Mr Happy disc and friends!!
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cryogen4000
Re: Mr Happy disc and friends!!
Last edited by cryogen4000 on Sat Aug 15, 2009 11:38 am, edited 2 times in total.
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Re: Mr Happy disc and friends!!
Don't know how deep you are already in DEdit, but here is a possible way:
Define a keyframed path (KeyFramer+ Key(s)), define a PlayerLure Object, define Triggers at start and end of the keyframed Path. Trigger'Start' should bind the player to PlayerLure, set PlayerLure in a way that player will follow, but can rotate freely. Define Keys of the keyframed Path so that PlayerLure will follow along path, facing pathdirection. Trigger'End' should unbind player from PlayerLure. Adapt keyframed path to the path of your conduit. One sidenote : if you use a message to bind the player to the playerlure, use 'activeplayer' not 'player', as 'player' is ment for all player in multiplayer-maps not the one activating the trigger.
I used this for my 'impulstravel'-lines, so that should work.
Define a keyframed path (KeyFramer+ Key(s)), define a PlayerLure Object, define Triggers at start and end of the keyframed Path. Trigger'Start' should bind the player to PlayerLure, set PlayerLure in a way that player will follow, but can rotate freely. Define Keys of the keyframed Path so that PlayerLure will follow along path, facing pathdirection. Trigger'End' should unbind player from PlayerLure. Adapt keyframed path to the path of your conduit. One sidenote : if you use a message to bind the player to the playerlure, use 'activeplayer' not 'player', as 'player' is ment for all player in multiplayer-maps not the one activating the trigger.
I used this for my 'impulstravel'-lines, so that should work.
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Re: Mr Happy disc and friends!!
There are four approaches one can try, to create the kind of effect you're looking for.cryogen4000 wrote:that is exacully it///but the program would step on and be surfing apon the conduit line***and i know such a thing occurs in tron 2.0 i also have seen the effect in some derez maps///though i am uncertain how to achieve this
1) Wind volumes.
2) Player lures.
3) Keyframers.
4) A combination of more than one of the above.
I'd say to pull off the kind of effect you really want, you need to go with method number 4. A combination of techniques.
Xistence gave one possible combination that sounds like it will work very well. The only thing I'd perhaps add to that: is to place an invisible platform underneath that the player stands on, which also follows the Keyframer. (I'm not sure if this is necessary. But I'm thinking it will help restrict player movement while still allowing the player to, say, turn upside down while following the path if it goes into a loop.)
Basically, what you you're trying to achieve sounds like that moment in the Primary Docking Port level where Jet rides the "air car" over to the fCon Mobile Server. The air car is like a sled travelling along a path, and Jet is standing on it. Only, in your case, you need to make the sled invisible so it looks like the player is riding the actual path.
Yes, it is possible to do all that, including speeding up and slowing down.also speed***is it possible to set? for example a program would go slow going up a conduit medium speed on a straight and fast going down the conduit#another factor i should point out the neon slip conduits are wrapped around the environment very chaotically and some have large gaps between them so the program has moments of free fall before reconnecting to the conduit (ambitious i know)
But also a lot of work. You're definitely thinking ambitious there.
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Re: Mr Happy disc and friends!!
Morning chaps
LIke has been said, there are a number of tricks that can be used to achieve what you want. If you haven't already done so, grab a copy of my Airstrike map, which has a number of transit tubes. These were done using wind volumes. Like with pretty much everything, there are pros and cons with each method. For an SP map, keyframers are fine, but if you're thinking MP, you'll hit problems with lag; see, fr'instance, a fairly recent map (sorry, can't remember the name or author) where the author (I *think*) used a keyframer to move a byte which you could shoot. Playing at even a reasonable level of ping (c. 120 m/s) made the thing just about unhittable (but it was fine when played offline).
As always, you'll need to experiment, and experiment some more to finally work out how best to make things work the way you want.
win3k
LIke has been said, there are a number of tricks that can be used to achieve what you want. If you haven't already done so, grab a copy of my Airstrike map, which has a number of transit tubes. These were done using wind volumes. Like with pretty much everything, there are pros and cons with each method. For an SP map, keyframers are fine, but if you're thinking MP, you'll hit problems with lag; see, fr'instance, a fairly recent map (sorry, can't remember the name or author) where the author (I *think*) used a keyframer to move a byte which you could shoot. Playing at even a reasonable level of ping (c. 120 m/s) made the thing just about unhittable (but it was fine when played offline).
