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Ching Chong Kid
02-12-2010, 01:59 AM
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/GuideToSwitchesSig.png (http://sites.google.com/site/guidetoswitches/infoandguides)


Switches: Basic
First off you will need to understand what switches are. Switches are things made in Forge that allow players to interact with them to do different functions. For example, some functions of switches include; openable doors, dumpster cannons, vehicle dispensers, and moving heavy objects. They are called switches because they almost always need an player to interact with them to activate them (switch them on).

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Switch Categories

Most, if not all, switches fall into 3 main categories; Flow switches, Damage Switches, and Supply Switches. Each category has different characteristics:

Flow Switches - Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters.

Damage Switches - Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors.

Supply Switches - Switches that aid a player. These switches provide a player with things like weapons, vehicles, equipment, and power-ups.

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Parts Of A Switch

Every switch has at least 3 parts. These parts are the "Trigger", "Mechanism", and "Purpose". Another part that most switches have, but isn't required, is a "Shell". Here is a more detailed description of these parts:

Trigger - The trigger is the part of the switch that is used to activate it. It is manually hit or activated by the player. There are several different kinds of triggers; equipment, key card, melee, on/off, power-up, RB, turret, and wire.

Mechanism - The mechanism is the inter-workings of your switch, the part that makes it work. The mechanism connects the "trigger" to the "purpose". Therefore, everything in your switch besides the "trigger", "purpose", and "shell" combines to create its mechanism.

Purpose - This is the reason you are making your switch. It is the most important part of the whole thing. The purpose is what the switch is used for and what it accomplishes once activated.

Shell - The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and interact with the most often. Therefore, a switch's shell should be as nice as possible and is what the switch's aesthetics are based on.


Switches: Intermediate
Once you've learned the basics of what switches are and how to make them you can begin designing you own switches. When you reach the point where you are inventing and designing new switches, you may benefit from knowing some more advanced information about switches.

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Switch Techs

There are many different techs that people use to create switches. Techs are usually different ways of activating a switch. Here are the primary techs that are used:

Wire Tech - When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.

Min/Max Tech - Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.

Roller Tech - Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.

RB Tech - RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.

Magnetism Tech - Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong.

Resistance Tech - Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon).

Regen Tech - Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor.

Key Card Tech - Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.

Hinge Tech - Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.

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Additional Facts

- Another minor tech is the gravity rotator.
- Foundry's "Bridge" object is thin enough for vibrations to pass through it.
- Sandbox's "Column, Damaged Small" object is the only object that is susceptible to Gravity Lift's effects without letting the Gravity Lift go through it.
- Most switches are created on either Foundry or Sandbox, as both maps have a lot of space to work with and a good selection of objects to use in switches.
- Although you might not realize it, all switches involve at least one movable object.
- Certain objects, including teleporters and weapon holders, are immovable objects which vehicles can pass through unaffected.
- Unlike man cannons, gravity lifts don't work with delayed spawn switches because they effect the objects as soon as they spawn.


Switches: Advanced
Now that you know about and have learned how to actually make all the different types of switches, you must learn to make them not only usable, but high quality too.

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Using F.A.C.E.
Functionality:

Functionality is the most important part of the trigger. Form Follows Function. If your trigger looks amazing but only works 1/5 of the time, everyone using it will get annoyed and just give up. Different triggers function different ways, the turret trigger can be used to aid someone in large battles, or the equipment trigger for tactical reasons.

Aesthetics:

The aesthetics of a switch is its look and feel. Different purposes or map styles may require a different look or feel. You may want a custom powerup so that is stands out and players will activate it, or maybe an RB flip so that you can make your own aesthetics for it.

Convenience:

When making a high quality switch, make sure that it's convenient for players to use. If it isn't, no one will use it and it'll be kind of a waste having made it. To make a convenient switch you have to balance the amount of work a player must do to use it with how valuable it's outcome will be to the player.

Efficiency:

The efficiency of a switch is based on how well it uses map resources and space. When building large maps, resources can deplete quickly; therefore, no one wants to use excessive materials building a wasteful switch. Also, a more compact switch is often more appealing to players than an overly large switch plus it fits into different maps more easily.


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Making It Unique

As you probably realize, it doesn't take much skill to simply create a switch someone else has already designed. The way to make a great switch is to make it your own. There are tons of possible switches that can be made when you put together all the different types of triggers, techs, purposes, appearances, maps, objects, ect. So if you really want to become a "switch master", try and learn all the different little things about switches from object choice to respawn settings to advanced aesthetics. Check out other people's switches not to copy them but to learn from them. Also, one of the best ways of getting new inspiration for a switch is to simply mess around in forge. I can't even tell you how many switches just "came to me" while I was just playing around in forge.


