In F.E.A.R An unidentified paramilitary force infiltrates a multi-billion dollar aerospace compound, taking hostages but issuing no demands. The government responds by sending in special forces, but loses contact as an eerie signal interrupts radio communications. When the interference subsides moments later, the team has been obliterated.

In this tutorial I will show you how to set up trigger system that will send command to the game and respond with Alma's appearance...

Posted by on - Intermediate Level Design/Theory

PROLOGUE

After finishing your map, it is recommended to have ModelEdit opened and WorldEdit.chm file in the Help folder (default address: C:\Program Files (x86)\Sierra\Dev\Tools\Help), because we will need to see which animation we need and which command we will need. Let's get this done...

CHOOSING WHICH ANIM WE WANT TO USE

Open ModelEdit and go File>Open and choose alma.model00c.

Alma in ModelEdit

In the Animations tab choose which anim you want to use in your scene. I will use ScaryWalk2. Just remember the name of anim, nothing else to do in this program.

ADDING ALMA'S AI

Okay now, go to the WorldEdit and open up your map. Press X button and relocate spawn position (those three green lines in 3D view, two in 2D view) to the place where you want to make Alma scene, then click right button on your mouse and go Add>Object..., go down and select CAI, and press OK.
In the Properties tab, select ModelTemplate to Alma.

Model Template in Properties tab.


Now go to the Nodes tab and make new Container Node and name it Alma. Now drag CAI you have added into that Container Node and rename it to the Alma.CAI. Now again press right mouse button and go to Add>Object..., and go down on the list to the Spawn, expand it and add AISpawner. Put it in the same place as CAI. Again, drag it to the Container Node where Alma.CAI is. And name it Alma.SP01.

Target field.


In the Target field press B and choose Alma.CAI (see the picture) and press OK.

SCRIPTING

In the Properties tab, press E on the InitialCommand and type next:

msg <cai> (CINERACT ScaryWalk2);

delay # (msg <cai> REMOVE);

But # is a number of delay and it is represented in seconds. For example if you put 5 instead of #, Alma will despawn after 5 seconds. Like I said I have put ScaryWalk2 anim, but you can write any animation you want from the ModelEdit.
Press Validate. If nothing happens, that means everything is fine, but if another small window jumps in, you have an error. Now let's add trigger. Again go to Add>Objects..., and from the list choose Trigger and put it to the place where you want to trigger Alma.

Example

For example in this screenshot, if I enter this red zone (trigger) Alma will appear at that yellow object and will walk toward the wall (you can change direction by rotating Alma.CAI). Rename trigger to the Alma.TG and move it to the Container Node you made before in this tutorial. Now rescale the trigger so you can activate it by going forward, so no need to wander around and searching for trigger if it's small by default. After you do this, go to the Properties tab and check PlayerTrigger to TRUE, so player can activate that trigger. We need now to connect it with the spawner. Just above the PlayerTrigger is a property called Commands. Go to the first command and press E at the end of the white box. Now type this:

msg Alma.SP01 SPAWN;
msg player (SIGNAL #);

The first command line is to activate spawner when trigger is triggered, and the second line is just decorative, to make player interface flicker and to hear static signals from the radio chatter. Again # represents seconds how long player will have this. It is recommended to put a few seconds longer than the delay in the previous commands we entered before. You can change to the black and white vision too, check WorldEdit.chm I mentioned before and to the player commands section. Press OK and build the map. If you done everything correctly, Alma should appear, just like in the campaign.

EPILOGUE

If you have any questions, put them down in the comment section, or join our Discord channel and meet us there! Happy modding...

Looking for finished map with this? Try this:

Moddb.com

Comments
AidenDemon
AidenDemon

Thank you for letting.

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LithTechGuru
LithTechGuru

2019 is the year of F.E.A.R modding

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Windows_95 Author
Windows_95

You are welcome. In the near future, we will post more tutorials to make F.E.A.R. modding more easier.

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Blue199
Blue199

I didn't know Alma's model was so low poly.

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Windows_95 Author
Windows_95

Yep, she is. Every character in the game is low poly.

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SPY-maps
SPY-maps

Did make a few sp-maps with Fear(1) when the game as released.
Simply LOVED doing so and always wanted to go back in. But newer games with "better" engines arrived.
So, Fear tutorials, ALWAYS welcome!

Leon

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Windows_95 Author
Windows_95

Yeah, I would agree. If you want to help us with tutorials, go ahead. Like you said, FEAR tutorials are always welcome..

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SPY-maps
SPY-maps

Would really love to do so but it is about 15 years ago that i worked with that editor. So i lost all knowledge about it. A real shame though because its really one of my all time favorite games, the complete FEAR series i mean. Still, success,

Leon

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Windows_95 Author
Windows_95

Join our discord server and meet us there... It looks that we need to talk with you alot..

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SPY-maps
SPY-maps

Thank you for the offer, but i really will not be going back soon to Fear modding. Not because its not a great game because that it still is but because i hardly do any mapping / modding at all these days.
But, please do continue. For sure that some people will want to work with Fear.

Leon

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Windows_95 Author
Windows_95

If you don't want, then it is ok, I respect your choice... But however, a little training will help you to regain all lost knowledge.

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SPY-maps
SPY-maps

That is true, but i know myself. Ones i started with a editor i keep going, as you can see in my profiles/ mods and addons pages. So i think twice or three times before i choose a new game and or editor to play with. And as i already said do i hardly any mapping at all these days. Just do other not so much related computer things.
greetings,

Leon

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