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Tutorial (part 2)

by uranos1 / Translations by Codo, CuahianoSmall, Soul

deutsch / english

Peaceful Characters

And now the conclusion of the tutorial from december 10th:

Index

2. Guides

The following are suited as guides: The GUIDE, a human character with a torch, that he can use to light things. VON_CROY, another human character, who has got various animations and thus can follow Lara also into more challenging areas. The ENEMY_JEEP, a vehicle that you can control, but that hasn’t got so many special movements or actions however.

To control all of these you can’t use anything but the AI_FOLLOW. All other AI-objects will be ignored or will lead to a weird behaviour of the guide.

You set them up in three steps:

  1. Defining the route: First, you’ll have to set up the exact route that the GUIDE, VON_CROY or the ENEMY_JEEP is meant to take.
  2. Special actions: You define which actions the GUIDE or VON_CROY are to perform.
  3. Controlling the progress: Finally, you must control when the guide is to move on and when to stand still waiting.
2.1. ENEMY_JEEP
2.1.1. Defining the route

First, you must set up the exact route the ENEMY_JEEP is meant to follow. For this purpose, you place a AI_FOLLOW on the square it’s starting from. Others are placed at certain points it is meant to pass by. It will always take the easiest and shortest route from one spot to another.

You should also take into account waypoints at which the ENEMY_JEEP is meant to pause. It can only stop at points with AI_FOLLOWs, never in between.

Once all of them have been placed, you must number them serially by adding a number in the OCB of the AI_FOLLOW. The AI_FOLLOW where the ENEMY_JEEP starts and the first that he is driving to must have the same number. As for the ENEMY_JEEP, you should always start numbering from -2. So, it’s -2 for the AI_FOLLOW under the ENEMY_JEEP, also -2 for the first, -1 for the next one, then 0, 1, 2, and so on. Otherwise the jeep won’t work properly and just drive around mindlessly.

It’s important that there are no further AI_FOLLOWs having the same numbers in the whole level, because the AI will get mixed up and the ENEMY_JEEP won’t know where to drive. This means: If you already used an AI_FOLLOW on real enemies or friends, for example on the HORSEMAN, you should choose numbers for them that you won’t choose for the ENEMY_JEEP. This would work best using a very high number for the HORSEMAN, like 500.

2.1.2. Special actions

This one has only got one action: At spots where it is meant to stop, codebit <2> must be activated for the AI_FOLLOW. He will only brake at these spots and, thus, stop.

2.1.3. Control the progress

Of course, you can let the ENEMY_JEEP drive a short passage only. Usually, he is meant to show a longer way to Lara and to escort her. For this purpose, it’s necessary that it pauses and waits from time to time so that Lara wouldn’t lose track of it. And that it moves on once she’s near enough. To control how far it drives and where it waits, you have flipeffect 30 triggers.

The ENEMY_JEEP can be already seen before it’s been triggered. It hits the road when triggered or when Lara gets into the JEEP. Then, it drives until the next AI_FOLLOW that has codebit <2> activated. And also after this one, he will always only stop at AI_FOLLOWs that have codebit <2> activated, as for all others, he will just move on.

To make it move on once it has stopped, flipeffect 30 has to be activated. So you click on Object in the Trigger Menu and set the trigger to Flipeffect. Enter 30 into the field next to it. Now, very important, the timer: type in the number of the AI_FOLLOW to which our dear friend is meant to drive to. So if you type in 4, it will drive until the AI_FOLLOW that has a 4 in its OCB and be waiting there. Now you still have to place the trigger. Normally, you place it near the last point where the ENEMY_JEEP was waiting so it will move on as soon as Lara gets nearer. You can also trigger the flipeffect by a lever that opens a door it is waiting in front of.

It’s not necessary to place flipeffect 30 triggers for all AI_FOLLOWs. You can skip some without any problems. If, for example, the ENEMY_JEEP waits at AI_FOLLOW 4, the next flipeffect 30 trigger can also be placed with a 10 in the timer field. When this one gets activated, the ENEMY_JEEP will slide over the AI_FOLLOWs 5, 6, 7, 8, and 9, drive directly to number 10, and wait there again.