Traps
A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Traps fall into two different categories; automatic and manual.

Automatic Trap: A trap that affects the player who activates it. For example, a trap that sends a pile of scenery hurtling towards a player once the step on a pallet would be considered an automatic trap because the player had no intention of setting the trap on them self.
Manual Trap: A trap that is set off by another player without requiring any input from the player being affected. For example, a trap in which one player causes a dumpster to fall on an opposing player would be considered manual because another player intentionally activated the trap.


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Specific Traps
Collision Trap: A collision trap is a trap in which an object (or several objects) are propelled rapidly towards the player being affected. This object usually kills the player but can also simply inflict a certain amount of damage.
Snare Trap: A snare trap's basic setup is a gravity lift held flat against wall causing a magnetic pull on the other side. When a player then walks near enough to that magnetic pull they become stuck in place.
Pitfall Trap: A pitfall trap can be any kind of trap that somehow causes a player to fall below the normal surface level. A pitfall trap can make a player fall into a teleporter, a containing hole, a death barrier, ect.
Containment Trap: A containment trap is a trap in which a player becomes trapped by a door or wall that is created to keep them in a certain area. For example, this could be a dead end in a maze in which a door closes behind the player trapping them.


Switch Dictionary
Index:
Aesthetics
Automatic Switch
Breakable Object
Cannon
Damage Switch
Efficiency
Flow Switch
Functionality
Fuse Tech
Hinge Tech
Immovable Object
Key Card Tech
Magnetism Tech
Manual Switch
Mechanism
Min/Max Tech
Movable Object
Purpose
RB Tech
Regen Tech
Resistance Tech
Roller Tech
Scenery Trap
Shell
Supply Switch
Switch
Tech
Terminal Height
Trap
Trigger
Vender
Wire Tech

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Aesthetics- Aesthetics is the look and feel of the switch. Different purposes or map styles may require a different look or feel. You may want a custom powerup so that is stands out and players will activate it, or maybe an RB flip so that you can make your own aesthetics for it.

Automatic Switch- An automatic switch is a switch that is set off by the player without requiring any input from the player. For example, a switch that supplies a player with weapons once they step on a pallet would be considered automatic. Most switches that use wire tech, hinge tech, and magnetism tech are automatic switches. (Opposite of Manual)

Breakable Object- A breakable object is an object that can be "broken" or destroyed by a player via damage. A few breakable objects include; fusion coils, pallets, turrets, vehicles, and most equipment.

Cannon- A cannon is a type of switch that somehow fires an object(s) at high speeds. Cannons are usually used to damage a player but can be used for a variety of things including launching supplies to aid a player.

Damage Switch- Switches that causes harm to a player. The damage inflicted on the player can range from slightly draining their shields to completely killing them. Damage switches include switches like dumpster cannons, fusion coil trip wires, and shield-draining doors.

Efficiency- Efficiency is a measure of how well a switch uses the resources of the map (space and objects). An inefficient switch is one that uses the map's resources poorly by either taking up too much space or too many objects to do it's task. To be an efficient switch, it must be as compact as possible and use as few objects as possible.

Flow Switch- Switches that aid or restrict a player from going from point A to point B. These include such switches as doors, elevators, catapults, and switches that involve the use of teleporters.

Functionality- Functionality is an important part of the trigger. "Form Follows Function". If your trigger looks amazing but only works 1/5 of the time, everyone using it will get annoyed and just give up. Different triggers function different ways, the turret trigger can be used to aid someone in large battles, or the equipment trigger for tactical reasons.

Fuse Tech- Fuse tech is a minor switch tech that uses upside-down man cannons to slide plasma grenades across a flat surface. This can be useful for setting off a switch by sending a plasma grenade somewhere the player cant reach. This way the only way to activate the switch is to have a plasma grenade.

Hinge Tech- Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.

Immovable Object- Immovable objects are objects that can in no way be moved or destroyed in any way during gameplay. These objects will also never reset during the game. Immovable objects that are in every map include sender, receiver, and two way nodes (teleporters) and weapon holders. There are other immovable objects in other maps such as walls, boxes, stairs, etc. However some boxes are movable in maps, so to test an object simply get a vehicle and drive into it.

Key Card Tech- Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.

Magnetism Tech- Magnetism tech is quite simple. Magnet switches take advantage of a useful trait of Grav Lifts: a Grav Lift, in addition to lifting objects above it, will also affect objects immediately below it. Man Cannons have the same property, but the pull below a Man Cannon's base isn't as strong.

