                            THE  THIRD  DIMENSION

          3DKIT 2  TUTORIAL GAME FOR BEGINNERS: MISSION (IM)POSSIBLE
          ----------------------------------------------------------

                                 Part 12

     Welcome to part 12 of our tutorial game.
     This time I'm going to add a new variable to the Mission game
     for the waterbottles in Mission 3.
     For this purpose I have to add one line to the Initial Condition:
                      SETVAR (0,V36)
     On the Amiga/Atari this line is added to the Initial Condition of
     the whole datafile.
     On the PC I only have to type it into the Initial Condition of
     the Mission 3 datafile.
     The next thing to do is to make a condition for each waterbottle
     to be picked up. I therefore have to go to area desert1 (and 2),
     and I take the cube object of each waterbottle group.
     You can find the object number(s) by looking at the attributes of
     each group. I click on the condition icon (i.e. the question mark
     ?). In the requester I click on the number of the object, click
     on OK and in the Edit Object Condition field I type in the following:

            AMIGA/ATARI                                 PC
 IF ACTIVATED?                          IF ACTIVATED?
 THEN                                   THEN 
 SOUND (3)                              SOUND (18)
 DELAY (50)                             DELAY (50)
 PRINT ("YOU DRINK FROM THE WATER..",3) PRINT ("YOU DRINK FROM THE WATER..",3)
 SOUND (13)                             SOUND (13)
 DELAY (150)                            DELAY (150)
 PRINT ("AND FEEL REFRESHED!...    ",3) PRINT ("AND FEEL REFRESHED!...    ",3)
 SOUND (13)                             SOUND (13)
 DELAY (150)                            DELAY (150)
 PRINT ("                          ",3) PRINT ("                          ",3)
 INVIS (14)                             INVIS (42)
 ADDVAR (20,V32) - add credits          ADDVAR (20,V32) - add credits
 ADDVAR (100,V31)- extra power          ADDVAR (100,V31)- extra power
 ADDVAR (1,V36)  - add 1 bottle         ADDVAR (1,V36)  - add 1 bottle
 ENDIF                                  ENDIF

     I save this condition as a textfile, so I can load it in for each
     of the remaining 4 cubes (as we have 5 waterbottles).
     The only thing I have to change in the above condition is the
     INVIS command so that the correct waterbottle-group will disappear:

     For AMIGA/ATARI these group numbers are:
                 14 and 17 in desert 1
                 14, 17 and 50 in desert 2

     For PC: 42 and 47 in desert 1
             42, 50 and 47 in desert 2.

     Next I will add some Local Conditions. The first 2 will be present
     in all three desert areas, the 3rd one in desert 1 and 2.
     So I go to the Mission 3 area, click on the Conditions Menu, click
     on Local Conditions and then click on create. For this area I do
     this 2 times. I go to the desert1 area and create 3 Local Conditions
     and I do the same in desert2.
     Back in the Mission3 area I edit Local Condition 1 as follows:
                FOR (V35,0,100) - timer
                WAIT
                NEXT
                SUBVAR (5,V31) - decrease power
                SOUND (7)
     I save this condition and then also load it in in desert1 and
     desert2 Local Condition 1.
     This condition is the same for all three computers. On the PC
     it works correctly on a 386 PC. If you have a 486 or faster
     computer you should increase the timer delay (1000 instead of 100).

     I edit Local Condition 2 in the Mission3 area as follows:
                  IF VARLT? (V31,900) - power low?
                  THEN
                  PRINT ("You are very thirsty....",3)
                  SOUND (17)
                  FOR (V35,0,1500) - timer
                  WAIT
                  NEXT
                  ENDIF
      This condition is the same for all three computers. After saving
      it, I load it into Local Condition nr. 2 in desert1 and desert2.

      Next I go to area desert1. I edit Local Condition 3 as follows:
       IF VAREQ? (V36,5) - 5 bottles in possession?
       THEN
       SOUND (6)
       DELAY (50)
       VIS (78,5) - PC: VIS (84,3) - Make entrance 5 visible in main desert
       PRINT ("You found the waterbottles!",3)
       DELAY (150)
       SOUND (4)  - PC: SOUND (1)
       DELAY (150)
       PRINT ("Now go and find the exit....",3)
       SOUND (4) - PC: SOUND (1)
       DELAY (150)
       PRINT ("TO YOUR CITY....            ",3)
       SOUND (4) - PC: SOUND (1)
       DELAY (150)
       PRINT ("                            ",3)
       GOTO (1,5) - PC GOTO (1,3)
       ENDIF
      I save this condition and place it also in Local Condition 3 in
      desert2.

      If all is well, after the execution of this condition the invisible
      entrance in the Mission3 area should be visible.
      It has already its condition to go to the City area but this area
      is not yet present in the datafiles. I will add it next month,
      together with another General Condition which will also hold
      another variable to count the amount of levels successfully
      finished. After that it is also possible to add passwords to
      our game. This will all be explained in the next part of this
      tutorial.
      For now, try to find all 5 waterbottles (even I didn't find
      them all up till now!) and complete the mission so far.
      Have fun!
                                            Mieke
 
   