You should consider though that it only works forward. When a flipeffect 30 trigger with a 10 in the timer field was activated, the ENEMY_JEEP will try to get to AI_FOLLOW 10. That’s also true when there is a flipeffect 30 with number 8 activated afterwards. Once flipeffect 30 for number 10 has been activated, it won’t pause at number 8 anymore.

The same is even true for level changes when there is one ENEMY_JEEP in the first level and another one in the second. For the flipeffect 30s are globally valid within a whole level series. When a flipeffect 30 with a 10 in the timer field gets activated in one level, the ENEMY_JEEPs will also drive until AI_FOLLOW 10 in all following levels. So you must either begin to number from a higher number in the following level or you must make use of RESETHUB on a level change so everything gets reset.

2.2. GUIDE
2.2.1. Defining the route

The first step is to define the exact route the GUIDE is meant to follow. For this purpose, place an AI_FOLLOW on his square. Place others at specific points that he shall pass. He will always choose the easiest and shortest way. When there is an AI_FOLLOW at the end of a deep pit and the next one at the opposite end, the GUIDE will walk around the pit on the way that is shorter. If he is meant to walk along the other side, you should place another AI_FOLLOW on the particular edge. This is overall essential: to place some AI_FOLLOWs, and better more than less.

You should also provide for points on which a specific animation is meant to be triggered, for example to switch a lever or to jump, because there must be placed an AI_FOLLOW in each case. The same is for spots where the character is meant to stop. You can only make him pause on squares that have an AI_FOLLOW, never in between.

Once all have been placed, all there’s left to do is to number them by each entering a number into the OCB of the AI_FOLLOW. At this, the AI_FOLLOW under the GUIDE and the first where to go to must always have the same number. After these two, you number them continuously increasing by 1. You shouldn’t leave one number out on this. However, the number you start with quite doesn’t matter. You usually start counting from 0, but you can start from 78 just as well. This is particularly relevant when you want to bring several GUIDEs into action.

It is important there are no more AI_FOLLOWs using the same numbers in the whole level, or otherwise the AI will get mixed up and the character won’t know where to go. This means: If you already used an AI_FOLLOW on real enemies, for example on the HORSEMAN, you should choose numbers for them that you won’t choose for the GUIDE. This would work best choosing a very high number for the HORSEMAN, like 500.

2.2.2. Special actions

Well, the GUIDE cannot only walk around but also perform particular actions to support Lara. In order to define when to execute these, you use the codebits in the AI_FOLLOWs. If various codebits in one AI_FOLLOW are activated, the guide will do a particular action at this point. You should consider though that the flat end of the AI_FOLLOW nullmesh object always goes ahead. The direction the AI_FOLLOW is turned to is not important for squares he is passing only. On specific actions, like activating levers, you should turn the AI_FOLLOW into the direction toward the switch.

The guide can trigger heavy triggers on almost all actions if placed under the AI_FOLLOW.

codebits:
action:
<1>
The GUIDE takes a step to the wall and picks up the torch to light a torch at the wall. You should place a FLAME_EMITTER2 four and a half clicks over the ground (raise it nine times) there, and a HEAVY under the AI_FOLLOW.
<2>
The GUIDE crouches down and taps the bottom in order to trigger a trap this way. Of course, you can trigger something different than a trap by that. You just have to place a HEAVY under the AI_FOLLOW. He will always wait for Lara to come near so she can see it herself before he will execute this action.
<4>
The torch in his hand, the GUIDE leans forward to light something on the bottom square in front of him. You should place a FLAME_EMITTER there. Again, a HEAVY under the AI_FOLLOW is triggered and again, the GUIDE waits with it for Lara.
<5>
The GUIDE takes a torch from the holder on the wall, takes a step and lights it. You should make use of this action only once and right at the start of the route, because him lighting something with his bare hands will look strange. To make him take the torch correctly, you should use the torch from the settomb wad and place it on the same square as the AI_FOLLOW.
It’s also possible to make the GUIDE follow Lara. For this purpose, place an AI_FOLLOW on his square and another one with the same number having codebit <5> activated. Then place no further of them. The GUIDE will pick up the torch and follow Lara keeping a distance between him and her.
<3+5>
The Guide picks up the torch and looks to the top to read an inscription. He will wait with doing so until Lara has come near enough.
<1+2+3+4+5>
The Guide disappears completely. You can make use of this at the end of his route so that he wouldn’t just stand around somewhere anymore.
2.2.3. Controlling the progress

