No One Lives Forever is to be a fast-paced, story-driven first-person shooter that delivers over-the-top action, outrageous villains, and wry humor in the tradition of the great 1960’s Bond films. You play Cate Archer an undercover operative for MI-Zero. Your mission is to arrange for the defection of a prominent East German biophysicist that goes by the name of Otto Dentz. However things go wrong when a terrorist group known as the HARM abducts Dentz during a flight to England.

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Scripted conversations and Cameras/alarms

Mapping/Technical Tutorial

Originally posted here: nolfstuff.nolfworld.com/tutorials.htm

Written by: Linden May

Mirrored here for archival purposes

Scripted Conversations

I will explain how to make one of those funny conversations between goons that you hear through the game.

  • To make a funny conversation, you first make an AI volume, and insert 2 AIs. Then, place a 'CinematicTrigger' between the two AIs (it doesn't have to be between them, but it makes it easier to find), and a 'Trigger' where you want the player to activate the conversation (you might have to change the 'Dims' property to make sure that the player can't avoid it). Now, under the 'Targets' property of the 'Trigger', set 'TargetName1' to the name of your 'CinematicTrigger' (you can browse to it by using the 'B' button - it'll be under 'CinematicTrigger'). Set 'MessageName1' to 'msg Name_of_CinematicTrigger on', and now when the player walks past this point, the conversation will start.

    With the 'CinematicTrigger', you will have to change a few properties to get the right results:
  • 'CanSkip' - for a conversation, this should be false, I suppose;
  • 'OneTimeOnly' - should be true;
  • 'StartOn' - should be false;
  • 'RemoveBadAI' - should be false;
  • Under 'Camera', 'CreateCamera should be false;
  • Under 'KeyFramer', 'CreateKeyFramer' should be false.

    By all means fiddle with these settings, but for a conversation, the above should be used. I don't know much about the other properties at the moment.

    Under 'Dialogue', the general idea is to set 'Dialogue(n)' to the filename of the line of dialogue you want to use, minus the .wav extension (i.e. '14000' - funny by the way). Then set 'WhoPlaysDialogue(n)' to the name of the AI that you want to say the line. You can put commands under 'StartDialogueTriggerMessage(n)' and 'StartDialogueTriggerTarget(n)' to say make an AI walk off or something. I chose a conversation from 'Misfortune in Morocco, Scene 2' for my example - lines 10316 - 10335.

    Have fun!

Alarm system/Cameras

This tutorial is about adding a simple camera security system to your level. I haven't included AI to react to the alarm yet, because so far I don't know how to... The tutorial contains 3 rooms, a starting room, a room with a camera, and a room with a switch to turn off the alarm. This tutorial outlines how to use objects like 'SoundFX' and 'Switch' as well as 'Camera' and 'Trigger'. The level is based on earlier tutorials, so it will look familiar, and so I'm not going to describe how to make the doors or the rooms. I did this relatively quickly, so if you notice any gaping holes in the map or this text, email me.


The first thing to do is to find a place in the middle of your level (or wherever suitable), and add a 'SoundFX' object. For clarity, call it 'AlarmSound1', or whatever you will remember (I'll call it 'AlarmSound1' from now on). The properties that need to be set are 'Sound', which should be 'snd\event\alarm1.wav', 'OuterRadius' and 'InnerRadius' which should be set to a value that will cover the level to your satisfaction. Experimentation for the right effect will be required, I set mine to 600 each, which covered the level nicely, and wherever you go the alarm is the same volume. 'InnerRadius' sets the loud area, and 'OuterRadius' sets the quieter area, as if you are walking away from the sound.

The next thing to add is a trigger which will set off the alarm sound, and can be locked so that the alarm can't be retriggered after it is set off. Put this somewhere near 'AlarmSound1', so you can find it easily, and name it 'AlarmTrigger'. Properties that need to be set:

  • 'PlayerTrigger' = 'false' (so that the player can't trigger the alarm by walking past the trigger)
  • 'Targets' -> 'TargetName1' = 'AlarmSound1'
  • 'Targets' -> 'MessageName1' = 'msg AlarmSound1 on' (turns on the alarm sound)
  • 'Targets' -> 'TargetName2' = 'AlarmTrigger1'
  • 'Targets' -> 'MessageName1' = 'msg AlarmTrigger1 lock' (so that when the alarm is triggered, it can't be triggered again until it is unlocked)

Next, you need to add the 'SecurityCamera' object. The blue line shows the front facing point, so set 'Rotation' -> 'Yaw' to the angle you want the camera to be at at the middle of it's travel. 'Rotation' -> 'Pitch' should be set so that the camera is at the correct angle in reference to the roof. Other Properties to set:

