
ABUSE (ver 2.0) advanced level tricks
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     This  text  is a collection of all our abuse level editing tricks to make
special  functions, that no object can give, but a certain combination, and/or
ai  properties  can do that function - WITHOUT LISP EDITING! (well, sort of...
few expert and all of unknown must use lisp edit, but this edit will be a part
of  Frabs)  this is mostly focused on functions I used in EITAN5.SPE, or I the
function I want to use

------- simple -------

ObjectName: Light switch
How  to  do?:  just  use a switch_dimmer, but DON'T link it to any light,
just to an activator
Used to: 1. light switches
2. Pulse light
3. no need for ambients
Discoverer: Eitan Tal (just looked at some regular abuse level)



ObjectName: Signs
How  to  do?:  just get a code, place it under doors or something that will be
active or activate other objects during the level
Used to: 1. Guide the player
2. Tell the player what had changed, if at all
3. Confuse the player >:)
Discoverer: Eitan Tal



ObjectName: invisible barriers
How to do?: add a hidden wall (use hidden wall 3) with fade of 16
Used to: 1. Open levels, to keep the player out of the level borders
2. Pipe Walking, if you want to walk inside a pipe in the space,
and you don't want the player to fall, but you don't want the player
to know that there's wall under it
Discoverer: /Messiah\ (Justin Casidy)
Notes: GREAT discovery! helped me a lot!



ObjectName: Exploding Rooms
How  to do?: just put hidden walls on foreground of damaged blocks, when going
on  a  damaged hall or going up or down on a platform. you may also use hidden
wall 3, on the walls after the room walls, to make the impact larger.
Used to: give the player the impression of a damaged place
Discoverer:  unknown,  taken  from "diehard.spe" map I used to download a LONG
time ago



ObjectName: Advanced lighting (one light, multipile dimmers)
How to do?: you can use MORE than one dimmer on a light, in a matter of act
you can use as much as you like, and get them activated in the same time
or separated
Used to: 1. on power cuts, when you blast something big and you want the power
to fall down, or vice versa.
Used  to:  2.  Sun  Effect  -  when  the light grows, but you still want it to
"breathe" just use a pulse gate, and the player will have a better impression
Used to: 3. Traps, and all sorts of stuff, that might grow back
Used to: 4. GUIDE
Discoverer: Eitan Tal



ObjectName: Glass Effect
How to do?: on Set Scroll Rate, change the X and Y multipiler to 1, and change
the  divider  to  10  -  15,  use a background. USE on LOW light ambient for a
better look! (the first background - towers is suggested)
Used to: give the player an impression of a huge window that has a view to
the city, while the lights move on the GLASS. the background also
moves from time to time a little bit to give the impression that
its not a constant background image, and the Z distance is not infinite
Discoverer: N/A, mentioning it because I think its very pretty


------- advanced -------
ObjectName: Crates (bolders that give weapon)
How  to  do?: connect the weapons to the boulder, and get them all stick to it
by using an obj_hold.. you can change the X and Y values
Used to: just a cooly way of giving weapons
Discoverer: Eitan Tal



ObjectName: Ant bolders
How  to  do?:  put  one  or  two  cracks (on two sides if you choose 2) on the
boulder, and put 2 obj_holders each, you MUST use 2, and you MUST change the x
and  y  values.  after  the  ball  is destroyed, remove the ant cracks using a
remote object mover, and a ranger linked to it. you can also do it as a crate.
Used to: a VERY creative way for ants to come out!
Discoverer: Eitan Tal
Notes: use it especially on places you fall down for a long time.
ant count = 50 each (players think its infinite.)



ObjectName: SaveGame - player link enabler
How  to  do?:  on  the  editor, play the game using tab for a very short time,
right  after you clicked tab, click S, that will save the GAME. now rename the
savefile  to  the  level  name  you  like, and it will keep any links with the
Darnel - lights, holders, weapons, health...
Used to: link the darnel or link to the darnel
Discoverer: Profound
Notes: thats amazing! I never thought I can do such a thing without a god damn
lisp object and function!