Of course, you can let the GUIDE walk a short way only. He usually must show a longer way to Lara and escort her. For this purpose, it’s necessary that he pauses from time to time and waits so that Lara wouldn’t lose track of him. And that he moves on once she’s near enough. To control how far he walks and where he waits, you have flipeffect 30 triggers.

After being triggered, the GUIDE will walk to the first AI_FOLLOW that has codebit <5> activated. There he will pick up the torch to light it and begin to wait. He will just pass all previous AI_FOLLOWs without to stop. But once he’s got the torch, he can stop at any desired AI_FOLLOW.

To make him move on, flipeffect 30 has to be activated. So you click on Object in the Trigger Menu and set the trigger to Flipeffect. Enter 30 into the field. Now, very important, the timer: type in the number of the AI_FOLLOW to which our dear friend is meant to go to. So if you type in 4, the GUIDE will go until the AI_FOLLOW that has a 4 in its OCB and be waiting there. Now you still have to place the trigger. Normally, you place him near the last point where he was waiting so he will move on as soon as Lara gets nearer. You can also trigger the flipeffect by a lever that opens a door he is waiting in front of.

It’s not necessary to place flipeffect 30 triggers for all AI_FOLLOWs. You can skip some without any problems. If, for example, the guide waits at AI_FOLLOW 4, the next flipeffect 30 trigger can also be placed with a 10 in the timer field. When this one gets activated, the GUIDE will slide over the AI_FOLLOWs 5, 6, 7, 8, and 9, and go directly to number 10, again waiting there.

You should consider though that it only works forward. When a flipeffect 30 trigger with a 10 in the timer field was activated, the GUIDE will try to get to AI_FOLLOW 10. That’s also true when there is a flipeffect 30 with number 8 activated afterwards. Once flipeffect 30 for number 10 has been activated, he won’t pause at number 8 anymore.

The same is even true for level changes when there is one the GUIDE in the first level and another one in the second. For the flipeffect 30s are globally valid within a whole level series. When a flipeffect 30 with a 10 in the timer field gets activated in one level, the GUIDEs (or VON_CROYs) will go until AI_FOLLOW 10 in all following levels, too. So you must either start numbering from a higher number in the following level or you must make use of RESETHUB on a level change so everything gets reset.

But it’s important to mind the order in which the flipeffect 30s can be triggered when there’s only one guide in the level. When the GUIDE must wait, for example, in front of a door that is closed, there shouldn’t be a flipeffect 30 behind the door that Lara can trigger until the door is open. For he will only mindlessly run against the closed door otherwise. There are three ways to solve this problem:

  1. Lara doesn’t get into the area behind the door either until it is open. But often times Lara must go beyond the door in order to open the door for the GUIDE from the other side. In this case this option is out of the question.
  2. Behind the door is another one that can only be opened by the GUIDE and behind which Lara can’t get on her own. You place a flipeffect 30 trigger onto the lever for the first door then so that the GUIDE goes to the second door he opens, any other flipeffect 30 triggers will lie behind the second door then.
  3. You use trigger triggerers in order to freeze the flipeffect 30 triggers. And you won’t trigger them until the right doors have been opened, or before the GUIDE has already reached a certain point.
2.3. VON_CROY
2.3.1. Defining the route

