1) Save this
;Artificial Intelligence Script
;Conjured Alarm
desc = CE Alarm
;Triggers
:state=0:activate=0,stopsound,state=1
:state=1,activated=1:timerstart,loopsound=audiobank\atmos\alarmhum.wav,state=2
:state=2:lightred=255,lightgreen=0,lightblue=0
:state=2,timergreater=500:state=3
:state=3:lightred=255,lightgreen=255,lightblue=255
:state=3,timergreater=1000:state=4
:state=4:lightred=255,lightgreen=0,lightblue=0
:state=4,timergreater=1500:state=5
:state=5:lightred=255,lightgreen=255,lightblue=255
:state=5,timergreater=2000:state=6
:state=6:lightred=255,lightgreen=0,lightblue=0
:state=6,timergreater=2500:state=7
:state=7:lightred=255,lightgreen=255,lightblue=255
:state=7,timergreater=3000:state=8
:state=8:lightred=255,lightgreen=0,lightblue=0
:state=8,timergreater=3500:state=9
:state=9:lightred=255,lightgreen=255,lightblue=255
:state=9,timergreater=4000:state=10
:state=10:lightred=255,lightgreen=0,lightblue=0
:state=10,timergreater=4500:state=11
:state=11:lightred=255,lightgreen=255,lightblue=255
:state=11,timergreater=5000:state=12
:state=12:lightred=255,lightgreen=0,lightblue=0
:state=12,timergreater=5500:state=13
:state=13:lightred=255,lightgreen=255,lightblue=255
:state=13,timergreater=6000:state=14
:state=14:lightred=255,lightgreen=0,lightblue=0
:state=14,timergreater=6500:state=15
:state=15:lightred=255,lightgreen=255,lightblue=255
:state=15,timergreater=7000:state=0
;End of Script
as
alarm.fpi or something like that, and put it in your scriptbank.
2) Place a Light marker in your map.
3) Right click the Light and set its
STATIC MODE to
NO.
4) Set the
Light's AI MAIN to the
alarm.fpi
5) Place a Trigger in your map, like a blood-splat or something.
6) Right click the Trigger and set its
IFUSED to
Light or whatever the light's name is if you changed it.
7) If it is an entity for the trigger make sure its
STATIC MODE is set to
NO
8) Set the
Trigger's AI MAIN to
plrinzoneactivateused.fpi