ObjectName: Ranger
How  to  do?:  get  an  object  that doesn't move on AI state, for example - a
marker,  and link it to a Switch_Mover, that you can link to any object in the
world that you want to be active
Used  to:  1.  In  most  cases,  used for other movers, that will take another
object away. I.E hidden wall dissapearance, next_level dissapearance, ants...
Used  to: 2. Activate remote spray guns to aviod the bug that they are closed,
but still shoot (very important)
Used to: 3. keeping far away obj_movers activated
Discoverer: Eitan Tal (on an accident!)
Notes: You don't have to make a different switch mover to every object, you
can link the switch_mover to everyone. I am not sure that it will not
work with other objects that are linked to it.



ObjectName: Sun effect
How  to  do?:  A-F-T-E-R  the  light grows, you can use a switch dimmer on the
light,  linked  to a pulsegate (delay of 0), with an effect of about 60 - 120,
depends on the light size. It will not work on HUGE lights.
Used to: explained later, the player will notice the bright light
Discoverer: Eitan Tal



ObjectName: Anti Sun effect
How to do?: like the sun effect, after the light grows, get a dimmer, but this
time link it to a constant gate, give it higher effect, and DIM the light down
Used to: dunno, wherever looks nice
Discoverer: Eitan Tal



ObjectName: Garbage room
How  to do?: simple, just build a block far away from the player, so the stuff
kept inside will not work (if you put ants and juggers for example)
Used to: keeping objects that dissapear / appear in one place, so you can find
them faster
Discoverer: Eitan Tal



ObjectName: Hidden wall dissapearance
How to do?: simply take them out with a switch mover
Used  to:  give  a  creepy  feeling, or if you want to get the same walls back
afterwards
Discoverer: Eitan Tal



ObjectName: Power Respawn (Level 1 - fade)
How to do?: set the delay to 0-5
Used  to:  respawn walls, ants, juggers, monsteres, or anything EXCEPT weapons
it won't work well on falling or small moving objects
Discoverer: Eitan Tal



ObjectName: Power Respawn (Level 2 - moving, not in start of level)
How to do?: when you enter a new region, move 2 or more movers to the
place you want the respawn to travel thru, don't keep them
already in, because it might act funny, and will start
immidiatley when you enter the room.
Used to: lots of stuff, this is the place for creativity, like Power Meter
Discoverer: Eitan Tal



ObjectName: Power Meter
How to do?: get a lava, a respawn (normal, not anti fade) link it to the lava,
and  make it move by a mover in some space unreachable by the player. After it
goes to the top, take the movers out
Used  to: if you want to make some building, that is specific, or end-of-level
crushup you can use this as a smashing end!
Discoverer: Eitan Tal



ObjectName: Double/Triple Obj. holder
How to do?: simply clone the obj. holder
Used  to:  It  seems  that some objects can move so fast that one holder can't
stop  them,  but 2 or 3 can. I.E bolder (don't stand under, that has a growing
Y_VEL  and  it  will  smack  the player!) not very usefull for stuff that make
damage,  or blast when hit the ground, it has a Y_VEL that grows and you can't
aviod it it will just delay the destruction of the object.
Discoverer: Eitan Tal



ObjectName: Better shock
How to do?: first change the light to darkness slowly, or real fast to bright,
wait from 5 - 25 Delay time, then get lots of ants that will make noise
Used to?: shock the player, duh!
Discoverer: Eitan Tal



ObjectName: Anti shock
How  to do?: on dark areas, when the battle is over, undim (upside down switch
dimmer) a middle light, you can use sun effect for a better impact.
Used to: calm down the player, and cheer it up
Discoverer: Eitan Tal



ObjectName: Exploding room (level 2 - more than 1 action)
How  to  do?:  build hidden walls that respawn on the existing walls, and link
every  one of them to a different gate delay, so the room will explode several
times, but the action is infinite
Used to: 1. a place full of ants from cracks that can help the player
2.  a  place that blows up from different reasons, I.E the power meter is over
maximum, so the plant is about to explode
Discoverer: Eitan Tal



