First of all, go up to the edit menu of this notepad and select WORD WRAP if a check isn't next to it already.

Second of all, these instructions are very explicit, even if you aren't a newbie, I would strongly recommend reading through them at least once if you have never attempted to make any thing like this yourself.  I know this can be monotonous at times, but I'm trying to stave off a hoard of e-mails and make sure anyone can get this working right.

The prefab is in .map format.  Simply load it into worldcraft and you will see a collection of entities in black space (if you see white patches in your black space, then you need to upgrade to WC 2.1).  To put this in your prefab menu, use the selection tool to select all the entities, click on the "create prefab" button and give it a name and put it in one of the existing prefab directories.

Now start your level and place the prefab.  Simply make something target "Rift" and it will teleport a headcrab in just like in the picture.

That would be pretty boring though.  There are probably a few things you would like to change.  First of all, select the thing, and ungroup it.  Now, you will notice a collection of 16 info_targets surrounding the middle.  These info_targets are in layers.  All four targets in the bottom layer have the name "riftstrike1".  The second layer is named "riftstrike2" etc.  Each layer is also in its own group so ungroup them too.  Each of the four beams targets one of the four riftstrike points.  This way the beam strike are random.  However, you probably want to move each landmark onto a wall so that the beams will strike walls rather than stop in the middle of the air.  If you want you can add more strike points just duplicate any strike point and put it where you want it.  If you want one of the beams to hit a certain spot, just delete all but one of the strike points for one of the beams and the left over target where you want the beam to hit.
Finally, you probably dont want a stupid head crab to be spawned...so select the big purple block in the center (that is the monster maker) and change the monster to one that is to your liking.  Just erase "monster_headcrabe" and put the name of the new monster...ie "monster_alien_slave".

Now that its all good...you probably want to put a bunch of these in your level.  If so, be prepared to do some work because you need to change more than fifty properties.  I have set it up so that the changes will be quick and painless, ie you will simply have to add one letter to each name.  Still, you must change each one individually, so it will take a little time. 

There are only 19 entities apparently visible in the 3d view, but there are actually 28 entities in all.  I suggest moving the entities in the 2d window so that they arn't all on top of one another when editing there properties.  Use only the over head view when doing this, and put the center of each entity back in the same spot when you are finished.  It is important that the center of all the entities are back on one spot in the end (except for the four env_beams, and the mulit_manager, they can be anywhere in the level).  

Start of with the multimanager, it is at the top center of the entities.  Just go to its properties, and click on the smart edit button.  Now you will see a big list of keys and values.  The values shouldn't be changed in any way.  The keys all need to be altered though.  Just start with the riftmanager and go down adding the letter "A" to each one.  For a second Rift_in you want to use letter "B" of course, then "C" for the third.....use your imagination.  
Now you have four env_sprites that need an "A" added to their name, an ambient_generic that needs an "A", a light that needs an "A", 16 info_targets which all need an "A", and finally four env_beams.  In the env_beams, make sure you change the name of the beam, the name of the "start entity", and the name of the "end entity"  Finally, select the monster maker from the middle change its name from "rift" to "riftA" and don't forget to change its "target on release" property to "riftmanagerA".

The only other changes you might consider making if you are a more advanced designer, is selecting the four env_sprite entities and increasing their scale.  This will make the flash bigger, which you might want to do if you are spawning a big monster like the alien_grunt.

Thats it.  The first one will pretty much work out the box, but you need to add a letter to each new one from there on.  

Also, remember that worldcraft looks at a capital "A" and a lower case "a" as two different letters.  I just always use nothing but lowercase letters myself.



If you have any problems.....(in the words of the great Autolycus) DO NOT e-mail me with your problems.  

If it doesn't work when you were modifying it, you probably made a mistake.  I have taken the map file and loaded it in my WC and made the prefab from it just like I'm asking ya'll to do, so I know it works.  Delete the whole thing and follow the above instructions and carefully change it accordingly....also you may want to try and trigger it once without making any changes just to see that it does work.  Then you can go from there.

Also, try the forums that are everywhere at HERC  
http://forums.gamedesign.net  

If you still feel the need to mail me, then please be brief and don't send files without first gaining my permission.


Good Luck.

David "Rize" Trammell

zrizez@hotmail.com

Oh yeah...if you use this in any released maps then don't forget to put me in your credits and tell'em what site1 you got the prefab from.