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This tutorial is continued from SP
Undercover part 1. If you have not read it, do it
now.
We'll continue from our last map.
Now I added a staircase and a room in the second level.
In this tutorial, I will show you how to acquire level
2 papers after being prevented from a sentry.
Create 2 rooms inside the second level.
Add a table and put a script model with keys and values
of :
I added a door connecting to another
room. Add a trigger multiple outside the door. Give
it a targetname of "papers2hint". This will
trigger off and display some text.
That's the mapping part for getting
level 2 papers. Now for blowing your cover.
I added a metal desk with health and
an mp40. Put a trigger multiple around it and give it
a targetname of "blowcover". The player will
get fooled but will blow his cover.
Put a trigger multiple near an exit
and give it a key of "setthread" and value
of "objective1". Add a script origin of targetname
"obj1" above the trigger.
Now for the scripting part. Load up
our old script called test_undercover.scr.
////////////
hints:
local.key = getboundkey1 "Holster"
iprintlnbold_noloc (loc_convert_string "Press
the ( ") local.key (loc_convert_string
" ) key to holster your weapon.")
wait 1
iprintlnbold "If your weapon is not holstered"
iprintlnbold "your cover will be blown."
wait 2
end
disguise:
$trigger waittill trigger //the
trigger used in above
$suit remove //removes
the suit
$papers remove //removes
the papers
iprintlnbold "Show your papers when asked."
local.key = getboundkey1 "toggleitem"
iprintlnbold_noloc (loc_convert_string "Press
the ( ") local.key (loc_convert_string
" ) key to show your papers.")
$player playsound pickup_papers //sound
$player playsound pickup_uniform //sound
waitthread global/items.scr::add_item "papers_level1"
//gives you
//level 1 papers
waitthread global/items.scr::add_item "uniform"
//gives you
//uniform
end
sentry2hintmessage:
$papers2hint waittill trigger
if(level.sentry2hintmessaged != 1)
{
level.sentry2hintmessaged = 1
iprintlnbold "You need a new set of papers
to procede past this point."
}
end
blowcover:
$blowcover waittill trigger
waitthread global/items.scr::remove_item "uniform"
//removes
//uniform
iprintlnbold "Your cover has been blown!
Get out of there now!"
thread objectives
end
objectives:
waitthread global/objectives.scr::add_objectives
1 2 "Get the hell out of there before you
get fried." $obj1.origin
waitthread global/objectives.scr::current_objectives
1
end
objective1:
thread levelend
end
levelend:
waitthread global/objectives.scr::add_objectives
1 3 "Get the hell out of there before you
get fried." $obj1.origin
waitthread global/objectives.scr::current_objectives
0 //clears objectives
exec global/missioncomplete.scr test_undercover
wait 2
end
That's the end of the tutorial. Compile
your map and play!
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