=======================================================
         Blood Mapedit Tutorials by BME/ILMHB
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 - MIRROR
 - WATER
 - STACK
 - CRACKED WALL
 - COMBINATION SWITCH(ES)

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 Instructions:

 - Run BMETUT2
 - Select 1 of the 5 episodes

-+--------+--------------------------------------------
 | MIRROR | 
 +--------+

 - Just put textures 504 on the wall somewhere, done!

 WARNING: make sure no other mirror texture is 'seeing'
 this one and/or the player seeing more than 1!

-+-------+---------------------------------------------
 | WATER | 
 +-------+

- Draw 2 sectors and put the water texture on the floor
  of 1 sector and lower the floor 4 ticks (Page down).
- Use a nice tile textures on the walls (texture 309
  for example).
- Go to 2D mode and point in the water sector and
  press [S] to insert a sprite (preferably close to a
  corner)
- Point at sprite and Press [ALT+F6], change the type              
  to '9: Upper Water' and change its data1 to 100

- Draw another sector somewhere on the board with the
  EXACT SAME SIZE as the other water sector!
- Insert a sprite in the EXACT SAME SPOT as in the
  other water sector!
- Point at sprite and press [ALT+F6] and change type
  to '10: Lower Water' and change its data1 to 100
- Point at sector and press [ALT+F5] and tick the
  'Underwater' box (in the last column).
   
- Go to 3D mode again and finish dressing up the 
  sector; like the water texture on the ceiling etc.
- Also make sure to put the orange arrow sprite
  (pointing upwards) at the ceiling by pressing
  [CTRL+PAGE UP] while pointing at sprite.
- Make sure to put the Upperwater sprite (pointing
  downwards) on the floor by pressing [CTRL+PAGE DOWN]

-+-------+---------------------------------------------
 | STACK | 
 +-------+

  The stack is for the most part equal to the water one
  except for a few things:

- Use Type 11: Upper Stack for the upper room sprite
  and Type 12: Lower Stack for the lower one.
- Use mirror texture (#504) on ceiling of lower- and
  floor of upper stack sector.

 WARNING: make sure no other mirror texture is 'seeing'
 this one and/or the player seeing them both!

-+--------------+--------------------------------------
 | CRACKED WALL | 
 +--------------+

- Draw something like this:

  +------------------------+
  |                        |  
  |                        | 
  |                        |  
  |         room 1         | 
  |                        | 
  |                        | 
  |                        | 
  +----+--------------+----+
       |   Z Motion   | 
  +----+--------------+----+
  |                        | 
  |                        | 
  |                        | 
  |         room 2         | 
  |                        | 
  |                        | 
  |                        | 
  +------------------------+

- Set type of sector between rooms to: TYPE: Z Motion
  and set RX ID: 100 and busytime to 1 under 'OFF->ON'
- Divide the wall in 2 sectors.
- Point near the middle wall (the one you just made)
  and press [ALT+F], this will set the first wall,
  now point slightly at the other side and press
  [ALT+F] again. So like this:

   |                                           |
   |                   room 1                  |
   |                                           |
   +------------+--------+--------+------------+
                |        |        |
                |        |        |
             [ALT+F] --> | <-- [ALT+F]
                |        |        |
   +------------+--------+--------+------------+
   |                                           |
   |                   room 2                  |
   |                                           |


- Go to 3D mode and slope the floors and ceilings of
  both sectors. Do this by pointing at floor/ceiling
  and then press [[] or []]. 
- Now make sure the walls of the 2 sectors are pegged
  outside, you set this by pointing at wall and press
  [O]. Now press [.] at the wall left of those 2 to
  allign textures (don't forget to do the other
  side of the wall as well!)
- Set the ON and OFF state of the 2 sectors. First
  set the ON state; point at floor and press [ALT+F4].
  Now raise the floor [PGAE UP] while still holding
  down the left mouse button until the wall is closed
  and press [ALT+F3]. Do the same thing for the other
  sector.
- Finally close the hole by pressing [F3] on both walls.

- Now insert the crack sprite, do this by pressing
  [ALT+S] and select [MISC] and then the tile (#1127)
- Point at crack sprite and press [R] to make it a
  'flat standing sprite', press [1] to make it
  single sided, if the sprite disappears press [>]
  a couple of times (4) to make it turn around.
  Make sure you are facing the 2 walls and the crack
  sprite when doing all of this. press [O] on the
  sprite to attach it to the wall and use [PAGE UP]
  to place it a bit higher.
- We also need a few hidden exploders, press [ALT+S]
  again and select [HAZARDS] and then the last tile
  (the flame). Repeat this 2 or 3 times.

- Go to 2D mode and position all the hidden exploders
  a bit randomly in front of the hole.
  The placement is important because it will cover
  the hole for a moment while Z Motion is occuring.   
- Change each hidden exploder to: RX ID: 100 and
  tick the box 'Going On' (under 'send when').
  Also set the WaitTime of each exploder a bit
  randomly (somewhere between 1 and 3) 
- Change crack wall sprite to: TX ID: 100 and
  Cmd: 1: ON and tick the box (under 'Send when')
  'Going OFF'and tick box 'Impact' (under 'Trigger On').

- Go to 3D mode and insert a Napalm Launcher sprite.
  ([ALT+S] then [WEAPON] and select the 4th picture)

-+------------------------+----------------------------
 | COMBINATION SWITCH(ES) | 
 +------------------------+

- Draw a sector and insert a sprite, change its
  properties to 'Type: 22 Combination Switch'
  then RX ID: 100 and TX ID 101, CMD: 3: Toggle
  and tick Going ON and Going OFF under 'Send when'.
  and finally change Data2 to 3.
- Now insert another sprite and change its
  properties to 'Type 22 Combination Switch',
  TX ID: 100, CMD 2: State, tick boxes 'Going On' and
  'Going Off' (under Send When), Tick box 'Push'
  (under Trigger On) and finally DATA3: 10.
- Now copy this sprite by holding down the Right Shift
  button and drag a box around it (the sprite will
  flash now) point at sprite and hold Left Mouse Button
  then press [INSERT] and move sprite to other location.
  Repeat this once again so you have a total of 3 sprites.

- Go to 3D mode and change all 4 sprites to flat ones
  (use [R] key to do so and if sprites are not visible
  then press [>] a few times).
- Now change the textures of all sprites to 4208
  (use [G] to enter the number to goto tile)
- Put the first made sprite
  (so the one with '100:Combination switch:101 Off')
  at the wall by pressing [O]

- Go to 2D mode again and make sure the properties of
  the 3 other sprites look like this:

  Sprite 1 DATA2: 3
  Sprite 2 DATA2: 7
  Sprite 3 DATA3: 9

  These numbers represent the 'Correct Combination'
  DATA1 represents the starting tile (offset)
  DATA3 represent the total amount of tiles
  (in this case 10, since there are 10 numbers)
  
  This is how it works:
  Each of the 3 sprites have a 'correct number'
  if this is true it will send its State to the sprite
  (on the wall) adding all states until 3 are true
  (this is the number set in DATA2).

- Now draw another small sector somewhere on the map
  and insert a sprite and change its properties to:
  Type 711: Player SFX, RX ID: 101
  tick box 'Going On' (under 'Send when') and change
  DATA1 to 270 (bell sound, press [F10] to check).
  
  The bell will sound when the combination is true
  and once after the combination is false again.

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                                BME/ILMHB (July 2011)