event and trigger links - You can use the [ debug trigger ] and [ debug event ] console commands at any time (SP only) to draw events and triggers and their links as arrows in the game world. Links from triggers are blue, links from events are purple.

Geometry

When constructing non-Alpine levels, faces are added to "fix ps2 tiling" when building geometry, if the texture applied to a given surface tiles many times. This does not occur when constructing Alpine Levels - you can safely tile textures as much as you like without it resulting in additional unnecessary faces being added.

Similarly, when adding brushes to moving groups during construction of non-Alpine levels, if those brushes have surfaces with textures that tile many times, the brush will be split. This also does not occur when constructing Alpine Levels - you can safely tile textures as much as you like on brushes that either are, or will eventually be, members of moving groups, without it resulting in additional unnecessary faces being added.

Lighting

Lightmaps

In Alpine 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 the level editor is how they will look in game.

Additionally, the stock editor applies similar lightmap clamping when opening saved levels. This has also been removed in Alpine RED - levels loaded in Alpine RED will look as they did when they were saved.

Dynamic Lights

Alpine 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.

Skyboxes

In Alpine Levels, while you can still make static skyboxes as you always could before if you wish, through the Set_Skybox event (described below) you can enhance your skyboxes. The key differences are listed below.

Note: When making an enhanced skybox, while you still do need to place a Room Effect in the room that is to be your sky room, you should not select the "Sky Room" type on the Room Effect - instead, leave "type" set to "None", or set it to "Liquid Room" if you wish to have a liquid surface in your sky room. The UID of the Room Effect is the skybox room UID you will specify in the properties of the Set_Skybox event.

Eye Anchor

When setting an enhanced skybox via the Set_Skybox event, you can specify an "eye anchor" UID. This must be the UID of an Anchor_Marker event that is inside the skybox room you are using. If you specify a valid "eye anchor" UID, this will be the position from which the sky room will be visible when projected as your skybox. You can also place the Anchor_Marker in a moving group and move it with keyframes if you wish.

Caution: Moving the "eye anchor" with keyframes can be very disorienting and take away from your level if you are not careful. In general, you should avoid quick movements.

Relative Position

When setting an enhanced skybox via the Set_Skybox event, you can turn on "use relative position" and specify a "relative position scale". If you do, players can move around "inside the sky room" as they play your map. The position of your camera in relation to the world origin (position 0,0,0) is mapped to the "eye" position in the skybox, relative to the "eye anchor" position in the sky room. The position is scaled using the scale.

  • A "relative position scale" of 1.0 maps camera position relative to world origin to eye position relative to eye anchor position at a ratio of 1:1 - every 1m moved in the world is 1m moved in the skybox.
  • A "relative position scale" of 0.25 however, means every 1m moved in the world is 0.25m moved in the skybox. Using this, you can make your skybox much smaller than your actual level.

Note: Relative position requires you specify a scale and an eye anchor (and of course a skyboox room UID). If you do not specify each of these, ticking the "use relative position" option will have no effect.

Triggers

In multiplayer, unlike levels made for other versions of the game, triggers in Alpine 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

Items

In single player, unlike levels made for other versions of the game, Alpine Levels allow the player to pick up the Multi Super Health and Multi Super Armor items.

HUD Messages

Magic words can be used in HUD message display (via the HUD_Message' event, and any other reason HUD messages would be rendered) to display dynamic values to the player. The stock game supported the use of magic words in HUD messages for a subset of the controls in the stock game (used in the training mission), but Alpine Faction expands this capability substantially. To use these magic words, simply include their text exactly as written below in the string for your HUD message.

The following is a list of magic words that are available for use by level designers and mod developers in Alpine Faction, as well as what they are translated to when displayed as a HUD message

  • $FIRE$ - Name of the key or mouse button assigned to the primary fire control
  • $ALT_FIRE$ - Name of the key or mouse button assigned to the alternate fire control
  • $USE$ - Name of the key or mouse button assigned to the use control
  • $JUMP$ - Name of the key or mouse button assigned to the jump control
  • $CROUCH$ - Name of the key or mouse button assigned to the crouch control
  • $HOLSTER$ - Name of the key or mouse button assigned to the holster weapon control
  • $RELOAD$ - Name of the key or mouse button assigned to the reload weapon control
  • $NEXT_WEAPON$ - Name of the key or mouse button assigned to the next weapon control
  • $PREV_WEAPON$ - Name of the key or mouse button assigned to the previous weapon control
  • $MESSAGE_LOG$ - Name of the key or mouse button assigned to the message log control
  • $QUICK_SAVE$ - Name of the key or mouse button assigned to the quick save control
  • $QUICK_LOAD$ - Name of the key or mouse button assigned to the quick load control
  • $HEADLAMP$ - Name of the key or mouse button assigned to the toggle headlamp control
  • $SKIP_CUTSCENE$ - Name of the key or mouse button assigned to the skip cutscene control
  • $goal_GOALNAME$ - Value of the goal with name equal to GOALNAME, if such a goal exists in the current map

Events

Fixes

Outside of Alpine Levels, using the delay parameter with the following stock game events leads to that event breaking - the effect will never apply. In Alpine Levels, the delay parameter can be used on these events without issue - just like any other event.

  • Play_Sound
  • Cyclic_Timer
  • Make_Invulnerable
  • Alarm_Siren
  • Unhide

Enhanced Functionality

In Alpine Levels, some stock game events have been improved in various ways:

  • Headlamp_State - If not linked to any specific entities, applies to the player. Can be used to toggle the player flashlight.
  • Holster_Weapon - Could always be turned on to holster the weapon of linked entities. In Alpine Levels, can also be turned off to force those entities to unholster their weapons.
  • Holster_Player_Weapon - Could always be turned on to holster the player's weapon. In Alpine Levels, can also be turned off to unholster the player's weapon.

Dash Faction

The following events had functionality added in Dash Faction 1.5.0. This functionality is not specific to Alpine Levels - it is available on any levels when using Dash Faction 1.5.0+ or any version of Alpine Faction. On other client versions (including all official client versions), although levels that rely on this functionality can be loaded, the functionality of these events will be restricted to only their stock game behaviour, which could lead to undesirable behaviour.

  • Set_Liquid_Depth - Had no effect in the stock game. Can now be used to smoothly change the depth of a liquid room.
  • Switch_Model - Used to swap the mesh used by linked clutter objects to a specified file. Could be used in stock game as long as the specified mesh file was a stock game file. Can now be used to specify custom meshes distributed with levels.

Directional Events

3D arrows in the Alpine level editor are drawn from directional events - that is, events that save their orientation and use it for some purpose. (most events are not directional). The following events are directional:

  • Play_VClip - (did not display a 3D arrow in stock level editor, does in Alpine level editor)
  • Teleport - (did not display a 3D arrow in stock level editor, does in Alpine level editor)
  • Teleport_Player
  • Clone_Entity
  • AF_Teleport_Player
  • Anchor_Marker_Orient

Alpine Events

  • Alpine Faction adds many brand new event objects for use by level designers. For a full list of the new Alpine events, and a breakdown of the functionality of each, see Alpine Faction Event List