As always, you'll need to experiment, and experiment some more to finally work out how best to make things work the way you want.
win3k
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cryogen4000
Re: Mr Happy disc and friends!!
Last edited by cryogen4000 on Sat Aug 15, 2009 11:38 am, edited 1 time in total.
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Re: Mr Happy disc and friends!!
Just as a recommendation (not ment to frustate or demoralize you): Always start with a concept, and stick to it (so concept first then the work
, not vice versa).
For sure, you can add/remove some this and that, but in the end you need a basic path where you should stick with. I see myself as a creative person as well, and it was a hard lesson to learn, to create a 'plan' and work with it instead of doing what comes in my mind. But you just receive better results in a more realistic timeframe.
Otherwise you have the risc to have a good idea never get finished at all (for sure if it is the time which isn't on your side, the best concept can't help
).
About the missing knowledge : you're in good company here, so you possibly get more information about editing/modding this engine (or about other stuff) then elsewhere. We all started somewhere with nothing.
Just keep up the work, your idea sounds very intresting so it seems promising.
For sure, you can add/remove some this and that, but in the end you need a basic path where you should stick with. I see myself as a creative person as well, and it was a hard lesson to learn, to create a 'plan' and work with it instead of doing what comes in my mind. But you just receive better results in a more realistic timeframe.
Otherwise you have the risc to have a good idea never get finished at all (for sure if it is the time which isn't on your side, the best concept can't help
About the missing knowledge : you're in good company here, so you possibly get more information about editing/modding this engine (or about other stuff) then elsewhere. We all started somewhere with nothing.
Just keep up the work, your idea sounds very intresting so it seems promising.
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Re: Mr Happy disc and friends!!
OK cryogen4000, what are you so damned ashamed of that you have to go back and edit so many of your posts to say nothing but
? If you afraid of looking a bit stupid, I think you've just kind of shot yourself in the foot 
Jizaboz


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Re: Mr Happy disc and friends!!
I think cryogen just got frustrated at how difficult it turned out for him to do some of the things he wanted to do. Ironically, though, the day after he gave up is when win3k finished his importer that would have allowed cryogen to continue his work. 
That said, I don't really understand why he edited all his posts either. The responses to him don't always make a lot of sense without seeing the questions . . .
That said, I don't really understand why he edited all his posts either. The responses to him don't always make a lot of sense without seeing the questions . . .
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cryogen4000
Re: Mr Happy disc and friends!!
OkJizaboz wrote:OK cryogen4000, what are you so damned ashamed of that you have to go back and edit so many of your posts to say nothing but ? If you afraid of looking a bit stupid, I think you've just kind of shot yourself in the foot
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Re: Mr Happy disc and friends!!
You misunderstand me. I'm not saying you couldn't figure things out, based on the information provided to us by Monolith with the Tron tools.cryogen4000 wrote:though! tronfaq is correct in some of his statements (yeah! difficult not really!)
You wanted to import your geometry into DEdit but couldn't, because you didn't have an importer that worked well. That's the difficulty I was talking about.
What Monolith didn't provide us with, is what makes things difficult. Namely, the lack of a full set of proper tools, lack of map and model samples, and the fact that a fair bit of information in the documentation is just plain wrong or undocumented. The tool set for Tron 2.0's Jupiter is very sloppily put together.
I don't blame you one bit for wanting to use Unreal 2K4 instead. Epic has put together a proper, well-documented SDK that makes it much easier to accomplish what you want to do. (Just too bad Epic has decided to spit on PC gaming as of late, which is where they got their start and wouldn't be where they are today if it wasn't for PC gamers.)
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cryogen4000
Re: Mr Happy disc and friends!!
Yes! tronfaq a very valid point///thought to myself currently it makes no difference///epic left a legacy and a awesome modification tool set that will no doubt live on for many more years yet!tronfaq wrote:Just too bad Epic has decided to spit on PC gaming as of late, which is where they got their start and wouldn't be where they are today if it wasn't for PC gamers
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cryogen4000
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Re: Mr Happy disc and friends!!
You are relating something I made to greener pastures.cryogen4000 wrote:also the iconi guess is myself moving to greener pastures to continuing work on various unreal tournament 2004/3 mods
This is contradicting information.
lol
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cryogen4000
Re: Mr Happy disc and friends!!
Ok! TRON.dll your icon is my favorite out of the bunchcryogen4000 wrote:You are relating something I made to greener pastures.
This is contradicting information.