Manual Switch- A manual switch is a switch that requires input from the player to activate it. For example, a switch that dispenses supplies to a player once they've inserted a key card (power drain) would be considered a manual switch because the player had to go out of their way to activate it. Most switches that use RB tech, fuse tech, key card tech, min/max tech, regen tech, and roller tech are manual switches.(Opposite of Automatic Switch)

Mechanism- The mechanism is the inter-workings of your switch, the part that makes it work. The mechanism connects the "trigger" to the "purpose". Therefore, everything in your switch besides the "trigger", "purpose", and "shell" combines to create its mechanism.

Min/Max Tech- Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.

Movable Object- Movable objects are objects that a can be moved or destroyed during gameplay via grenades, melee, or walking/driving into them. These objects can be moved out of place and will respawn back in their normal spawn positions after a period of time.

Purpose- This is the reason you are making your switch. It is the most important part of the whole thing. The purpose is what the switch is used for and what it accomplishes once activated.

RB Tech- RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle is usually used ro activate a touch switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.

Regen Tech- Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor.

Resistance Tech- Resistance tech is the use of a custom power-up (Invisiblity and Overshields work as well) or Machine Gun Turret/Plasma Turret to restrain an object until it is picked up or broken. The most common example of resistance tech is a dumpster with a man cannon behind it pushing it forward and a custom power-up in front of it holding it back. When the custom power-up is picked up by a player the dumpster is unrestrained and goes flying (a.k.a. dumpster cannon).

Roller Tech- Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.

Shell- The shell of a switch is the part that protects its inter-workings from being disturbed by outside factors (players, gun fire, ect.) and makes it look good. Although 90% of a switch is what's inside, the shell is the 10% that players see and come in contact with the most often. Therefore, a switch's shell should be as nice as possible and is what the switch's aesthetics are based on.

Supply Switch- Switches that aid a player with supplies. These switches provide a player with things like weapons, vehicles, equipment, and power-ups. (Commonly referred to as a "vender")

Switch- Switches come in all shapes, sizes, and uses. There are 3 criteria that define a switch. These are "trigger", "mechanism", and "purpose" ("shell" is optional). When you put these 3 together, you have your switch. A switch will be activated by a player, whether knowingly or not, in many ways through either a remote activation, contact activation, or interaction with an object. Switches can be used for various things such as traps, draw bridges, activated doors, etc. After the trigger is tripped, the switch's mechanism will activate which will result in the finished product. The purpose of a switch is what the switch is used for and what it accomplishes once activated.

Tech- A switch "tech" is usually a way of activating a switch, but there are also many techs that are used for the guts of a switch. Techs are the basis for which any switch is made and every switch uses one. Here is a list of all the current switch techs: fuse, hinge, key card, magnetism, min/max, RB, regen, resistance, roller, and wire.

Terminal Height- Terminal height is a term used to describe how far a fusion coil must fall to explode. Terminal height is used mostly in discussing triggers since falling from terminal distance is one of several ways to explode a fusion coil within a switch's mechanism.

Trap- A trap is a switch that affects a player somehow against their will. Traps can do damage to a player, contain them somewhere, makes them take a longer route in a race, and more. Most traps are activated via a wire tech switch but can also be manually sprung by an opposing player.

Trigger- The trigger is the part of the switch that is used to activate it. It is manually hit or activated by the player. There are several different kinds of triggers; equipment, key card, melee, on/off, power-up, RB, turret, and wire.

Vender- See "Supply Switch"

Wire Tech- When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.

Credit
Coyote1023 for the "Switch Basics" guide
Canadians360 for the "Switch Dictionary"
H3Artificer.com for switch categories

Ching Chong Kid
02-12-2010, 02:18 AM
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/GuideToSwitchesSig.png (http://sites.google.com/site/guidetoswitches/infoandguides)


Equipment Trigger
How It Works

This type of trigger is powered by min/max tech. There are two radar jammers placed on the map. The second radar jammer isn't force-spawned when a player picks up the first, but it is once they use it. The second one spawns in the same place as a fusion coil and pushes it from a terminal height. An equipment trigger is used to remotely activate a switch

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437265-Full.jpg
The fusion coil is perched at a terminal height from the ground below

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437285-Full.jpg
When the player uses their radar jammer the other is force-spawned, displacing the fusion coil


Advantages:
Remotely activates the switch
Can be activated from anywhere
Disadvantages:
Can only be used once per minute
Can be set off by a lose explosion
Only the player with the radar jammer can activate it (could be useful though)
How To Build:
Place a fusion coil on a small platform at terminal height with 2 sides of it blocked off (like a wall corner). First, place a radar jammer where the fusion coil is so that when it spawns it'll push it off. Also, make sure that the second radar jammer (the player-controlled one) is placed in the same round. The player-controlled radar jammer's respawn should be "Respawn Rate: 60 / Place At Start: YES". The one inside the switch should be "Respawn Rate: 180 / Place At Start: NO".


