Overview - This event occurs not long after the first sequencer charge. The player plants a sequence charge at the heart of a reactor and the charge begins a 20 second countdown. When the player tries to escape a section of corridor weaken by the first explosion caves-in. Then the charge explodes sending a wall of fire rushing at the player. Once the wall of fire dissipates it becomes obvious that the reactor core area has caved. Shortly after the ceiling begins to shake. A niche in the wall is opened up and the player must climb in before the ceiling crashes down.
Map of Sequencer Charge area.
Now we'll examine how this was done step-by-step (NOTE - Knowledge of INF code is required.....this is for DF level authors after all). As I explained how to set a sequencer charge and enact a countdown last month, I'm skipping those parts this month.
Clone Jedi's Entrance
Overview - This event directly after the second sequencer charge explosion. After Sate prestage talks to you, blue lightning and lasers shoot out of the roof and then clear revealing a clone Jedi.
One question I have been asked a few times since releasing the level, is how did I make the clone Jedi appear? Generators? Well, whilst generators could have been used, I found it easier to use a combination of the INF 'adjoin' command and just a normal move_floor elevator. Another reason why I didn't choose generators is something that level authors everywhere should remember - generators are big memory eaters!! If the level you're making is having memory problems and you're using many generators....then ditch 'em quick smart if possible.
Consequently I made TWO copies of the platform where the cloned Jedi appears. The first one is normal and adjoined to the rest of confrontation area......the second (the one that contains the Jedi) has exactly the same texturing, etc, except that it's floor height is 100 higher than the other one and it is not adjoined to anything. Why, some of you may be thinking, did I need to have the second sector 100 higher than the other one? This is because that for some reason when their floor heights were equal, the cloned Jedi would appear in the first sector.....even though I placed it in the second.....strange....obviously the DF engine has problems when two sectors share the exact same location.
Anyway, that is the reason that the second unadjoined sector starts 100 higher. When I wanted the Jedi to appear two things had to happen at exactly the same time -
1 - INF 'adjoin' messages had to be used so that now the second copy of the platform sector is adjoined to the confrontation area instead of the first copy.
2 - The floor height of the second platform copy has to move down 100 to be made equal with the first copy.....this is very simple and just requires a move_floor elevator moving at a speed of '0' (i.e. 0 = instantaneous).