G'LENS TUTORIAL

G'len has been kind enough to send me the results of his research and experiments.
Here they are:

 

Topics:

Replicator
Corpses
...

 

Replicators

Building a functional replicator inside a ShockED level isn't that hard - except for the fact that only the upper parts of the Rep and the screen will appear. Use Rep Base (or Base Rep, I don't remember the actual name) and Rep Screen. The screen is actually only decorative. Also, place a generic marker where you want the replicated items to appear.
Now, open the "properties" of the Rep Base. Add Gamesys -> Rep. Contents (look at any original Shock2 mission for item names) to create the menu and prices, and then add Gamesys -> Rep. Hack Contents (for menu and prices when hacked). Make sure that the replicator has the Gamesys -> HackDiff (hacking difficulty) parameter. Close the Properties window and open the "Links" window. Create a link, using the "Replicator" value from the Rep Base to the marker that you've created earlier. Once this is done, portalize and the replicator should work (if you have put the right names). Note that for the rest of the replicator's body you'll need to create some terrain brushes (or multibrush-copy them from an unstripped mission once the unstripped missions will come out).

 

Corpses

About corpses, in order to make them look like... well... dead humans, add Creature -> Current Pose. Select "Motion Type" in the scroll-down menu box, and enter "Humdead3b" in the "motion" field. I do bot know wether or not turning on or off the "Ballstic" option effects the body. Now portalize, and you got a corpse. Note that you could use other motions if you like... look at the Motions.crf file for a complete list.
Creating a dead (and I mean, a _PERMAMENTLY_ dead and not disappearing) Hybrid, simply use a Human corpse with the right Motion Type, and add -> Shape -> Model Name. Put Grunt_s (or any other Hybrid model name, for pipe or such... just look on the Hybrids or midwives on the Object Hyrarcy for their model names) instead of the normal corpse Model.
Creating a "zombified" crewmember is easy as well - just replace the model of a living hybrid or any other monster with a Human corpse model (like corf_med). The resulting creation will still act as if he/she has a pipe, and is quite quick for a Zombie, but I think that could be change with additional editing.

 

Usable Computers, Info Comps, keypads and keycard slots

Usable computers are easy to use - basically, all you'll need in order to have them 
turn off or on something is simply a "HackingLink" link between the computer and 
the targeted item (force door etc.). You should also replace the original "Hack Text" 
parameter under the Gamesys part of the Usable Comp part of the hyrarchy under 
"properties", and you could change the Hacking or Repair Dif. parameters if you wish. 
InfoComps: 
Add -> Engine Features -> Frobinfo -> World: Scriprt (I think this is needed... but 
I am not sure) 
Add -> Obj -> HUD Use String: Training_Wheel_6 (I don't know exactly what this 
does, and it doesn't seem nescery. I've used the InfoComp sucessfully without this 
bit; Official levels use it in the InfoComps, for an unknown porpuse. 
Add -> Player -> Helptext (Select a number. The numbers refer to texts in the 
infocomp.str in the strings.crf. Modify the CRF or create a "strings" directory under 
your primary Shock2 install directory and extract the file to there in order to change 
the texts). 
Keycard: 
Add -> Engine Features -> Locked: True (mark the box) 
Add -> Engine Features -> KeyDst (choose the RegionID of the card you want it to 
use; You don't have to use the rest of the dialoge box). 
Make sure that you have Tweq -> ModelState in the keycard solt's properties. Edit 
the ModelState property, and make sure that AnimS and MiscS are both "none". 
Now, make a SwitchLink from the door's tripwire to the keycard slot. Make sure 
that the tripwire isn't SwitchLinked directly to the door, otherwise the keycard 
won't work. Also Switchlink from the keycard slot to the door itself. Place the 
right card somewhere within your level... and here it goes :) 
Keypads: 
Add -> Script -> Keypad Code (Enter the code; Note that this is under the 
"script" menu, not under s -> script). 
Then create the switchlink to the door. I haven't found a way yet to let a tripwire 
work with a keypad, but there might be one.

