Alarm System Part 1

This guide explains how to set up a basic alarm system.

You’ll need 4 parts to make the Alarm System:
1. A button(s) of some sort. I used Button (-448) Gizmo>Switches>Buttons> Button (-488)
2. The alarm light(s). Use the RamirezAlarm Lights>AlarmLights>RamirezAlarm (-1809)
3. The relaytrap fnord>TrapTrig>RelayTrap (-1704)
4. The destroytrap fnord>TrapTrig>DestroyTrap (-2651)
Optional: If you want more guards to appear when the alarm is triggered you’ll need to create TeleportTraps as well. fnord>TrigTrap>TeleTrap (-2789) When placing the button(s) make sure they are about waist level. Otherwise it looks funny watching the AIs frob the wall.

When placing the button(s) make sure they are about waist level. Otherwise it looks funny watching the AIs frob the wall. When placing the AlarmLight make sure it is high enough so you or the AIs won’t hit it when running. The relay and destroy traps can be placed anywhere you like. I perfer to make a BlueRoom to place them in. In this demo you will see that I used a BlueRoom. There are also 4 extra guards placed there. These are teleported in when the alarm is triggered.

Here is the set-up for the Button(s):
Flavour: ControlDevice
From: A Button (#)
To: A RelayTrap (#)
If you have more than 1 button. Link them all to the same relay trap. Thats all for the button(s).

Here is the set-up for the RelayTrap:
Flavour: ControlDevice
From: A RelayTrap (#)
To: A AlarmLight(s) (#)
If you have more than 1 Alarm Light just link them all in the same way.
Flavour: ControlDevice
From: A RelayTrap (#)
To: A DestroyTrap (#)
Last thing to do on the RelayTrap is go to ‘Add’, then ‘Scripts’. In the first box (Script 0), type in: ‘RamirezAlarm’ (minus the quotes).

Finally, the Destroy Trap:
Flavour: ControlDevice
From: A DestroyTrap (#)
To: A RelayTrap (#)
Thats all there is to it.
*OPTIONAL* If you did decide to bring in more guards with the alarm being triggered. Here are the extra step:.
Create a TeleTrap and place it where you’d like the new guard to appear. Link the RelayTrap to the TeleTrap
Flavour: ControlDevice
From: A RelayTrap (#)
To: A TeleTrap (#)
Then from the TeleTrap to the AI
Flavour: ControlDevice
From: A TeleTrap (#)
To: Guard(#)

Create the AI(s) that you want to sound the alarm. Add a MetaProperty to get him to use the Alarm System you’ve installed. Click ‘Add’, then ‘MetaProperty’, then ‘AI_Behaviors’, then ‘AI_B_m5’, and finally ‘RingTheAlarm’. Now click on this in the Properties window, and edit it. It should read under RingTheAlarm>AI>Responses>Alert Response:
Alert Level: (3) High Priority – ‘Very High’ or ‘High’ means they’ll usually run right for the Alarm at first sighting of the player.
Response: Step 1: Goto Object (Your Button Number or numbers) Very Fast Response: Step 2: Face (Your Button Number or numbers)
Response: Step 3: Play Sound/Motion Under Arguement 3 (not sure why it’s here): WorldFrob 0, AtWaist 0
Response: Step 4: Frob Object (Your Button Number or numbers)
Response: Step 5: Add/Remove Meta-Property Add M-HeardAlarm
Response: Step 6: Add/Remove Meta-Property Remove RingTheAlarm

I hope all of this has helped, and don’t forget to look at Assassins if you get confused.

Download a zipped example file for Dromed 1 HERE.


About this entry