"So, you want to be a
Smelter?"
By A Little Mouse
NOTE: This tutorial can be used for
an example of linking and machinery. It is still something that might need
some tweaking. It wouldn't hurt to load the Miss11 script, since I made
this tutorial by just looking over RTC (mission11).
People who helped by finding errors
or other stuff: EvilSpirit, Ishy, Thumper, and Mr. Mojo.
This is your all purpose smelting set, Mouse Certified.
It's personally untested, but rather relying on feedback from the community.
I'm contactable at 6534@mail.flashmail.com
Table Of Contents:
I. Smelting Assembly
II. Factory Mold Lever
III. AlarmLight
A Cow's
Nose
IV. MoldLevLock
V. MoldPlate
VI. Gauge04
VII. Factory Cauldron Lever
Some
good looking thieves.
VIII. CauldLevLock
IX. Inverter
X. SmeltingCauldr
XI. Gear01
XII.
Operation of your new Smelting Assembly!
XIII.
Mouse! My mold doesn't work!
XIV. How to make Doorknobs.
I. Smelting Assembly
First you must construct your smelting room. Remember that this room
is going to be extremely hot, so tile or carpeting doesn't make sense.
Brick, stone, and heavy metal use is more likely. Here is a list of components:
2 A BigFloorLevers, An Alarmlight, A MoldLevLock, A MoldPlate,
A Gauge04, A CauldLevLock, An Inverter, A SmeltingCauldr, and
A Gear01.
II. Factory Mold
Lever
Start with one of your BigFloorLevers. Open up Properties, and
Add, then S, then Scripts. Set the Script 0 to: FactoryMoldLever
Now go ahead and click 'Don't Inherit' so that its box is checked.
Link 1:
-
Flavour: ScriptParams
-
From: (Your First BigFloorLever #, the one designated to open and
close the mold)
-
To: (Your Alarmlight #)
-
Data: ErrorOutput
Note: When adding a link, you will not be able
to change the 'Data' field. You can set it by first setting the link, clicking
the link's ID number, then clicking Data under To and above OK.
Link2:
-
Flavour: Lock
-
From: (Your First BigFloorLever #, the one designated to open and
close the mold)
-
To: (Your MoldLevLock #)
III. AlarmLight
This will be the light that does blinky stuff while you are smelting.
Open Properties, and Add, then S, then Scripts. Set the Script 0 to: FactoryLight
That's all you need to do here.
IV. MoldLevLock
Unrealized untill the testers clued me in, A MoldLevLock is a FnordLock!
So you want the obj 'FnordLock'. Open it's Properties.
Rename that bad boy by clicking 'A FnordLock' and renaming it to 'MoldLevLock'.
Now click Add, Engine Features, and Locked. Set Locked to: FALSE
Note: Oh crap! There's only a little box!
What do I do? Well, you don't click it, and hit ok. This will provide the
FALSE for you.
V.
MoldPlate
This is the socket or whatever that will hold
the mold while you are smelting. By now you should know how to add the
Scripts Property. In Script 0: MoldSocket
Now more links:
Link 1:
-
Flavour: ScriptParams
-
From: (Your MoldPlate #)
-
To: ( Your BigFloorLever #, the Factory Mold
Lever)
-
Data: ~ControlDevice
Link 2:
-
Flavour: ScriptParams
-
From: (Your MoldPlate #)
-
To: (Your Gauge04 #)
-
Data: ~SP:Mold
Link 3:
-
Flavour: ScriptParams
-
From: (Your MoldPlate #)
-
To: (Your CauldLevLock #)
-
Data: SP:LockMe
Link 4:
-
Flavour: ScriptParams
-
From: (Your MoldPlate #)
-
To: (Your MoldLevLock #)
-
Data: Lock
VI. Gauge04
This will be alittle gauge that moves up as you
smelt. Add Scripts, with Script 0 at: FactoryGauge
Now for Links:
Link 1:
-
Flavour: ControlDevice
-
From: (Your Gauge04 #)
-
To: (Your AlarmLight #)
Link 2:
-
Flavour: ControlDevice
-
From: (Your Gauge04 #)
-
To: (Your Inverter #)
VII.
