Lightbeams and Mirrors
by 
		Bedazzled
It's all done with mirrors
All screen shots from The Scroll of Destiny
		If you have played TR4 you may remember that 
		in the Tomb of Semerket there was a puzzle which involved pushing three 
		movable objects into beams of light. This in turn switched off three 
		light beams in a room below, which were now deflected by mirrors onto a 
		casket in the middle of the room. Once all the beams had been reflected, 
		the casket slid aside to reveal a passage underneath.
For my 
		level 'The Scroll of Destiny', I created a new puzzle based on those 
		mirrors and light beams. In this version, as Lara enters the gem room 
		where she will place the Gem of Light 
		into its puzzle hole, a camera cuts away to show the room containing the 
		mirrors as seen in this screenshot.

As yet, there are no light beams visible in this room and the Orb in the centre is opaque. Back in the gem room Lara now places the Gem of Light and a vertical beam appears.

A flyby leads the player back to the previously inaccessible mirror room, where vertical beams of light have now appeared as seen below:

Now let's see what happens as each mirror is moved into those light beams. The mirrors deflect the beams onto the centre Orb.

After all three beams have been deflected onto the Orb, it becomes semi-transparent and a door opens.
How it was Done
		Ok so that's got the background to it out of 
		the way. Let's take a look at how it was done.
The light beams 
		from the original puzzle used waterfall slot 1 for the angled beam and 
		waterfall slot 2 for the vertical beam. These were copied into the same 
		slots and a custom version of the mirror was copied into a pushable 
		object slot using Wadmerger.
The 
		Puzzle Hole
The requirement for 
		this object was that a vertical beam of light would appear when the 
		puzzle was solved. Easy enough you might say, just use the waterfall 2 
		object, with the invisible button in its ocb setting's box pressed. 
		Trigger it using a key trigger placed under the puzzle hole, that way it 
		will become visible once the puzzle is solved.
This is where the 
		first problems raised their ugly heads!!!
1. The waterfall 2 
		object flows downwards, but I wanted the light beam to appear to be 
		flowing upwards. 
2. I had already used up the available 
		waterfall slots.
These problems were overcome by creating an 
		additional waterfall object in one of the animating slots.
Thanks 
		to Titak for this 
		tutorial showing how it's done.
		The Pushable Mirror Room
		
There were several requirements for this room.
1. The player 
		had to be shown the room before it was accessible and before the light 
		beams were visible.
2. Once the Gem of Light was placed, a flyby 
		would show that three vertical light beams had appeared. The entrance 
		door to the room would also be triggered by the camera.
 
3. As 
		each mirror was placed under its corresponding light beam, the beam 
		would be deflected onto the Orb on top of the central casket.
4. 
		After all three mirrors were in place, the Orb would become 
		semi-transparent and the exit door would open. 
Lets look at 
		these one at a time.
No.1
		
This posed a problem because of the waterfall objects being 
		triggered by the game engine. The solution was to make a copy of the 
		mirror room minus the waterfall objects.  A simple camera triggered 
		by Lara showed this room while a door prevented access to the real 
		mirror room. 
No. 2
		
This just needed a flyby camera sequence triggered by placing the 
		Gem of Light. The sequence showed the player the route to the real 
		mirror room; a heavy trigger under one of the cameras triggered the 
		entrance door to open, and the sequence ended by showing the three 
		vertical light beams. This gave the player the impression that the light 
		emitted from the puzzle hole was being channelled into the mirror room.
		
No. 3
		That's easy, place a vertical and an angled 
		light beam onto the same floor tile and trigger them on and off at the 
		appropriate time. Easy peasy? Think again!!!
A straightforward 
		trigger/anti-trigger will not work unless the beams have very specific 
		settings in their ocb boxes.
		Vertical beams
		These are initially on and will be triggered 
		off.
Code 
		bits 1-5 + Invisible = pressed and an ocb code of 2 entered
		
Angled beams
		These are initially off and will be triggered 
		on.
Invisible 
		= pressed and an ocb code of 2 entered
		
The following triggers were placed under each pair of beams:
		Heavy trigger for the vertical beam above.
Trigger for the angled 
		beam above.
Trigger for a rolling ball associated with this pair 
		of beams.
Now as each mirror was placed into position, the 
		vertical beam would be replaced by the angled beam and a rolling ball 
		would be triggered.  More about these rolling balls a little later.
This shot shows the layout of the objects & the position of the triggers.

		No.4
This 
		involved two versions of the central casket placed onto the same floor 
		tile. One had an animation to make it drop below floor level when 
		triggered, and had an opaque dome, this was the one seen before placing 
		all the mirrors. The other had a semi-transparent dome and was set 
		invisible in its ocb settings box. When all the mirrors were placed in 
		position both caskets were triggered. Of course, the player could not 
		see this change of object taking place, giving the impression that the 
		dome had reacted to the light beams.
		The next problem
		
The two caskets and the exit door needed to be triggered only after 
		all three mirrors were in place. This is done by using the code bits in 
		the triggers for these objects. Unfortunately, however, if these 
		triggers were placed with the triggers under the beams, they would 
		affect every trigger placed on the same tile.
This is where those 
		rolling balls come into play. As each mirror is placed into position it 
		triggers a rolling ball, which passes over stacked triggers.

These stacked 
		triggers are Trigger for casket A, Trigger for casket B and a Heavy 
		trigger for the exit door. To ensure the caskets were swapped and the 
		exit door opened only after all the mirrors were placed, each heavy 
		trigger for the exit door had different code bits set.
		Heavy trigger 1 - code bits 1+2 pressed
		Heavy trigger 2 - code bits 3+4 pressed
Heavy trigger 3 - code 
		bit 5 pressed
In this way each mirror only supplied part 
		of the final trigger needed for the caskets and exit door.
As you 
		can see, what started out as a simple idea actually involved a 
		considerable amount of work and more than a little problem solving. I 
		hope reading this will inspire you to have a go.