  • 'SpotTarget' = 'AlarmTrigger1'
  • 'SpotMessage' = 'msg AlarmTrigger1 trigger' (when the camera spots the player, it triggers the 'AlarmTrigger1' object)
  • 'DeathTriggerTarget' = 'AlarmTrigger1'
  • 'DeathTriggerMessage' = 'msg AlarmTrigger1 trigger' (If the camera is destroyed by a weapon, it sets off the alarm)
  • 'Yaw1' = the angle of travel from the reference point (blue line) in one direction, in degrees. Default is -45°, which with Yaw2's default value of 45°, adds up to 90° travel.
  • 'Yaw2' = the angle of travel from the reference point (blue line) in the other direction, in degrees. Default is described above.
  • 'YawTime' = the length of time it takes the camera to travel from one extreme to the other, in seconds
  • 'VisualRange' = the distance that the camera can see the player, in DEDIT units. Default is 768 units (I don't know why! Funny value =)
  • 'Yaw1PauseTime' = the length of time that the camera pauses at the 'Yaw1' extreme, in seconds
  • 'Yaw2PauseTime' = the length of time that the camera pauses at the 'Yaw2' extreme, in seconds
  • 'SoundRadius' = the distance that the player can hear the camera moving, in DEDIT units. Default is 896 units (Another funny value =)

With what you've put in, you will now have a camera to set off the alarm. If you also want a switch to turn off the alarm, read on.

Adding a switch to turn off the alarm

So, the alarm noise was geeting on your nerves, eh? You want to turn it off? Well, add a brush that will be your switch, bind it to a 'Switch' object, call it 'AlarmSwitch1', and set these properties:

  • 'Locked' = 'True' (So that the alarm can't be turned off if it is already. Makes sense, I spose :)
  • 'OnTriggerTarget' = 'AlarmTrigger1; AlarmSound1; SecurityCamera0'
  • 'OnTriggerMessage' = 'msg AlarmTrigger1 unlock; msg AlarmSound1 off; msg SecurityCamera0 off' (Unlocks 'AlarmTrigger' so that the alarm can be triggered again, turns off the alarm sound, and shuts down the security camera)
  • 'MoveDist' = the amout of travel with reference to direction defined under 'MoveDir', in DEDIT units. I put 0 here because I didn't want the switch to move. (What the heck is he talking about? If you want a more detailed description of 'MoveDir' etc, get the Example1 tutorial - doors)
  • 'StateFlags' -> 'TriggerClose' = 'False'(The player can't trigger the switch to turn off)
  • Now set 'Targets' -> 'TargetName3' in 'AlarmTrigger' to 'AlarmSwitch1', and 'MessageName3' to 'msg AlarmSwitch1 unlock; off'. This means that when the alarm is triggered, the switch is unlocked, and you can turn the alarm off.
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Mapping/Technical Tutorial

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The official source code for version 1.003 of No One Lives Forever. Released on 20 June 2001 by Monolith Productions.

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A non-playable demo from 2000 to show off Monolith's new engine: Lithtech 2.0. The demo contains a scene where a character from No One Lives Forever...

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Comments  (0 - 10 of 20)
lptomtom
lptomtom

Goddamn nostalgia...

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LORDDEREX
LORDDEREX

I hope it will soon be a NOLF 3 :)

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hey_jude
hey_jude

me too,but I dare not wish

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Myloman
Myloman

Fantastic is so many ways :D.

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Mastix
Mastix

My all times favourite game.
Gameplay is great, level design is unique, full of 60's retro style & got a great humor that mostly can be heard when the H.A.R.M dudes speak to eachother.

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Gnostic
Gnostic

Loved this game - female austin powers with twists and all those gadgets in quirky but down to erath humorous environment :)
Great villians too

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aegir
aegir

this game is like austin powers in well the interactive way :p and its like fuuuuuuunnn to play :p but hey dont buy contract J.A.C.K. its a good game but tooo fuking short nolf 2 is great :p and this 1 tooo ofcorz

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grasn
grasn

i remember this was fun. A nice first-person shooter.

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San-J
San-J

Thanks, UberSoldat. Though I don't think I can express the grandeur of NOLF in any review, I'm glad that I captured some of my feelings towards this awesome game.

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UberSoldat
UberSoldat

This game has been a joy to play. Same with NOLF 2. They have been the best Spy/Comedy games to date. :D Good job on the game and the review.

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