The Scales Puzzle
by 
		Bedazzled
 
		
		Download 
		Scales puzzle project files here
This tutorial and its example project show fully working scales puzzles. The differences from previous setups are:
* There is no longer a need to pour the wrong amount of water the first time.
* When used without the Ahmet, the scales can be reset repeatedly unlike previous setups where they could only be reset once.
		* Several scales puzzles can be used in the same 
		level.
The scales works in combination with the WATERSKIN1, 
		WATERSKIN2 and an optional AHMET. To solve the puzzle the right amount 
		of water must be poured from a waterskin to balance the scales. If the 
		wrong amount of water is poured, the Ahmet is released. Once the Amhet 
		is killed, the scales reset and the player can try again. The amount of 
		water needed is hinted to the player, who then has to use one or both of 
		the waterskins to get the right amount of water, which can be between 1 
		and 5 liters. For 1, 2 and 4 liters of water, the player has to use both 
		waterskins and fill/empty/combine them to get the right amount of water 
		in it. 
Setup 
Enter 
		the correct amount of water required (1-5) in the scales OCB. Below the 
		foot of the scales, place HEAVYSWITCH triggers for all objects which can 
		be activated with the scales (both for when the right and wrong amount 
		of water is poured). Which object is activated is determined by the 
		codebits. The scales output the codebits 2345 when balanced, and 
		codebits 1345 are output when they are unbalanced by pouring the wrong 
		amount of water. Objects will not activate until all 5 codebits are 
		activated, so you must manually set the fifth codebit in the OCB menu of 
		the object.
- For objects which are triggered when the correct amount of water is poured, enable codebit 1 in the OCB menu.
- For objects which are triggered when the wrong amount of water is poured, enable codebit 2 in the OCB menu.
You 
		can trigger as many objects as you want under the scales. However, you 
		cannot trigger Flipmaps directly, because flipmaps don't have an OCB 
		menu where you can set the codebit. Instead you need to use a 
		FLAME_EMITTER2 to have the scales trigger a flipmap. To do this the 
		negative number of the flipmap should be entered into the flame emitter 
		ocb.
Resetting
		
The scales are hardcoded to reset only if the AHMET is killed. When 
		killed the Ahmet explodes and regenerates, the scales also reset at this 
		point. The Ahmet needs to be locked into a separate room and only 
		released if the wrong amount of water is poured into the scales. The 
		door which should have codebit 2 pressed is triggered by a HEAVYSWITCH 
		trigger under the foot of the scales. A HEAVYANTRITRIGGER should be 
		placed right outside the room where the Ahmet is locked, to avoid the 
		player going inside the room of the Ahmet and then killing it, because 
		that would cause Lara to be permanently trapped inside the Ahmet room. A 
		grey box tile should be placed behind the door in the Ahmet room to 
		prevent it appearing part way through the closed door. This tile will 
		not block the Ahmet once the door is opened allowing the Ahmet to reach 
		Lara. 
Used without the player 
		seeing the Ahmet 
The puzzle 
		can also be used without the Ahmet (which 
		must be placed in the map) being visible 
		to the player, in this case it's placed into a hidden room unconnected 
		with the rest of the level. An Action trigger is used to kill the Ahmet 
		enabling the scales to reset if the wrong amount of water is poured into 
		them. If the correct amount of water is poured the Ahmet will still be 
		killed, but will not regenerate or disappear like a normal enemy, it 
		will instead remain on fire which can contribute to the flare bug 
		appearing. To solve this problem another action trigger is used to 
		remove the Ahmet from the map.
In the sample project the first 
		scale requires 3 liters of water and the second scale requires 5 liters. 
		In the second scales room the Ahmet has been left visible on purpose, 
		normally it would be in a room separate from the rest of the level.
Important Note
Be sure to use the scales object from the wad included in the project file linked at the top of the tutorial. The scales will not animate if they are ripped from the TR4 CD using Wadmerger.
Making Changes 
		after Beta Testing
		
It can be a good idea to wait until Beta testing is over before 
		actually going to work on making changes. One thing you should never do 
		is make dozens of changes and upload dozens of new beta packages to be 
		retested as you go along. That will just simply not work and you will 
		drive your beta testers away. They are busy and they will not wish to 
		replay your game a dozen times because you keep uploading new packages. 
		If you are only half way through beta testing and there is loads to fix, 
		it is not okay to upload a new package. It is not sensible nor is it 
		reasonable. Beta testers are busy people with real lives. Finish beta 
		testing and then make the changes before even thinking about uploading 
		it again for the next phase of beta testing. Every time your beta 
		testers replay your level their value as beta testers diminishes 
		greatly. Their first time through is your most valuable testing time. 
		The pre launch test, discussed later in this tutorial, should be only 
		their second time through your adventure.