RED Objects: Difference between revisions

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==Keyframe==
==Keyframe==
The editor uses keyframes as the method for animating how [[RED Groups#Moving Groups|moving groups]] move. They are a way to tell the game engine where the mover should go and in what order. You also use the keyframes to tell the mover how fast to go to the next keyframe, if the mover should reverse or start the process over when it finishes, and other such information.
The editor uses keyframes as the method for animating how [[RED Groups#Moving Groups|moving groups]] move. They are a way to tell the game engine where the mover should go and in what order. You also use the keyframes to tell the mover how fast to go to the next keyframe, if the mover should reverse or start the process over when it finishes, and other such information.
=====Keyframe Properties=====
=====Properties=====
*'''Is Door:''' Set this flag for a Translating or Rotating Mover that's used as a door so it will block visibility when it's closed. A door is considered "closed" then the mover is at the the gold keyframe.  
*'''Is Door:''' Set this flag for a Translating or Rotating Mover that's used as a door so it will block visibility when it's closed. A door is considered "closed" then the mover is at the the gold keyframe.  
*'''Start Moving Backwards:''' This flag causes a translating mover to start at its last keyframe and go backwards through the keyframe list. On a rotating mover, it will start at its final position.  
*'''Start Moving Backwards:''' This flag causes a translating mover to start at its last keyframe and go backwards through the keyframe list. On a rotating mover, it will start at its final position.  

Revision as of 16:57, 30 October 2020

This page lists available object types in RED. For a more detailed overview of objects in RED, see the Object Mode Overview.

Regions

Climbing Region

Push Region

Gas Region

Geo Region

Non-Geo Region

Emitters

Bolt Emitter

Particle Emitter

Triggers

Trigger Door

Trigger Event

Trigger Auto

Player Spawn Points

Player Start

Multiplayer Respawn Point

Area Effects

Light

Ambient Sound

Room Effect

EAX Effect

Decal

Cutscene/AI Objects

Cutscene Camera

Cutscene Path Node

Nav Point

Clutter

Entity

Item

Target

Keyframe

The editor uses keyframes as the method for animating how moving groups move. They are a way to tell the game engine where the mover should go and in what order. You also use the keyframes to tell the mover how fast to go to the next keyframe, if the mover should reverse or start the process over when it finishes, and other such information.

Properties
  • Is Door: Set this flag for a Translating or Rotating Mover that's used as a door so it will block visibility when it's closed. A door is considered "closed" then the mover is at the the gold keyframe.
  • Start Moving Backwards: This flag causes a translating mover to start at its last keyframe and go backwards through the keyframe list. On a rotating mover, it will start at its final position.
  • Rotate In Place: Set this flag for creating a Rotating Mover.
  • Use Travel Time as Velocity: This flag uses the values in "Departing Travel Time" and "Return Travel Time" to set a mover's speed (meters per second).
  • Force Orient: Not Supported.
  • No Player Collide: This flag causes the mover to not do collision detection.
  • Propagate Sounds: This will make all keyframes that have the same script name as the currently selected keyframe have the same sounds. This will not affect keyframes with the script name of "keyframe".
  • Propagate Properties: This will make all keyframes that have the same script name as the currently selected keyframe have the same properties. This will not affect keyframes with the script name of "keyframe".
  • Stop Sounds: This will cause all looping sounds that have been activated by a "Preview" button to stop playing.
  • Movement Type: Defines the movement behavior for the keyframe list. The movement types are explained below:
Movement Type Translating Rotating
One Way Goes from first to the last then stops until it receives a turn on message again. e.g. 1 > 2 >3 - STOP Goes from start to finish then stops until it receives a turn on message again. e.g. START > FINISH - STOP
Ping Pong Once Goes from first to last then back again then stops until it receives a turn-on message again. e.g. 1 > 2 > 3 > 2 > 1 - STOP Goes from start to finish then back to start until it receives a turn-on message again. e.g. START > FINISH > START - STOP
Ping Pong Infinite Goes from first to last then back again until it receives a turn-off message again. e.g. 1 > 2 > 3 > 2 > 1 etc. Goes from start to finish then back to start then loops e.g. START > FINISH > START LOOP
Loop Once Goes from first to last then back to first then stops. e.g. 1 > 2 > 3 > 1 - STOP Same As Ping Pong Once
Loop Infinite Goes from first to last then back to first and repeats until it receives a turn off message. e.g. 1 > 2 > 3 > 1 > 2 > 3 etc. Goes from start to finish then loops. e.g. START > FINISH > LOOP
  • Starting Keyframe: This will determine the keyframe a mover will start at. This does not affect rotation movers. Also used conjunction with the "Preview" button to show a mover at a specific keyframe in the editor.
  • Preview: This will show the mover (in the editor) at the keyframe specified in "Starting Keyframe".
  • Start Sound: This is the sound that is played when a mover starts moving.
  • Looping Sound: This is the sound that is played when a mover is moving between any keyframes in it's keyframe list.
  • Stop Sound: This is the sound that is played when a mover either stops or pause at a keyframe.
  • Close Sound: This is the sound that is played when a mover that is flagged as a door reverses direction.
  • Volume: Each value will set the volume for the respective sounds. Default is 1.00
  • Preview: Click this button to preview the respective sound in the editor. This only works if you have extracted the sounds from the audio.vpp file.
  • Script Name: Enter a custom script name to allow sounds and properties to be propagated to other keyframes with same custom script name.
  • Pause Time: This sets the time a mover will pause at the currently select keyframe. This only works on silver keyframes.
  • Departing Travel Time: This is the time it will take a mover to go from the currently selected keyframe to the next keyframe.
  • Return Travel Time: This is the time it will take the mover to go from the previous keyframe to the currently selected keyframe.
  • Acceleration Time: This is the time it takes the mover to reach maximum velocity.
  • Deceleration Time: This is the time it will take the mover to reach zero velocity.
  • Trigger Event with UID: You can specify an event's UID so that when the mover reaches this keyframe, it will send a turn-on message to the event.
  • Contains Item UID(s): If you create a container (like a locker or crate), you have to specify the UID(s) of the object(s) here so the item(s) cannot be picked up until the container is opened.
  • Degrees About Axis: This is where you specify the amount a rotating mover rotates.
  • OK: Click this to confirm any changes you have made and close the dialog box.
  • Cancel: Click this to close the dialog box and lose any changes you have made.