=======================================================
         Blood Mapedit Tutorials by BME/ILMHB
-------------------------------------------------------

 - SOUNDS
 - SHOOT LIGHTS
 - MINEFIELD
 - DUDE SPAWN
 - CANNON

-------------------------------------------------------
 Instructions:

 - Run BMETUT5
 - Select 1 of the 5 episodes

-+--------+--------------------------------------------
 | SOUNDS | 
 +--------+

>>> S E C T O R   S F X

 - Insert sprite and change to type 709
 - Set RX ID to any number (>100)
 - Set the following:

      DATA1: 'OFF->ON busytime' sound (must be looped)
      DATA2: 'ON state reached' sound (1-shot)
      DATA3: 'ON->OFF busytime' sound (must be looped)
      DATA4: 'OFF state reached' sound (1-shot)

      Some suggestions:

      105/153/105/153 elevator
      106/157/106/157 stone door
      120/168/120/168 sliding door
      117/0/0/156 for wood door
      101/0/0/162 wood door (with echo)
      
Notes:

 * The sounds start from the beginning when triggered.
 * The polyphony is higher than 1.
 * 4 different sounds can be set, 2 for each state.
 * This sound is '1 shot' (it does not loop).
 * Its range is fixed.
 * Volume is fixed.


>>> A M B I E N T   S F X

 - Insert sprite and change to type 710
 - Set State to ON
 - Set the following:

      DATA1: Volume at max range (yellow circle)
      DATA2: Volume fading range (brown circle)
      DATA3: Sound #
      DATA4: Main Volume

 + If for some reason you want to turn the sound on/off
   then set RX ID to any number (>100)

Notes:

 * This sound does not start from the beginning when it
   is triggered. It always go forward even when the
   volume is turned off.
 * The polyphony is higher than 1.
 * One sound can be set.
 * This sound loops.
 * Its range can be set.
 * Volume can be set.


>>> P L A Y E R   S F X

 - Insert sprite and change to type 709
 - Set RX ID to any number (>100)
 - Set the following:

   DATA1: Sound #

Notes:

 * This sound starts from the beginning when triggered.
 * The polyphony is 1.
 * One sound can be set.
 * This sound is '1 shot' (it does not loop).
 * Its range is fixed.
 * Volume is fixed (its location doesn't matter).


 - SUMMARY:

               starts at
     TYPE      beginning  Poly   Loop  Range Volume
  ------------+---------+------+------+-----+-----+           
  SECTOR SFX  |   YES   | Many | Yes* | Fix | Fix |
  ------------+---------+------+------+-----+-----+  
  AMBIENT SFX |    NO   | Many | Yes  | Var | Var |
  ------------+---------+------+------+-----+-----+
  PLAYER SFX  |   YES   |   1  |  No  | Fix | Fix |
  ------------+---------+------+------+-----+-----+
  *Sector SFX sounds loop in the busytimes.

-+--------------+--------------------------------------
 | SHOOT LIGHTS | 
 +--------------+

- Draw a sector (biggest grid, 6x6)
- Press [ALT+F6] set RX ID: 100 then go to 'FX...' 
  set Amplitude +40, tick boxes 'floor', 'ceiling' and
  'walls'
 
- Change grid size to 3 and draw a smaller sector in
  the middle (2x4) and insert a sprite in the center
- Change sprite properties to: 416: Gib Object, set
  TX ID: 100, CMD: 1: ON, tick box 'going OFF' and
  tick boxes 'Vector' and 'Impact' and '1-shot'
  set data1 to 1 and DATA4 to 251

- Go to 3D mode and change sprite texture to #2290
  and change the ceiling texture (above sprite) to
  #2299
- Press [CTRL+PAGE UP] and insert [ALT+S] a shotgun

-+-----------+-----------------------------------------
 | MINEFIELD | 
 +-----------+

- Just draw a sector and insert [ALT+S]
  a 'armed prox bomb' (under 'Hazard' button)
- Go to 3D mode and make the sprite Invisible [I]
- Go to 2D mode and select the sprite [Right-shift] and
  draw a box around it with the mouse, now go to other
  locations within the sector and press [INSERT]
  
-+------------+----------------------------------------
 | DUDE SPAWN | 
 +------------+

- Draw a sctor and insert a sprite and change its
  properties to: Type 18: Dude Spawn, set RX ID to 100
- Go to 3D mode and insert [ALT+S] a button
- Go to 2D mode and change its properties to Type 21:
  1-Way switch, set TX ID to 100, CMD: 1: ON, tick box
  'going ON', set waitTime to 10 and tick box 'Push'

-+--------+--------------------------------------------
 | CANNON | 
 +--------+

- Draw a long sector (biggest grid size, 4x20)
- Change grid size to 2 and draw a smaller sector (2x3)
  this will be the cannon. 

- Go to 3D mode and raise the small sector's height
  (around 10 ticks or so) then stand behind the cannon
  and insert [ALT+S] a button (under 'Misc' in the menu)
- Now stand in front of the cannon and insert a sprite
  [S] and change its texture to 219, make the texture
  completely black by pressing [NUMPAD minus] until
  the Shade is -63 then change its size by holding down
  [NUMPAD 5] and pressing [NUMPAD 4] until xrepeat = 16
  press [NUMPAD+2] (while still holding down [NUMPAD+5])
  until yrepeat = 16
  point at the sprite and press [ALT+PAGE DOWN] and
  then press [PAGE UP] 5 times to position the sprite

- Go to 2D mode and change its properties to: Type 703
  Firevall Gen, set RX ID to 100, set busyTime to 3 
  and waitTime to 9 (this will make the cannon shoot
  3 balls and then stops until the button is pressed
  again)
- Now change the properties of the button to: Type 21
  1-Way switch, set TX ID to 100, CMD: 1: ON, tick
  box 'going ON' and set waitTime to 30 and finally
  tick box 'Push'
- now insert another sprite in the centre of the cannon
  and change its properties to: Type 19: Earthquake
  set RX ID to 100 and DATA1 to 800
  
------------------------------------------------------
  
                              BME/ILMHB (July 2011)