Well, since I have not heard people crying out for me to stop, I shall continue.
Adding doors(Advanced Movers/Events and Squad Actions I):
Find a door static mesh and add it as a mover(see mover tutorial).
Move the door to the doorway between the starting room and the hallway.
Set the door so that Base 0 is down and Base 1 is up out of the map(again, see mover tut).
Add another door between the hallway and the finishing room in the same way.
At the first door, on the starting room side, add a ScriptedTrigger(Actor Browser > AIScript > ScriptedSequence > Scripted Trigger). ScriptedTriggers are the 'brains' of your maps. You will be using them to organize events and other things.
Double click on the ScriptedTrigger. In the AIScript tab, select Actions and click on Add.
On the pull-down menu, select WaitForTimer, then click New.
In the new section that shows up, set PauseTime to 5.
Select Actions and Add again.
This time, get TriggerEvent in the pulldown menu, and click new.
In the new section, set Event to FirstDoor.
Double click on the first door, and set Events > Tag to FirstDoor, and Object > InitialState to TriggerToggle.
What this means is that the ScriptedTrigger will count 5 seconds after the start of the map,
and then trigger the event FirstDoor. That means anything with the Tag FirstDoor will be activated and do whatever they do.
Moving on to the second door:
In the Actor Browser, go to ActivateItem > HackTerminal > HackTerminalRAS and add one next to the second door, on the hallway side, like this:
Terminal goes where the '>' is.
Set the second door's Tag to SecondDoor, and InitialState to TriggerToggle.
In Actor Browser, open MarkerIconActor > SquadMarker > CTMarker > MarkerHackTerminalNative > MarkerHackTerminal and add one.
The marker looks like a hologram of a clone hacking a computer. put it up by the wall, and adjust the terminal so it lines up with his hand.
Double click on the marker, and while it's properties are up, select the terminal.
In the marker's properties, in the Marker tab, select Anchor and click Use. Also, select Actors, click Add, and click Use.
If these steps are confusing you, don't worry. The exact method is kinda hard to explain, but easy to do once you've got it. If you need more information, look at the droid factory tut.
Open the terminal's properties, and select the marker.
In the terminal properties, select Marker > SquadMarker and click Use.
Still in the terminal properties, select HackTerminal > HackedState > Event and set to SecondDoor.
This will make it so that when the terminal is hacked, the door will open.
Build All.
Open map in SinglePlayer mode. 5 seconds after the level starts, the door will open, showing the Trando ambushes.
Fight your way past them and hack the computer to get into the next room and end the level.
Adding doors(Advanced Movers/Events and Squad Actions I):
Find a door static mesh and add it as a mover(see mover tutorial).
Move the door to the doorway between the starting room and the hallway.
Set the door so that Base 0 is down and Base 1 is up out of the map(again, see mover tut).
Add another door between the hallway and the finishing room in the same way.
At the first door, on the starting room side, add a ScriptedTrigger(Actor Browser > AIScript > ScriptedSequence > Scripted Trigger). ScriptedTriggers are the 'brains' of your maps. You will be using them to organize events and other things.
Double click on the ScriptedTrigger. In the AIScript tab, select Actions and click on Add.
On the pull-down menu, select WaitForTimer, then click New.
In the new section that shows up, set PauseTime to 5.
Select Actions and Add again.
This time, get TriggerEvent in the pulldown menu, and click new.
In the new section, set Event to FirstDoor.
Double click on the first door, and set Events > Tag to FirstDoor, and Object > InitialState to TriggerToggle.
What this means is that the ScriptedTrigger will count 5 seconds after the start of the map,
and then trigger the event FirstDoor. That means anything with the Tag FirstDoor will be activated and do whatever they do.
Moving on to the second door:
In the Actor Browser, go to ActivateItem > HackTerminal > HackTerminalRAS and add one next to the second door, on the hallway side, like this:
Terminal goes where the '>' is.
Code Select
_____[DOOR]_____
| >|
| |
-- --
| |
Set the second door's Tag to SecondDoor, and InitialState to TriggerToggle.
In Actor Browser, open MarkerIconActor > SquadMarker > CTMarker > MarkerHackTerminalNative > MarkerHackTerminal and add one.
The marker looks like a hologram of a clone hacking a computer. put it up by the wall, and adjust the terminal so it lines up with his hand.
Double click on the marker, and while it's properties are up, select the terminal.
In the marker's properties, in the Marker tab, select Anchor and click Use. Also, select Actors, click Add, and click Use.
If these steps are confusing you, don't worry. The exact method is kinda hard to explain, but easy to do once you've got it. If you need more information, look at the droid factory tut.
Open the terminal's properties, and select the marker.
In the terminal properties, select Marker > SquadMarker and click Use.
Still in the terminal properties, select HackTerminal > HackedState > Event and set to SecondDoor.
This will make it so that when the terminal is hacked, the door will open.
Build All.
Open map in SinglePlayer mode. 5 seconds after the level starts, the door will open, showing the Trando ambushes.
Fight your way past them and hack the computer to get into the next room and end the level.