Prefabs
How To Rez
Game Design
modmaker's Resume
How to Skin
Tools Downloads
Links

News Briefing

Introduction

  • Learning Curve
  • Lith Tools Overview
  • Download the SDK
  • Installing the Tools
  • Dedit Basics
  • Your First Level
  • Expanding a World
  • Building on the Grid
  • KeyBoard Shortcuts
  • Edit Modes
  • Eradicating Leaks
  • World Scale
  • First Level Basics

  • Textures/Surface Flags
  • 4 Types of Doors
  • Making Windows
  • Grates and Railings
  • Stairs, Lifts & Ramps
  • Lights, dirlights, FX
  • Water & Rain Volumes
  • Sky Boxes / Portals
  • A basic Trigger
  • The Wall Switch
  • Adding Pickups
  • Proptypes vs Props
  • StarlightView Mode
  • Muliplayer/ SinglePlayer
  • Second Level Intermediate

  • Prefab Advantage
  • A Prefab Deconstruct
  • Adding Sound FX
  • Hacking Device
  • Torchable Lock
  • Complex Trigger
  • Active Props
  • Light Groups
  • Particle FX
  • Client FX Light
  • Third Level Intermediate

  • AI Basics
  • AI Volumes and Nodes
  • Simple AI Alien
  • Character AI
  • Goal: Patrol
  • Keyframer
  • Advanced Level Building

  • -nosnapnocsg
  • Optimizing a level
  • Importing Terrain
  • Using the Camera
  • A Cinematic
  • Giving AI a script
  • Convoluted trigger
  • Random Events
  •  

     

    Adding Interactive Objects

    • Hacking Device
    • Torchable Lock
    • Active Props and Plants
    Subset of the props object and it share its porperties. Most these things are not complicated. You can easily add objects to your level to increase the interest and interaction in your level. Its just a question of how much, and how complicated you want to make it.

    Marine gadgets that give veriety to the map..

    It doesn't look like most people have ever used it, but the torch works with two functions. torchable and weld .

    Right Cick in Dedit, and select ADD OBJECT, and choose a Torchable Lock under the Props object.

    The actual proeperties of Torchable and hackable are similar, in that both generate a model on screen that needs to be placed in a specific location, rotated as necessary, and set with a time, that will destroy it.

    In the Torchable situation, the location remains, and a weld can be placed in the same place, and thus unlike hackable, the tirchable can be reused in MP. There is also a TorchEventCounter that keeps track of the bolts that get torched, if say you need to blow 4 bolts before the door unlocks.

    The result is weldable doors in MP?

    Marines can LOCK and UNLOCK doors in an MP game using the torch's dual function, weld and torchable. And as you can see it is easy to implement.

    Create a door, example door27, set it to being locked.

    Place a torchable lock at the door. In the ON CUT Command, add the message; msg door27 UNLOCK

     
    Copyright 2001-2002 William "modmaker" Bostjan All Rights Reserved.