ABUSE (ver 2.0) advanced level tricks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This text is a collection of all our abuse level editing tricks to make special functions, that no object can give, but a certain combination, and/or ai properties can do that function - WITHOUT LISP EDITING! (well, sort of... few expert and all of unknown must use lisp edit, but this edit will be a part of Frabs) this is mostly focused on functions I used in EITAN5.SPE, or I the function I want to use ------- simple ------- ObjectName: Light switch How to do?: just use a switch_dimmer, but DON'T link it to any light, just to an activator Used to: 1. light switches 2. Pulse light 3. no need for ambients Discoverer: Eitan Tal (just looked at some regular abuse level) ObjectName: Signs How to do?: just get a code, place it under doors or something that will be active or activate other objects during the level Used to: 1. Guide the player 2. Tell the player what had changed, if at all 3. Confuse the player >:) Discoverer: Eitan Tal ObjectName: invisible barriers How to do?: add a hidden wall (use hidden wall 3) with fade of 16 Used to: 1. Open levels, to keep the player out of the level borders 2. Pipe Walking, if you want to walk inside a pipe in the space, and you don't want the player to fall, but you don't want the player to know that there's wall under it Discoverer: /Messiah\ (Justin Casidy) Notes: GREAT discovery! helped me a lot! ObjectName: Exploding Rooms How to do?: just put hidden walls on foreground of damaged blocks, when going on a damaged hall or going up or down on a platform. you may also use hidden wall 3, on the walls after the room walls, to make the impact larger. Used to: give the player the impression of a damaged place Discoverer: unknown, taken from "diehard.spe" map I used to download a LONG time ago ObjectName: Advanced lighting (one light, multipile dimmers) How to do?: you can use MORE than one dimmer on a light, in a matter of act you can use as much as you like, and get them activated in the same time or separated Used to: 1. on power cuts, when you blast something big and you want the power to fall down, or vice versa. Used to: 2. Sun Effect - when the light grows, but you still want it to "breathe" just use a pulse gate, and the player will have a better impression Used to: 3. Traps, and all sorts of stuff, that might grow back Used to: 4. GUIDE Discoverer: Eitan Tal ObjectName: Glass Effect How to do?: on Set Scroll Rate, change the X and Y multipiler to 1, and change the divider to 10 - 15, use a background. USE on LOW light ambient for a better look! (the first background - towers is suggested) Used to: give the player an impression of a huge window that has a view to the city, while the lights move on the GLASS. the background also moves from time to time a little bit to give the impression that its not a constant background image, and the Z distance is not infinite Discoverer: N/A, mentioning it because I think its very pretty ------- advanced ------- ObjectName: Crates (bolders that give weapon) How to do?: connect the weapons to the boulder, and get them all stick to it by using an obj_hold.. you can change the X and Y values Used to: just a cooly way of giving weapons Discoverer: Eitan Tal ObjectName: Ant bolders How to do?: put one or two cracks (on two sides if you choose 2) on the boulder, and put 2 obj_holders each, you MUST use 2, and you MUST change the x and y values. after the ball is destroyed, remove the ant cracks using a remote object mover, and a ranger linked to it. you can also do it as a crate. Used to: a VERY creative way for ants to come out! Discoverer: Eitan Tal Notes: use it especially on places you fall down for a long time. ant count = 50 each (players think its infinite.) ObjectName: SaveGame - player link enabler How to do?: on the editor, play the game using tab for a very short time, right after you clicked tab, click S, that will save the GAME. now rename the savefile to the level name you like, and it will keep any links with the Darnel - lights, holders, weapons, health... Used to: link the darnel or link to the darnel Discoverer: Profound Notes: thats amazing! I never thought I can do such a thing without a god damn lisp object and function! ObjectName: Ranger How to do?: get an object that doesn't move on AI state, for example - a marker, and link it to a Switch_Mover, that you can link to any object in the world that you want to be active Used to: 1. In most cases, used for other movers, that will take another object away. I.E hidden wall dissapearance, next_level dissapearance, ants... Used to: 2. Activate remote spray guns to aviod the bug that they are closed, but still shoot (very important) Used to: 3. keeping far away obj_movers activated Discoverer: Eitan Tal (on an accident!) Notes: You don't have to make a different switch mover to every object, you can link the switch_mover to everyone. I am not sure that it will not work with other objects that are linked to it. ObjectName: Sun effect How to do?: A-F-T-E-R the light grows, you can use a switch dimmer on the light, linked to a pulsegate (delay of 0), with an effect of about 60 - 120, depends on the light size. It will not work on HUGE lights. Used to: explained later, the player will notice the bright light Discoverer: Eitan Tal ObjectName: Anti Sun effect How to do?: like the sun effect, after the light grows, get a dimmer, but this time link it to a constant gate, give it higher effect, and DIM the light down Used to: dunno, wherever looks nice Discoverer: Eitan Tal ObjectName: Garbage room How to do?: simple, just build a block far away from the player, so the stuff kept inside will not work (if you put ants and juggers for example) Used to: keeping objects that dissapear / appear in one place, so you can find them faster Discoverer: Eitan Tal ObjectName: Hidden wall dissapearance How to do?: simply take them out with a switch mover Used to: give a creepy feeling, or if you want to get the same walls back afterwards Discoverer: Eitan Tal ObjectName: Power Respawn (Level 1 - fade) How to do?: set the delay to 0-5 Used to: respawn walls, ants, juggers, monsteres, or anything EXCEPT weapons it won't work well on falling or small moving objects Discoverer: Eitan Tal ObjectName: Power Respawn (Level 2 - moving, not in start of level) How to do?: when you enter a new region, move 