switch - enter the Sector and Surface numbers for the switch here (eg. 56 3)
tdg1-tdg4 - these four variables are the four points where the TD's are generated (or spawn spots). So enter their thing numbers here.
rounds - this specifies how many waves of TD's are generated at each of the spawn spots. For example set this to 3 and 12 TD's will be generated (in 3 sets of 4)
rate - this variable is the gap between each round. So if you had 2 rounds and a rate of 2, then when the switch is activated 4 TD's would drop and detonate and would be followed 2 seconds later by the second round.
delay - this specifies how long it is after the trap has sprung that it can be used again. so if you set it to 120 - the trap could only be used once every two minutes.
vec0(vector) - This controls the direction of the thrust
speed - strength of the thrust, and
sector0 -> sector7 -these specify the numbers of all sectors you want this specific thrust to be used in. You don't have to enter sector numbers in ALL of these. If your sector thurust only effects four sectors, then just enter their numbers into the first fout slots and leave sector4 -> sector7 as -1.
console - all this variable is is the number of the Thing that will act as the trigger (eg. usualy a console object, but doesn't have to be)
camera - this is the Thing number of the camera. Whatever object you specify will be your POV (point-of-view) when the camera is triggered. Be sure to aim and align this object so you get the view you want. I usually use 'ghost' objects as cameras, but there are no rules :)
delay - this value simply specifies how long the player will stay at the camera's POV. Remember not to make this too long or the player maybe killed by the time they are 'returned' to their normal POV.
# C3_CAMERAFF.COG
#
# This script will briefly show the effect of using the
# forcefield console to the player...
#
# [YB]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
flags=0x240
symbols
thing console desc=console
thing camera desc=camera_ghost
..............
___________________
glass - one of the faces in the adjoin. If the surface is the 4th face of sector 29 - then enter '29 4' in this box.
glass2 - the other face in the adjoin.
spawnpoints - this specifies the number of places shards of glass are generated from when the glass is broken. the bigger the window - the more you need.
density - this controls how many shards of glass are generated from each spawnpoint. 5 (the default) is really enough.