A Mouse Certified Alarm System.
By A Little Mouse.
I. The Four Parts of a Alarm System. Or, Getting Ready
To Link It All.
There are 4 parts to an Alarm system in DromEd. First, The button,
of course. It does not really have to be a button, it could be a switch,
but once thrown, it's triggered. Then there's the Alarm
(Light), which has the sound emitting from it. Now for the two
parts you don't ever see, the RelayTrap,
and the DestroyTrap!
Well, how does that work you say? Yes, I will assume you asked that,
rather than hurled an insult at me having to do with my birth and my one
thousand mothers. Well, all of the items kinda make a flow chart. First
the button, to the RelayTrap, then that triggers the DestroyTrap and Alarm,
and the Destroy Trap leads back to the Relay. That may sound more complex
than it actually is, due to me grapple of the languagish known prewiously
as it is called Englisch.
Now, first you want to create all your items and remember their numbers.
If you cannot remember their numbers, please visit this site ( Note:
This isn't my site. ). If their instruction cannot help your plight,
I suggest you simply write down the numbers.
Here are my suggestions:
-
Button: While it might seem interesting and amusing to create
a floating button, please put it up on the wall. Hundreds of guards loose
their eyes a year by walking into those things. It's a mess. Red Cross
has camps set up where hundreds of guards lie, moaning about the dinners
that they never got and how damp their patrol routes are. Prevent this
by donating to The British
Red Cross (Yes, you want this one, since we really don't use 'creative'
English like Taffer here in America).
-
Alarm/Light: Alright, now you could just put this sucker up
on the wall. By why be so uncreative? Why not have it hanging straight
down from the roof (Note: Should be high enough to avoid Guard's head.
Second reason why Guards loose eyes, see Red Cross Link above.)? Or,
create a gargoyle and have two Alarm lights protruding from either side
of it's head like red glass earmuffs?
-
RelayTrap and DestroyTrap: Put these someplace where you can remember
where you put them. You won't see them in the level.
II. Linking It All Up. Or, the part of installation
the security company would most likely try to stiff you out of acouple
hundred more dollars for extra crap like infrared sensors that leave you
sterile and withered by the time you're 25. No, that hasn't happned to
me, why do you ask?
First, linking is very easy. You use a tool
like
this one, to open your monitor. Once inside,
locate the Button, RelayTrap, DestroyTrap, and Alarm and connect them
with
this. Or, try it this harder way:
Alright, let's start with that Button. First, the Button should have
a link on it to the RelayTrap, like this:
-
Flavour: ControlDevice
-
From: (Your Button Number)
-
To: (Your RelayTrap Number)
Now, that's just hooked up the Button to the RelayTrap. We don't need to
worry about the Button anymore!
Moving right along, the RelayTrap. This is where the Burrick Doo©
hit the Burrick Doo Fan™, and that's when the trouble really begins®.
Yes, I have restricted the word begins®. I hope you adjust your future
language, writing, and speech patterns to keep this in mind. If you find
anyone using begins® without the correct authorization, please contact
me before it begins® to get out of hand.
Here's what the RelayTrap should look like.
-
Flavour: ControlDevice
-
From: (Your RelayTrap Number)
-
To: (Your Alarm Number)
And,
-
Flavour: ControlDevice
-
From: (Your RelayTrap Number)
-
To: (Your DestroyTrap Number)
Last thing to do on the RelayTrap is go to 'Add', then 'Scripts'. In the
first box (Script 0), type in: RamirezAlarm.
Without the period of course.
Now, let's say you had multiple Buttons and
multiple Alarms. In the case of more Buttons, just go ahead and link from
them to the RelayTrap. In the case of more Alarms, just make more links
from the RelayTrap to the Alarms.
Finally, the Destroy Trap:
-
Flavour: ControlDevice
-
From: (Your DestroyTrap Number)
-
To: (Your RelayTrap Number)
Ok! That looks like we're done! Why not Alt-G and try it out?
III. Training the Peons. Or, A Treatise On Training
Servants and Guards To Use The Alarm.
Ah, so it's all set up? Excellent. Now, stick a Guard in there. Carefull
not to place him too close to the button, you know what happens. Now, edit
his properties.
Here you must add a MetaProperty to get him to use the Alarm System
you've installed. Click 'Add', then 'MetaProperty', then 'AI_Behaviors',
then 'AI_B_m5', and finally 'RingTheAlarm'. Excellent. Now click on this
in the Properties window, and edit it. It should read under RingTheAlarm,
AI, Responses, Alert Response:
-
Alert Level: (3) High
-
Priority: 'Very High' or 'Absolute' means they'll
usually run right for the Alarm at first sighting of the Player.
Response: Step 1:
-
Goto Object
-
(Your Button Number)
-
Very Fast
Response: Step 2:
-
Face
-
(Your Button Number)
Response: Step 3:
-
Play Sound/Motion
-
Under Arguement 3 (not sure why it's here): WorldFrob
0, AtWaist 0
Response: Step 4:
-
Frob Object
-
(Your Button Number)
Response: Step 5:
-
Add/Remove Meta-Property
-
Add
-
M-HeardAlarm
Response: Step 6:
-
Add/Remove Meta-Property
-
Remove
-
RingTheAlarm
And that's it! Yahoo. Now, when sighted, your Guards and Servants can be
trained to run for it. I've not tested it at the levels below 'Very High'
and 'Absolute' Priority, but I figure if you attract their eye, they'll
run for you, and if they loose you, then they'll go back and punch the
button.
I hope all of this has helped, and don't forget to look at Mission 5
(Assassins) if you get confused.
-A LITTLE MOUSE