2 or more movers to the place you want the respawn to travel thru, don't keep them already in, because it might act funny, and will start immidiatley when you enter the room. Used to: lots of stuff, this is the place for creativity, like Power Meter Discoverer: Eitan Tal ObjectName: Power Meter How to do?: get a lava, a respawn (normal, not anti fade) link it to the lava, and make it move by a mover in some space unreachable by the player. After it goes to the top, take the movers out Used to: if you want to make some building, that is specific, or end-of-level crushup you can use this as a smashing end! Discoverer: Eitan Tal ObjectName: Double/Triple Obj. holder How to do?: simply clone the obj. holder Used to: It seems that some objects can move so fast that one holder can't stop them, but 2 or 3 can. I.E bolder (don't stand under, that has a growing Y_VEL and it will smack the player!) not very usefull for stuff that make damage, or blast when hit the ground, it has a Y_VEL that grows and you can't aviod it it will just delay the destruction of the object. Discoverer: Eitan Tal ObjectName: Better shock How to do?: first change the light to darkness slowly, or real fast to bright, wait from 5 - 25 Delay time, then get lots of ants that will make noise Used to?: shock the player, duh! Discoverer: Eitan Tal ObjectName: Anti shock How to do?: on dark areas, when the battle is over, undim (upside down switch dimmer) a middle light, you can use sun effect for a better impact. Used to: calm down the player, and cheer it up Discoverer: Eitan Tal ObjectName: Exploding room (level 2 - more than 1 action) How to do?: build hidden walls that respawn on the existing walls, and link every one of them to a different gate delay, so the room will explode several times, but the action is infinite Used to: 1. a place full of ants from cracks that can help the player 2. a place that blows up from different reasons, I.E the power meter is over maximum, so the plant is about to explode Discoverer: Eitan Tal ObjectName: EarthQuake (level 1 - on falling only) How to do?: when the player falls for a long way, doesn't stop in the middle for anything and doesn't have the flyer power, use lots of ambients that modify the Y with a high speed so it will look like its an earth quake. place them close toghether, you can change the rate, and quantity of the quake by re-sizing or moving the ambients, set the Y speed to 1/2 of the view Y Used to: just give an impression of an earthquake, you can also play with the light so it will look like the whole factory is shocked Discoverer: Eitan Tal ------- expert ------- ObjectName: Smart obj. mover (level 2 - non teleport) How to do?: oughhhhh thats REAL hard, I still don't know exactly! Used to: give the player the impression of being safe and watched Discoverer: Eitan Tal Notes: I don't know how I got this to work on EITAN5.SPE, but in general it's similar to the level 2, but the ranger is far from the sensor ObjectName: Power Respawn (level 3 - anti fade) How to do?: get my lisp Used to: respawn objects without the fade bug Discoverer: Eitan Tal ObjectName: Blaster How to do?: shoot a grenade, edit its AI, set Xvel, and Yvel to 0, and set AceX to -1 then link a power respawner for it, so it will explode for infinite time! How does it work? it was R-E-A-L hard to find, but it seems that if you change the acex to -1, it will fall downwards, AND the sky has no top, so it will exist forever so you can respawn it!! Used to: Exploding room level 2 - infinite actions,Flamegate, or for some traps. Discoverer: Eitan Tal ObjectName: Flamegate How to do?: use a blaster and a power respawn (level 2 to level 5, the grenade mustn't be linked to explode) Used to: just block areas, can be opened if the power respawn is moved Discovever: Eitan Tal ObjectName: Exploding room (level 2 - infinite actions) How to do?: like the level1, get a room, and place hidden walls that respawn over the existing foreground walls, but add a Blaster with the delay you like for an infinite action! Used to: rooms with plenty of ants, altars, destroyed faclities... Discoverer: Eitan Tal ObjectName: Rain How to do?: Blast an ant, but keep its organs using an obj_holder. then, link an anti fade respawner (use an obj. mover to make the rain look better). use some at a time. ------- unknown -------- ObjectName: Power Respawn (level 4 - anti fade + ai) How to do?: Edit the lisp, and find where to get the original values Used to: Anything you want to clone Discoverer: probably profound will do a lisp, he's the only one that knows how ObjectName: Power/Pulse Respawn (level 5 - anti fade + ai) How to do?: Edit the lisp... Used to: Anything you want to clone using AI states. Discoverer: probably profound will do a lisp, he's the only one that knows how ObjectName: Power Respawn (level 6 - anti fade + ai + links) How to do?: Edit the lisp again... Used to: I don't know... Discoverer: probably profound will do a lisp, he's the only one that knows how ObjectName: Smart Mover (level 3 - works ANYWHERE, ANYTIME, it is just linked!) How to do?: Edit the lisp... thats the only way to make it work well Used to: Guide lights, running-away ammo... :) Discoverer: probably profound will do a lisp, he's the only one that knows how ObjectName: Rain (level 2 - will fly to diff. places) How to do?: Edit the lisp... but you can also use Respawn level 3 Used to: just an "upgrade" for rain level 1 Discoverer: probably profound will do a lisp, he's the only one that knows how Objectname: Killer How to do?: edit the lisp Used to: destroy stuff like obj mover, obj holder, and an easier way to make objects dissapear. Discoverer: probably profound will do a lisp, he's the only one that knows how Objectname: More Hidden walls How to do?: the lisp is not the problem here, we can just copy the original the problem is to get the images using Spaint Used to: all the corners, roof endings, regular-looking hidden_wall 1 walls, fixed upsided-down walls, maybe a blasting small platrofm... also the alien wall, not only the floor... Discoverer: probably profound will edit the spe, he's the only one that knows how ObjectName: More sound effects How to do?: just edit the lisp and wav, I think we should get around 50 more! cant do a lot with 16! Used to: dunno... depends on sound effects Discoverer: probably profound will do a lisp, he's the only one that knows how