The first step is to define the exact route VON_CROY is meant to follow. For this purpose, place an AI_FOLLOW on his square. Place others at specific points that he shall pass. He will always choose the easiest and shortest way. When there is an AI_FOLLOW at the end of a deep pit and the next one at the opposite end, VON_CROY will walk around the pit on the way that is shorter. If he is meant to walk along the other side, you should place another AI_FOLLOW on the particular edge. However, VON_CROY has got climbing animations, and in case of a flat pit, he will take the direct way through the pit climbing down on one end and climbing up on the other. This also applies to him when there are spikes below because VON_CROY doesn’t mind them. So in case you don’t want him to walk through, you need to place some other AI_FOLLOW nullmesh objects next to the pit so he will walk just this way. He won’t jump across pits either if he finds an opportunity to walk around. This is overall essential: to place some AI_FOLLOWs, and better more than less.

You should also provide for points on which a specific animation is meant to be triggered, for example to switch a lever or to jump, because there must be placed an AI_FOLLOW in each case. The same is for spots where the character is meant to stop. You can only make him pause on squares that have an AI_FOLLOW, never in between.

Once all have been placed, all there’s left to do is to number them by each entering a number into the OCB of the AI_FOLLOW. Thereby, the AI_FOLLOW under VON_CROY and the first where to go to must always have the same number. After these two, you number them continuously increasing by 1. You shouldn’t leave one number out on this. However, the number you start with quite doesn’t matter. You usually start counting from 0, but you can start from any other number. However, if you want to insert special sequences in which he is meant to talk to Lara, you must use particular numbers. In this case you can’t choose the number to start from that freely.

It is important there are no more AI_FOLLOWs using the same numbers in the whole level, or otherwise the AI will get mixed up and the character won’t know where to go. This means: If you already used an AI_FOLLOW on real enemies, for example on the HORSEMAN, you should choose numbers for them that you won’t choose for VON_CROY. This would work best choosing a very high number for the HORSEMAN, like 500.

2.3.2. Special actions

Well, VON_CROY cannot only walk around but also perform particular actions to support Lara. He has even got more movements than the GUIDE. In order to define when to execute these, you use the codebits in the AI_FOLLOWs. If various codebits in one AI_FOLLOW are activated, VON_CROY will do a particular action at this point. You should consider though that the flat end of the AI_FOLLOW nullmesh object always goes ahead. The direction the AI_FOLLOW is turned to is not important for squares he is passing only. On specific actions, like activating levers, you should turn the AI_FOLLOW into the direction toward the switch.

He can trigger heavy triggers on almost all actions if placed under the AI_FOLLOW.

