=================================================================================== Flipping Lights On Tutorial, By Jason Otto 10/17/2004 =================================================================================== Step One: Set up a light switch and a light for it to control. The light needs the script AnimLight and The AnimLight renderer added, set the standard light intensity to 0. Link the switch to the light via ControlDevice. =================================================================================== Step Two: Make two Teleport Traps. One in the center of the light, the other in a blueroom. These two traps are both linked via ControlDevice to a marker. =================================================================================== Step Three: Create an Inverter, link the switch to the Inverter. Then link the switch to the Teleport Trap in blueroom, and the Inverter to the Teleport Trap in the lamp. This allows the marker to move in when the light is turned off and out when its turned on. =================================================================================== Step Four: Link any AI that will be patrolling this area to the maker via AiWatchObj. Set up the link data to watch for self entry, radius 16 and height of 8. The first action is Goto the switch. The second action is to Play Motion Tag conv 1 and the final action is to frob the switch. (Other Motion Tags may be more suitable) =================================================================================== The effect: The AI "notice" that the light is off and proceed directly to the switch, flip it on and the light turns back on. No hiding in that convenient shadow for thieves anymore. =================================================================================== Application: Any mission with lots of electric lights controlled by switches where it would be logical that the lights can be reactivated. =================================================================================== Other Issues: The system can easily be disabled by creating a master power switch. Such a switch will turn off all the lights in the building, link this switch via ControlDevice to a Destroy Trap, and link the Destroy Trap via ControlDevice to the marker to stop the AI from reactivating the lights.