 

Shock 2 - Teleport and Destroy traps

To use teleport traps, first place the teleport trap itself where you want the object 
to be teleported to (the size of the trap itself doesn't matter, only the co-ordinates). 
Then, create a switchlink between the trap to the item you wish to be teleported 
into it (for example, some item inside a so-called "Blue Room" which you want to 
appear inside your level "out of nowhere", which is actually "out-of-where-the-player- 
could-know-you-are-hiding-that-object" :)). The final step is to create a switchlink 
(a hacklink might work; I haven't checked this yet). from a controller, another trap 
etc to the Teleport Trap. One you activate that, the item is immidiately teleported 
to the teleport trap's location. 
Destroy Traps works similarly, except for the fact that they destroy their "target" 
(i.e. the item which has a switchlink FROM the destroy trap). Useful for removing 
force-fields and such (for example, look at the usable computer at the crew quarters 
of the original shock 2 Medsci level; On sucessful hacking it activates (via a Hacklink) 
a destroytrap which destroyes (via a switchlink) the force door which blocks you from 
entering that closet).

 

Ecology Research...

My research into ecology have stumbled upon several difficulties, however there are 
some positive results. 
The basics of an ecology is a "Trap" called Ecology, combined with Direct Monster 
Generators, Random monster generators and security devices (computers, turrets, 
cameras). 
1) The Ecology 
Properties: 
- Script -> Ecology (Period - An unknown property, probbably sets the intervals 
between "checks" of the Ecology status. Normal Min and Normal Max - The 
Ninimal and Maximum number of AI's in the level, i.e. if you have normal min of 
2 and you got two hybrids roaming around your level, then the player kills one, 
the Ecology will tell the Direct Monster Gen to create a new monster; The 
maximum probably refers to random spawning. Normal Rand - Again, an 
unknown property, perheps how many randomly-generated monsters could be 
in a level at one time. Alert Min/Max - The same as Nomal Min/Max, just when 
an alert is active. Alert Recovery - How much time does it take to the Alert to 
turn off. Alert Rand - Probably like Normal Rand). 
- Script -> EcoType (An unknown script; I don't think that it's related to the 
number of the monsters in the level.) 
- S -> Scripts -> TriggerAlertDiff (Don't Inherit: FALSE). 
Links: 
- Switchlinks to security cameras, direct monster generators and random 
monster generators. 
- Switchlinks from security cameras, computers and turrets (?). 
2) Direct Monster Gen 
Properties: 
- Script -> Spawn (Type: the creature you wish to spawn. Rarity: Probability 
of that creature to be respawned. Leave the usual flags as they are. Supply 
is an unknown property, possibly the number of spawned AIs after whicch it 
would cease to work. Nothing known about it yet. 
- Script -> Ecotype (Put the same number as on the Ecology linked to the 
Direct Monster Gen). 
Links: 
- Switchlink from an Ecology. 
- SpawnPoint link to a Spawn Marker. 
3) Spawn Marker 
You could probbably put on this marker metaproperties and AI settings 
for the AIs spawned by it, like AI -> Ability Settings -> Patrol: Does 
Patrol/Patrol: Random Sequence. Put a SpawnPoint link from a Direct or 
Random Monster Gen to the Spawn Marker. The monsters would be 
spawned where the Spawn Marker stands. 
4) Cameras 
Properties: Leave them as they are. 
Links: 
- Switchlink to an Ecology. 
- Switchlink from an Ecology. 
5) Security Computers 
Properties: 
- Gamesys -> Hacktext (the text that the player will see when hacking). 
- Gamesys -> HackDiff (Sucess is the percent difficulty of the hacking, 
Critical Fail is the probbability of hacking a red node causing a critical failure, 
Cost is the Nanite cost of hacking the computer). 
- Player -> Hackduration (For how much time, probbably in Miliseconds, hacking 
this computer disables security). 
Links: 
- Switchlinks to an Ecology and sometimes to Turrets. 

Things which I haven't covered in this posting: 
- Random Generation (has to explore it yet) 
- Turrets (Haven't experimented with them yet. 

 

 

 

 

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