Here I will explain how the following stuff from the demo mission was done. Demo Level! By d0om d0om@earthling.net http://www.btinternet.com/~england Feel free to use the gamesys in your misson and modify it as you see fit as long as you give me some credit. In the demo level, if you get two knockouts, and kill the secret spider (Which means killing the hammer directly) you will get a secret available! Get three knockouts for something else as well. The third lockpick This is just a new item under lockpicks with the property DarkGamesys-->PickSrc then giving it the value 100. I also gave it a new model of a bone (bone1) This would be good to use if Garrett starts in a prison cell rather that a "concealed" lockpick, it could be part of the old owner of the cell. The Poison Sword 1. Make a new Act/React stimuli, called PoisonStim 2.Save as a cow and open it again 3.Make a new meta-prop called M-Poisoned Give it the source PoisonStim. Propagator: Radius,0.1. Intensity 0. NoMaxfireings Intensityslope 0.2 4.Add these receptrons to a new metaprop called PoisonDamaged under vulnerabilites PoisonStim. Min -1 Max 0. Add Metaprop. Target me. Agent M-Poisoned PoisonStim Min 0 Max Nomax. DamageObject. Target me. Agent source. Damage as type. ×1 +0. Add this metprop to the animal archetype 5.Make a sword 6.Add the source to the sword PoisonStim. Propagator Contact. Intensity -1. Shape WeoponSwing Low,Med,High. 7.Add the property Inventory-->-objectname name_swordp: "Poisoned Sword" Making Garrett Affected by Posion and an antidote potion 1.Add the metaprop PosionDamaged to Garrett. 2.Make a new Stim called PotionStim 3.Make a new potion under potions called antidote 4.Give the antidote a new combine type Antidote and object_name name_antidote: "Antidote" and shape-->Model vial2 5.Add a source, PotionStim, intensity 1. contact. frob in inv 6. Add a receptron to Garrett. PotionStim. Min1 Max2. RemoveMetaProp. Target Me. Agent M-Poisoned How to make the Poison Bomb. 1.Make a new object under Grenadz called PosionBomb 2.Add a new combine type and name. 3.Add Phsics-->Misc collisonType: bounce, slayObject 4.Give it Shape-->Model frogbomb 5.Make a new obejct under SFX-->GasFX-->SmokePuff-->GasArrPuff called PoisonCloud 6.Rename GasArrPuff GasArrPuffs 7.Make GasArrPuff under GasArrPuffs 8.Add all the corpse links that are to GasArrPuffs to GasArrPuff 9.Delete all the links to GasArrPuffs 10.Delete the KO source on GasArrPuffs 11.Add a KOgas Source to GassArrPuff, radius 6.5, intenstiy 3 12.Add a PoisonStim to PoisonCloud, radius 6.5, intensity -1 13.Make a corpse link from PoisonBomb to PoisonCloud Combo door 1.Make a Numberbutton 2.Add the property Trap-->Qvar and put in door_combo 3.Clone the button to make as many as you want 4.Edit a button and add shape-->Txt0Replace and change the last digit (a 0) to a 1 5.Do the same for the other buttons, but use differnt numbers!. 6.Make an Odometer from Gizmo 7.Put the property Trap-->QVar and type in door_combo 8.Make a door or portcullis 9.Add EngineFeatures-->Locked TRUE 10.Make a Fnord-->TrapTrig-->QVarTRIGGER 11.Add Trap-->QVar "1234:door_combo 12.Link the trap with a control device to the door. The Whoosy Up tube (for want of a better name!) 1.Open up the object Heirachy and go to the "rooms" section 2.Click Add 3.Type in GravUpRoom 4.Give it the property Room-->Gravity -10% 5.Click Create and place one one the top bit of the shaft 6.Make a marker 7.Make a new Act/React stimulus called "d0omStim" 8.Edit the Avatar object in the heirachy and add add the receptron d0omStim, min0 Max noMax, stimulate object, Target Source, Agent Me 9.Add a radius source to the marker, d0omStim, intensity 4, radius 5, no max fireings 10.A a receptron to the marker, d0omStim, intenstiy 10, teleport object, Target Source, Agent me edit effect z +10. (Or wahtever is needed to get garrett into the anti-grav zone. 11.The marker in the middle that ports Garrett down is just the same as the other one, put with a negative z. The Lantern Guard 1.Make a Guard! 2.Make a lantern! 3.Link from the Guard to the Lantern with a creature attachment link 4.Set the data to Left Fingers 5.Deleted the Light property from the lantern 6.Add renderer-->DynamicLight 45 to the lantern 7.Edit Physics-->Dimensions and set them all to 0 8.Physics-->Misc Ai collides with FALSE 8.That's it! And this way you don't pick up the lantern when you autosearch The teleport stuff 1.Make a particle and resize it to 1:1:1 2.Make a trickster's book and a compass 2 3.Give the compassa a d0omStim relay off Garrett using a frob in INV propagoator (copy the one in the demo or look at the teleport markers) with a receptron on the compass for teleprt the particl to me 4.Make the book, rename it and have a source/receptron relay as before but porting the source (Garrett) to the particle. 5.Change the frobinfo of both to World:Move and the rest none. A bit of information on QVarTriggers and Traps A QVarTrap is an Fnord that when it recieves an incoming Control Device ON signal it changes one of the quest variables. This is anything which is entered by quest_create_mis X. So it can be a goal_state, a goal_visible or even a goal_target. A QVarTrigger is an Fnord which sends out a Control Device ON signal when its argument for a Quest variable is met. So it can trigger when a goal is completed for example. Both these Fnords take their arguments in the Trap-->Qvar property. A Trap has to have something along the lines of =1:goal_state_0 Whereas a Trigger that whould trigger on this would have "1:goal_state_0 The " is important. It means "Starts with". This becomes apparent when dealing with combo doors as the door_combo is acctually 8 digits long, but only the first 4 are shown on an odometer and these for are the ones which count. If you want to have an objective of "Knockout 8 people" you do it like this: 1.Make a QVarTrigger 2.Add the propery Trap-->QVar >7:drsknockout 3.Make a QvarTrap 4.Link the Trigger to the Trap with a control device. 5.Add the property Trap-->Qvar =1:goal_state_0 Then the goal_state_0 will become a 1 when 8 people are knocked out. The Quest Variable DrsKnockout is made automaticly and is increased whenever you knock someone unconcious. This level was not made by or supported or endorsed by Looking Glass Studios or Edios