codebits:
action:
<1>
VON_CROY jumps up to a gap and moves hand over hand to the side. You must construct the whole thing right so this can work: The flat end of the AI_FOLLOW must be turned toward the gap. This gap must be exactly 6 clicks over the bottom because VON_CROY jumps just this high. He can only move to the right, not to the left. On the spot where he is meant to go up the next AI_FOLLOW must be placed (without any codebits activated); it had also turned toward the gap and on the same height as the former, which had codebit <1> activated. The next (third) AI_FOLLOW must be at the top of the gap where he will be standing having gone up. If you don’t construct this right, VON_CROY will only foolishly hang there or fall back to the ground and run after Lara.
But it’s also possible that he directly lifts his body 6 clicks. For that purpose you just have to place the second AI_FOLLOW on the same square and not on the right. The third one has to be at the top again. Then he will jump to the edge and go up at once.
<2>
VON_CROY climbs off an edge. VON_CROY climbs down low blocks that are no higher than 4 clicks on his own when they are on his way. If he must jump into pits deeper than this, however, you should place an AI_FOLLOW with codebit 2 activated on the edge overhead.
<3>
VON_CROY uses a switch. Well, actually, all he does is to twiddle with the wall a bit. So you should use an appropriate wall texture or object to make it look like he’s doing something important. He always waits for Lara doing this until she has come nearer.
<2+3>
VON_CROY makes a quick jump. He jumps across one square. You should mind that the squares he jumps from and he lands on are on the same height, or VON_CROY will jump off the mark and possibly act strange.
<3+5>
VON_CROY makes a running jump and climbs up the edge. He covers a distance of three squares in doing so. Here, you should also mind that there must be an edge to climb up on the other side that is on one level with his take-off point. It’s advantageous to place the next AI_FOLLOW on the landing point. If the next one was farther away, VON_CROY would possibly turn into the corresponding direction while jumping and, hence, he would be jumping off the mark. For that reason, the next AI_FOLLOW should be placed straight in the direction he jumps.
<1+3>
VON_CROY looks to the ground, turning his head left and right. You can use this before you let him jump, for example, so he’ll peer the abyss. The next AI_FOLLOW is placed on the same square with codebits <3+5> activated. Or you can use it in front of a crouching space in order to explain to Lara that she has to go through there and that he is waiting.
But there’s still another special action that VON_CROY can do by these codebits. A middle jump across two squares. But this only works for AI_FOLLOW number 6 (in the OCB) that has to be triggered near Lara, and only in conjunction with flipeffect 45, timer value 6. See flipeffect 45 for more. In fact, this seems to be the only way to make VON_CROY jump across two squares.
<5>
While enemies are near, VON_CROY will abandon his route and attack them with his knife. Once all are dead, he’ll go on to the next AI_FOLLOW. If there are no active enemies when he arrives at this AI_FOLLOW, he will directly move on to the next one. VON_CROY will never pause at an AI_FOLLOW with codebit <5> activated.
<2+5>
VON_CROY gets his book out his jacket and reads in it. Only works in conjunction with flipeffect 45.
<none>
Besides, VON_CROY can monkey swing along the ceiling. This requires no particular codebit, but an accurate setup. At the start and ending points of the monkey swing passage, the ceiling must be exactly 6 clicks over the floor because VON_CROY can only jump this high. There you place an AI_FOLLOW without any codebits activated in each case. Alternatively, you can activate the codebits <1+3> on the AI_FOLLOW at the starting point to make him peer the deep before monkey swinging. There should be no more in between. When the monkey swing passage is correctly defined for Lara, it works for VON_CROY, too.
2.3.3. Flipeffect 45

There’s another special feature on VON_CROY. By dint of flipeffect 45, you can start little sequences in which he’s explaining something. For this, click on Object in the Trigger Menu to choose Flipeffect instead of Object as trigger. Type in number 45 behind it because it is meant to produce flipeffect 45. Now there is one other important thing: the timer value. It has been used for purposes other than intended, so it doesn’t trigger anything with delay, but defines the target of the flipeffect. You enter the number of the AI_FOLLOW that shall be affected here. Then place the trigger near the corresponding AI_FOLLOW so Lara can’t help but trigger it. It should be triggered by Lara at any rate, either directly per TRIGGER or also by a lever, but not per heavy by another object.

You should mind that the effect only appears if VON_CROY hasn’t passed the AI_FOLLOW yet. That’s why you should make sure at all costs that he will pause there. Also, it doesn’t work for AI_FOLLOWs that have codebit <5> activated.

When flipeffect 45 is activated, the following happens:

