And here's the model that hppavTest was created specifically for... The breaker box from Jurassic Park.
Originally I was going to make this for Jurassic Park Oblivion. When you reach the Visitor Center Compound all the facilities would be shut down, you'd have to restart the generator, turn on the breakers, then return to the Control Room.
Then I started work on my recreation of Jurassic Park SNES (which is still in development). The first thing you do in that game is turn on these breakers, so I thought - why not actually try to implement the original Jurassic Park Oblivion puzzle?
The model I had made for JPO was lost when my old computer's hard drive crashed so I had to recreate it. Not too hard. I also had to find where I wrote down the breaker list, which is as follows:
Herbivore Feeding Compound
Visitors Cntr. Compound
Visitors Cntr. Control Rm.
Visitors Cntr. Tour
Genetics / Fertilization / Hatchery
Grounds Tour
Grounds Surveilance System
Maintenance Shed / Bunker
Carnivore Feeding Compound
Raptor Pen Fence
T-Rex Paddock Fence
Perimeter Fence
After double checking to make sure that my list was correct, I set to work on recreating the box itself. Modelling the box proved to be the easiest part of the whole process.
As I went to implement the box, I started putting each thing in one at a time. Saving, testing, and backing up after each tiny change. This is key in making such complex puzzles.
The first puzzle was the primer handle. Knowing Anne's arm controls are pretty well... clunky, I decided to only have you pull up on the handle once. As you pull up on the handle, it'll hit a trigger box. This box changes the texture of the button panel to say "Charged" over the yellow button and it will activate the trigger over the green "Push to Close" button.
The green button was a pain to get working because of the fact that it had to change SO MANY textures. I had to actually create TWO triggers, one to turn the breakers' center lights on and one to turn on all the green lights. This is because of the limits on how many actions a trigger can take. I looked at the triggers for the Cray Puzzle in the Lab level for inspiration (though I still haven't figured out how that puzzle actually works).
But once I got that figured out, I decided that as you turn on the red buttons, you should only be able to turn them on in order top to bottom... This makes it easier to script the "Generator Power On" text and the completion of the puzzle.
Turning on the red buttons took a long time to figure out because Anne's hand kept missing the button due to the physics of the box itself, so I ended up moving the physics and increasing the size of the triggers to be rather large. It can still be a little quirky to try to activate.
And then came getting that big door to work. I had never done doors before and I found out the hard way that you needed a Density value to go with the Mass value for the door to be able to move. I spent way too much time figuring that out. If I remember right, I found it was the reason why doors didn't work like they were supposed to in Pine Valley.
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