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Gaslight with working tap for Thief 2: The Metal Age
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Author: Vaughan Cooper (Sluggs)
Email: (Unavailable)
Homepage: (Unavailable)
Date: 30/05/05 to 31/05/05
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Object name: gazlite
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For this model, i shall go through creating a custom gamesys,
creating the particle effect for the gas and linking everything
together.
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Part 1 (Creating the object)

First extract the contents of this .zip file into your main Thief 2
directory.

Open up Dromed's Hierarchy. Inside "Physical" we shall be creating a
new list. Let's call it "MyStuff" Click on "Physical" and then "Add"
Type "MyStuff" in the box and click OK. Now click on "MyStuff", click
"Add" then type "GazLite" in the box and click OK.

Double-click on "GazLite" and we shall create the new object.

In no particular order...

01) Add: Shape/Model Name = gazlite
02) Add: Schema/Material Tags = Material Metal
03) Add: Physics/Misc/Collision Type = Bounce
04) Add: Physics/Misc/AI Collides With = Check the box.
05) Add: Physics/Model/Type = OBB with 6 Submodels.
06) Add: Physics/Model/Dimensions = (X)1.56 (Y)1.04 (Z)1.74
07) Add: Physics/Model/Controls = Location/Rotation
08) Add: Renderer/Self Illumination = 0.00
09) Add: S/Scripts/Script 0 = StdLever and Script 1 = AnimLight   
10) Add: Renderer/Transparency (alpha) = 1.00
11) Add: Engine Features/FrobInfo/World Action = Script
12) Add: Tweq/Joints = (See joints.jpg)
13) Add: Tweq/JointState = Leave everything as default.
14) Add: Renderer/AnimLight = (See animlight.jpg)
15) Add: Renderer/LightColor = (Hue)0.60 (Sat)0.20
16) Add: Schema/Class Tags = SwitchType LvWall
17) Add: Inventory/Max Pick Distance = 4.00
18) Add: A/AmbientHacked = (See ambient.jpg)
19) Add: AI/Utility/Path avoid = Repel

Now we have to set your mission to use your new gamesys...

In the command console, type: set_gamesys yourname.gam then save your
mission then your new gamesys.

Part 2 (Creating the particle effect)

Click on "MyStuff" then "Add" then type in "GazLiteFlame" Double-click
on "GazLiteFlame" and we'll create the particle effect...

01) Add: Shape/Model Name = FX_Particle
02) Add: S/Scripts/Script 0 = StdParticleGroup
03) Add: SFX/Particles = (See particles.jpg)
04) Add: SFX/Particle Launch Info = (See launchinfo.jpg)

Important: Now save your gamesys!

Now we need to link "GazLiteFlame" to "GazLite" Double-click on
"GazLiteFlame" and add: Links/ParticleAttachment/ Click on "Add" then
link "GazLiteFlame" to "GazLite" using  flavor "ParticleAttachment"
(As seen in dialog.jpg) Double-click on the ID number and set to:
(See linkdata.jpg)

Important: Now save your gamesys!

Part 3 (Using the light in-game)

Create our new object the "GazLight" and also create a lever and place
it outside the game world somewhere. Link the "GazLite" to the lever
using "FrobProxy" then link the lever back to the "GazLite" using
"ControlDevice"

Everything should be working now. Frobbing the light should control
the little tap on the body of the light, the hidden lever should now
turn on the light and the particle effect.

Congratulations! Celebrate your victory and hard work by lighting-up
a Cigarette! (I usually do!) *cough*

Please give me a mention in the credits if you use this object,
thankyou.

3D Model Copyright Vaughan Cooper 2005 (NOT FOR COMMERCIAL USE!!)