  1. VON_CROY is getting teleported to the corresponding AI_FOLLOW at once in case he isn’t there yet. In doing so, he skips all previous AI_FOLLOWs and, hence, doesn’t trigger any probably placed heavys anymore.
  2. He turns into Lara’s direction and moves as if he’s talking. If the codebits <2+5> are activated in the AI_FOLLOW, he’ll get his book out the jacket first to read in it.
  3. Additionally, a certain audio is played. Which one it is depends on the timer value, that is the number of the AI_FOLLOW. The number of the audio played is hard-coded and cannot be influenced. Also, this effect works only for certain numbers at all. For that reason, when placing the AI_FOLLOWS you must watch out seriously and probably place some over and above so you’ll have one with a functioning number at the important spot. Then you have to save the audio under the number that is played by the flipeffect on this AI_FOLLOW.
  4. A camera shows VON_CROY in the front view. Bars are blended, like in a flyby. It is active so long as the audio plays. When the audio isn’t available, the camera can’t stop down anymore on its own. Usually, the effect can be interrupted by pressing the “look around” button. However, this doesn’t work for some numbers.
  5. On very distinctive numbers, an additional effect is triggered. The numbers are also hard-coded and, hence, the effect can’t be used for other numbers.
    1. When the codebits <1+3> are activated on an AI_FOLLOW that is numbered 6 and when flipeffect 45 gets active, VON_CROY will talk first while audio 017 is being played. Then, however, VON_CROY will jump two squares ahead. He won’t look down as he usually does when you’re using these codebits. To make this work properly, you should make sure that there is a pit this wide in this place. When you don’t want him to jump, all you need to do is to activate other codebits or none of them for AI_FOLLOW number 6. VON_CROY will move on after talking.
    2. When you activate flipeffect 45 together with timer 14, VON_CROY will be hanging on an edge 6 clicks high, climb up and turn his head to Lara to talk to her where AI_FOLLOW number 14 is placed. Of course, this only makes sense when there also is an edge in the level so that he wouldn’t climb up, being airborne, and drop down again. So, AI_FOLLOW 14 should be the second one in a gap (see codebit <1>). VON_CROY will always make this move no matter which codebits are activated for this AI_FOLLOW. If you don’t want him to climb but you want him to talk to Lara, you mustn’t use flipeffect 45 on number 14, and you should place two additional AI_FOLLOWs instead so you can use the next number appropriate, that is 16.

*Numbers that work are:

timeraudio numberspecial
031
1 62
3 30
4 24
6 17 jump across two squares when codebits <1+3> are activated
7 44 takes some time until camera shows up
9 46
11 11
12 10 strange camera angle, takes some time until camera shows up
13 45 strange camera angle
14 13 VON_CROY climbs up an edge 6 clicks high
16 39
18 66
19 34
24 70
25 28 Lara and Von Croy being down right in the shot
34 68 camera leaves them
35 26
36 43
43 37 can’t be interrupted
46 36
47 21
48 25
49 23 takes some time until camera shows up
53 38 can’t be interrupted
55 ? strange camera angle
56 36
57 21 can’t be interrupted
58 25
59 25 can’t be interrupted
2.3.4. Controlling the progress

Of course, you can let VON_CROY walk a short way only. He usually must show a longer way to Lara and escort her. For this purpose, it’s necessary that he pauses from time to time and waits so that Lara wouldn’t lose track of him. And that he moves on once she’s near enough. To control how far he walks and where he waits, you have flipeffect 30 triggers.

In the first instance, VON_CROY will walk to the first AI_FOLLOW and wait there until he is made moving on by a flipeffect 30. He can pause at almost every AI_FOLLOW, except for those that have codebit <5> activated.

To make him move on, flipeffect 30 has to be activated. So you click on Object in the Trigger Menu and set the trigger to Flipeffect. Enter 30 into the field. Now, very important, the timer: type in the number of the AI_FOLLOW to which our dear friend is meant to go to. So if you type in 4, VON_CROY will go until the AI_FOLLOW that has a 4 in its OCB and be waiting there. Now you still have to place the trigger. Normally, you place him near the last point where he was waiting so he will move on as soon as Lara gets nearer. You can also trigger the flipeffect by a lever that opens a door he is waiting in front of.

It’s not necessary to place flipeffect 30 triggers for all AI_FOLLOWs. You can skip some without any problems. If, for example, the guide waits at AI_FOLLOW 4, the next flipeffect 30 trigger can also be placed with a 10 in the timer field. When this one gets activated, the GUIDE will slide over the AI_FOLLOWs 5, 6, 7, 8, and 9, and go directly to number 10, again waiting there.

You should consider though that it only works forward. When a flipeffect 30 trigger with a 10 in the timer field was activated, VON_CROY will try to get to AI_FOLLOW 10. That’s also true when there is a flipeffect 30 with number 8 activated afterwards. Once flipeffect 30 for number 10 has been activated, he won’t pause at number 8 anymore.