ObjectName: EarthQuake (level 1 - on falling only)
How  to  do?: when the player falls for a long way, doesn't stop in the middle
for  anything  and  doesn't  have  the  flyer power, use lots of ambients that
modify  the Y with a high speed so it will look like its an earth quake. place
them  close  toghether,  you can change the rate, and quantity of the quake by
re-sizing or moving the ambients, set the Y speed to 1/2 of the view Y
Used  to: just give an impression of an earthquake, you can also play with the
light so it will look like the whole factory is shocked
Discoverer: Eitan Tal


------- expert -------
ObjectName: Smart obj. mover (level 2 - non teleport)
How to do?: oughhhhh thats REAL hard, I still don't know exactly!
Used to: give the player the impression of being safe and watched
Discoverer: Eitan Tal
Notes:  I don't know how I got this to work on EITAN5.SPE, but in general it's
similar to the level 2, but the ranger is far from the sensor



ObjectName: Power Respawn (level 3 - anti fade)
How to do?: get my lisp
Used to: respawn objects without the fade bug
Discoverer: Eitan Tal


ObjectName: Blaster
How  to  do?:  shoot  a grenade, edit its AI, set Xvel, and Yvel to 0, and set
AceX to -1 then link a power respawner for it, so it will explode for infinite
time!
How does it work? it was R-E-A-L hard to find, but it seems that if you
change the acex to -1, it will fall downwards, AND the sky has no top, so
it will exist forever so you can respawn it!!
Used  to:  Exploding  room  level  2 - infinite actions,Flamegate, or for some
traps.
Discoverer: Eitan Tal



ObjectName: Flamegate
How to do?: use a blaster and a power respawn (level 2 to level 5, the grenade
mustn't be linked to explode)
Used to: just block areas, can be opened if the power respawn is moved
Discovever: Eitan Tal



ObjectName: Exploding room (level 2 - infinite actions)
How  to  do?: like the level1, get a room, and place hidden walls that respawn
over  the existing foreground walls, but add a Blaster with the delay you like
for an infinite action!
Used to: rooms with plenty of ants, altars, destroyed faclities...
Discoverer: Eitan Tal



ObjectName: Rain
How  to do?: Blast an ant, but keep its organs using an obj_holder. then, link
an  anti  fade respawner (use an obj. mover to make the rain look better). use
some at a time.

------- unknown --------

ObjectName: Power Respawn (level 4 - anti fade + ai)
How to do?: Edit the lisp, and find where to get the original values
Used to: Anything you want to clone
Discoverer: probably profound will do a lisp, he's the only one that knows how



ObjectName: Power/Pulse Respawn (level 5 - anti fade + ai)
How to do?: Edit the lisp...
Used to: Anything you want to clone using AI states.
Discoverer: probably profound will do a lisp, he's the only one that knows how



ObjectName: Power Respawn (level 6 - anti fade + ai + links)
How to do?: Edit the lisp again...
Used to: I don't know...
Discoverer: probably profound will do a lisp, he's the only one that knows how



ObjectName: Smart Mover (level 3 - works ANYWHERE, ANYTIME, it is just linked!)
How to do?: Edit the lisp... thats the only way to make it work well
Used to: Guide lights, running-away ammo... :)
Discoverer: probably profound will do a lisp, he's the only one that knows how



ObjectName: Rain (level 2 - will fly to diff. places)
How to do?: Edit the lisp... but you can also use Respawn level 3
Used to: just an "upgrade" for rain level 1
Discoverer: probably profound will do a lisp, he's the only one that knows how



Objectname: Killer
How to do?: edit the lisp
Used to: destroy stuff like obj mover, obj holder, and an easier way to make
objects dissapear.
Discoverer: probably profound will do a lisp, he's the only one that knows how



Objectname: More Hidden walls
How to do?: the lisp is not the problem here, we can just copy the original
the problem is to get the images using Spaint
Used to: all the corners, roof endings, regular-looking hidden_wall 1 walls,
fixed upsided-down walls, maybe a blasting small platrofm... also
the alien wall, not only the floor...
Discoverer: probably profound will edit the spe, he's the only one that knows how



ObjectName: More sound effects
How to do?: just edit the lisp and wav, I think we should get around 50 more!
cant do a lot with 16!
Used to: dunno... depends on sound effects
Discoverer: probably profound will do a lisp, he's the only one that knows how