Factory Cauldron Lever
This is the lever that will control your Cauldron
for smelting. Add Scripts, and set Script 0 to: FactoryCauldronLever
You must also set 'Don't Inherit' to TRUE.
Link 1:
-
Flavour: ScriptParams
-
From: (Your Factory Cauldron Lever #)
-
To: (Your MoldLevLock #)
-
Data: LockMe
Link 2:
-
Flavour: ScriptParams
-
From: (Your Factory Cauldron Lever #)
-
To: (Your AlarmLight #)
-
Data: ErrorOutput
Link 3:
-
Flavour: ControlDevice
-
From: (Your Factory Cauldron Lever #)
-
To: (Your SmeltingCauldr #)
Link 4:
-
Flavour: Lock
-
From: (Your Factory Cauldron Lever #)
-
To: (Your CauldLevLock #)
VIII. CauldLevLock
A CauldLevLock is a FnordLock. You want the obj entitled 'FnordLock'.
Open it's Properties.
Rename 'A FnordLock' to 'CauldLevLock'.
Under Properties, click Add. Go to Engine Features and set Locked to:
FALSE
IX. Inverter
One Link must be added to this object.
-
Flavour: ControlDevice
-
From: (Your Inverter #)
-
To: (Your Factory Cauldron Lever #)
X. SmeltingCauldr
This will be the actual vat of bubbling fun. Keep your hands away from
it, and remember that it might take you a try or two to place it correctly
with the mold holder, so the stream of molten goo falls correctly into
the mold. Special effects like bubbles, steam, smoke, etc can be linked
to it, but you can add those yourself.
First, click Properties, Add, AI, Utility, and Path Avoid. Set this
to have Block Pathfind checked.
Add Scripts, and under Script 0, set it to: FactoryCauldron
Link 1:
-
Flavour: ScriptParams
-
From: (Your SmeltingCauldr #)
-
To: (Your Gear01 #)
-
Data: Synch
Link 2:
-
Flavour: ControlDevice
-
From: (Your SmeltingCauldr #)
-
To: (Your Gauge04 #)
XI. Gear01
This is a gear that will bring your whole smelting assembly. Yes! It
will simply roll around, looking absolutely ridiculous on the wall, for
we all know it really has no teeth! Bask in the knowledge of the Hammers,
who invent gears without teeth! Err, wheels!
Set Scripts, and Script 0 to: TweqOnOff
Now go under Tweq to RotateState and Rotate. Set these to your desired
rollin' fun.
XII.
Operation of your new Smelting Assembly!
Now that your Mouse Certified Smelting Set™ is complete, it's
time to play. Now just for fun, create some molds on a shelf, one of those
enlarged picks that dentists use to scrape under your sternum, and those
silly MasterBuilder Blessed Hammerite Smelting Masks™.
XIII.
Mouse! I tried using a mold, and everything worked fine but the mold didn't
make anything!
Of course it didn't, you silly taffer! I didn't put down to add a mold
anywhere in the above! Very well, onto the next section.
XIV. How to
make Doorknobs. Or, the easiest mold Mouse can think of.
Create a MultiMold, and a Doorknob.
On the MultiMold, go to Shape, and then to Txt Repl r0. Yes,
we want the texture replaced so when you put in a mold of a key, or somesuch,
you don't get a doorknob. It's these little details that make your level
seem cool. For the texture replacement, you want this exactly:
obj\txt\molknob
I wrote it like this so you won't miss it.
Now, add Scripts, and Script 0: FactoryMold
Under Script 1: ReallyLocked
One Link:
-
Flavour: Contains (Evilspirit's the Taffer! :] )
-
From: (Your MultiMold #)
-
To: (Your DoorKnob #)
-
Data: Generic Contents
On the DoorKnob, go to Properties, Add, Renderer, and Has Refs.
Set to: FALSE.
Under Engine Features, add FrobInfo:
-
World Action : Move
-
Inv Action : Move
-
Tool Action : None
Then Inventory, Type, set to Junk.
Isn't that wonderful! Now SMELT, damn you, SMELT! While so many doors
in the city go unoperated because of lack of doorknobs! SMELT!