The same is even true for level changes when there is one VON_CROY in the first level and another one in the second. For the flipeffect 30s are globally valid within a whole level series. When a flipeffect 30 with a 10 in the timer field gets activated in one level, the VON_CROYs will go until AI_FOLLOW 10 in all following levels, too. So you must either start numbering from a higher number in the following level or you must make use of RESETHUB on a level change so everything gets reset.

It’s important to mind the order in which the flipeffect 30s can be triggered. When VON_CROY must wait, for example, in front of a door that is closed, there shouldn’t be a flipeffect 30 behind the door that Lara can trigger until the door is open. For he will only mindlessly run against the closed door otherwise. There are three ways to solve this problem:

  1. Lara doesn’t get into the area behind the door either until it is open. But often times Lara must go beyond the door in order to open the door for VON_CROY from the other side. In this case this option is out of the question.
  2. Behind the door is another one that can only be opened by VON_CROY and behind which Lara can’t get on her own. You place a flipeffect 30 trigger onto the lever for the first door then so that VON_CROY goes to the second door he opens, any other flipeffect 30 triggers will lie behind the second door then.
  3. You use trigger triggerers in order to freeze the flipeffect 30 triggers. And you won’t trigger them until the right doors have been opened, or before VON_CROY has already reached a certain point.
2.4. Several guides in one level

It’s also possible to have several GUIDEs and/or VON_CROYs in one level. Since no number must be used twice for the entity of AI_FOLLOWs, you must number them differently. As for the ENEMY_JEEP you can only start numbering from -2, so having one ENEMY_JEEP in one level is the maximum. As for the GUIDE and VON_CROY, you can also use other numbers. If a GUIDE is meant to appear before the ENEMY_JEEP does, you must use negative numbers for him. So you start, for example, from -40 and number consequently to -12. Then, on the last AI_FOLLOW, you will activate all codebits to make him disappear so he wouldn’t move on to the next AI_FOLLOW of the ENEMY_JEEP.

If you should want to have any more GUIDEs or VON_CROYs in your level, you just use higher numbers for them, starting from 100 for one and 200 for the next one.

Attention should be paid to the fact that flipeffect 30 triggers can only be used with numbers in ascending order. Once the flipeffect 30 trigger with a 104 in the timer field has been activated and the second GUIDE in the level is walking to his fourth waypoint, the GUIDE that started to walk from AI_FOLLOW 0 will also try to get to AI_FOLLOW 104. That’s also the case when another flipeffect 30 with number 8 in the field gets activated shortly after. Flipeffects of lower numbers have no more effects. That’s why, within a level, guides can used only in one specific order. For example, you can use a GUIDE with the numbers 0 to 34 and then use a VON_CROY with the numbers 50 to 72. By flipeffect 30 triggers, the GUIDE will always be sent until the last AI_FOLLOW of his route for which the codebits <1+2+3+4+5> should be activated so that he’ll disappear. After this, VON_CROY can be triggered. Since the last flipeffect 30 trigger had a 34 in the timer field, VON_CROY will stand still first, by dint of a flipeffect 30 trigger with a 53 in the timer field you can make him go to AI_FOLLOW number 53. No problem there.

Problems will arise though if the player has an opportunity to trigger VON_CROY first. He will activate the flipeffect 30 trigger with the high numbers. If the GUIDE is triggered after that, he’ll try to get to the AI_FOLLOW with the last number where VON_CROY was at, and, hence, he will travel the whole route without stopping. Because of that, you should avoid such situations through your handy level design.

The same is even true for level changes when one is in the first and the next one in the second level. For the flipeffect 30s are globally valid within a whole level series. When a flipeffect 30 with a 10 in the timer field gets activated in one level, the GUIDEs and VON_CROYs will go until AI_FOLLOW 10 in all following levels, too. So you must either begin to number with a higher number in the following level or you must make use of RESETHUB on a level change so everything gets reset.

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