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.
Originally posted here: nolfstuff.nolfworld.com/tutorials.htm
Written by: Linden May
Mirrored here for archival purposes
I will explain how to make one of those funny conversations between goons that you hear through the game.
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:
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:
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:
Explanations on how to control AI in your levels and other misc things like how to script elevators. Ideal for any singleplayer mapper
Here is a series of video tutorials created by "Nick" for Nolfnews.com
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German language pack for No One Lives Forever GOTY.
Nolf_PACK contains Multilingual GUI, mod Widescreen, mod MODERNIZER. You can select English, German, French, Italian, Polish, Russian, Spanish, Swedish...
Collection of prefabs created by Global Ops. Contains various objects and skyboxes useful for mappers
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