The Scales Puzzle
by
Bedazzled
Download
Scales puzzle project files here
This tutorial and its example project show fully working scales puzzles. The differences from previous setups are:
* There is no longer a need to pour the wrong amount of water the first time.
* When used without the Ahmet, the scales can be reset repeatedly unlike previous setups where they could only be reset once.
* Several scales puzzles can be used in the same
level.
The scales works in combination with the WATERSKIN1,
WATERSKIN2 and an optional AHMET. To solve the puzzle the right amount
of water must be poured from a waterskin to balance the scales. If the
wrong amount of water is poured, the Ahmet is released. Once the Amhet
is killed, the scales reset and the player can try again. The amount of
water needed is hinted to the player, who then has to use one or both of
the waterskins to get the right amount of water, which can be between 1
and 5 liters. For 1, 2 and 4 liters of water, the player has to use both
waterskins and fill/empty/combine them to get the right amount of water
in it.
Setup
Enter
the correct amount of water required (1-5) in the scales OCB. Below the
foot of the scales, place HEAVYSWITCH triggers for all objects which can
be activated with the scales (both for when the right and wrong amount
of water is poured). Which object is activated is determined by the
codebits. The scales output the codebits 2345 when balanced, and
codebits 1345 are output when they are unbalanced by pouring the wrong
amount of water. Objects will not activate until all 5 codebits are
activated, so you must manually set the fifth codebit in the OCB menu of
the object.
- For objects which are triggered when the correct amount of water is poured, enable codebit 1 in the OCB menu.
- For objects which are triggered when the wrong amount of water is poured, enable codebit 2 in the OCB menu.
You
can trigger as many objects as you want under the scales. However, you
cannot trigger Flipmaps directly, because flipmaps don't have an OCB
menu where you can set the codebit. Instead you need to use a
FLAME_EMITTER2 to have the scales trigger a flipmap. To do this the
negative number of the flipmap should be entered into the flame emitter
ocb.
Resetting
The scales are hardcoded to reset only if the AHMET is killed. When
killed the Ahmet explodes and regenerates, the scales also reset at this
point. The Ahmet needs to be locked into a separate room and only
released if the wrong amount of water is poured into the scales. The
door which should have codebit 2 pressed is triggered by a HEAVYSWITCH
trigger under the foot of the scales. A HEAVYANTRITRIGGER should be
placed right outside the room where the Ahmet is locked, to avoid the
player going inside the room of the Ahmet and then killing it, because
that would cause Lara to be permanently trapped inside the Ahmet room. A
grey box tile should be placed behind the door in the Ahmet room to
prevent it appearing part way through the closed door. This tile will
not block the Ahmet once the door is opened allowing the Ahmet to reach
Lara.
Used without the player
seeing the Ahmet
The puzzle
can also be used without the Ahmet (which
must be placed in the map) being visible
to the player, in this case it's placed into a hidden room unconnected
with the rest of the level. An Action trigger is used to kill the Ahmet
enabling the scales to reset if the wrong amount of water is poured into
them. If the correct amount of water is poured the Ahmet will still be
killed, but will not regenerate or disappear like a normal enemy, it
will instead remain on fire which can contribute to the flare bug
appearing. To solve this problem another action trigger is used to
remove the Ahmet from the map.
In the sample project the first
scale requires 3 liters of water and the second scale requires 5 liters.
In the second scales room the Ahmet has been left visible on purpose,
normally it would be in a room separate from the rest of the level.
Important Note
Be sure to use the scales object from the wad included in the project file linked at the top of the tutorial. The scales will not animate if they are ripped from the TR4 CD using Wadmerger.
Making Changes
after Beta Testing
It can be a good idea to wait until Beta testing is over before
actually going to work on making changes. One thing you should never do
is make dozens of changes and upload dozens of new beta packages to be
retested as you go along. That will just simply not work and you will
drive your beta testers away. They are busy and they will not wish to
replay your game a dozen times because you keep uploading new packages.
If you are only half way through beta testing and there is loads to fix,
it is not okay to upload a new package. It is not sensible nor is it
reasonable. Beta testers are busy people with real lives. Finish beta
testing and then make the changes before even thinking about uploading
it again for the next phase of beta testing. Every time your beta
testers replay your level their value as beta testers diminishes
greatly. Their first time through is your most valuable testing time.
The pre launch test, discussed later in this tutorial, should be only
their second time through your adventure.