Melee Trigger
How It Works

Melee triggers are the most basic triggers. They imitate a button that you would hit. In this trigger there is a fusion coil just behind a shield door. When a player melees it, the fusion coil explodes, but the shield door protects the player from damage.

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437762-Full.jpg
The fusion coil is within melee distance but behind a shield door

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437788-Full.jpg
When a player melees the fusion coil it explodes but the player receives no damage


Advantages:
Uses very few materials
Always works
Easily activated
Disadvantages:
Very plain/bland
Players see a large explosion
How To Build:
Two walls must be placed a fusion coil distance apart. Spawn a fusion coil at player-height held up by teleporters or weapon holders. Place a shield door so that a player can melee the fusion coil through it but isn't dealt any damage from the explosion.


On/Off Trigger
How It Works

This type of trigger is powered by wire tech and regen tech. In this trigger a fusion coil is interlocked with a custom power-up and cannot be accessed by players. When a regenerator is thrown, it pushes the fusion coil out of the custom power-up and into the man cannon. Every 10 seconds, the fusion coil will respawn, seperate, and explode. This will keep the trigger activating every 10 seconds until the custom power-up is picked up. That will allow the custom power-up to spawn after the fusion coil and the fusion coil won't realize that it is interlocked again.

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437503-Full.jpg
The fusion coil doesn't realize it's interlocked with the custom power-up

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437531-Full.jpg
When the regen is thrown the fusion coil will be pushed out of the power-up and into the man cannon

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437568-Full.jpg
This process will repeat until the custom power-up is picked up allowing the fusion coil to respawn


Advantages:
Uses very few materials
The switch can be turned on or off
Switch can remain on
Disadvantages:
Pretty complicated to activate
Players may just pick up the power-up
Players may not know how to turn it off
How To Build:
Interlock a custom power-up (Respawn Rate: 10 / Place At Start: NO) with a wall (or map geometry) so that you can still pick it up. Interlock a fusion coil (Respawn Rate: 10 / Place At Start: YES) with it so that it either falls from terminal height or is pushed into a man cannon. Place a regenerator that you can activate the switch.


Power-Up Trigger
How It Works

This trigger is powered by resistance tech. A power-up trigger works because the fusion coil is help back by a custom power-up. When it is picked up, the fusion coil is released resulting in an explosion. This is one of the most basic triggers and uses little resources.

http://i118.photobucket.com/albums/o93/coyoteboy1023/68436596-Full.jpg
The fusion coil is held back by a teleporter and the custom power-up

http://i118.photobucket.com/albums/o93/coyoteboy1023/68436669-Full.jpg
When the power-up is picked up, the fusion coil is free to fly ahead


Advantages:
Reusable
Eye-catching
Doesn't miss
Disadvantages:
Unless built through map geometry, loose explosions can set it off prematurely
How To Build:
Interlock a custom power-up into a wall (or map geometry) deep enough that it stick through the other side, but shallow enough so you can still pick it up. Then, make sure that the fusion coil is held by the interlocked wall and another object. The power-up should either hold the fusion coil from falling from a terminal height or from being pushed by a man cannon.


RB Trigger
How It Works

This trigger is powered by rb tech. When a player flips the ghost, it pushes the fusion coil into the mancannon and is sent back to its original position by the shield door.

http://i118.photobucket.com/albums/o93/coyoteboy1023/68436942-Full.jpg
The fusion coil is resting just behind the man cannon and the ghost is in a vertical position

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437005-Full.jpg
When player flips the ghost with RB, it will swing and push the fusion coil into the man cannon


Advantages:
Looks more simplistic
It can be easily hidden
It's reusable
Has a more "official" feel to it
Disadvantages:
May not get player's attention
Extra resources must be used to draw attention
Uses up a vehicle
How To Build:
Place two window panels behind a wall so that a ghost is held between them vertically. Place a fusion coil at a distance where flipping the ghost will knock it over. Place a shield door at a distance where it hits the ghost back to resting position after activation. Place a man cannon just past the fusion coil so that it will fall into it when knocked over.


Turret Trigger
How It Works

This trigger is powered by resistance tech. In a turret trigger, a fusion coil is held back from being pushed by a man cannon by the stand of a turret interlocked with a wall. When the turret is detactched, the fusion coil is no longer held back by the turret stand (which breaks) and is pushed by the man cannon where it explodes. It is mainly used as a convenience to the turret user by giving him the power to activate the switch by simply removing the turret.

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437150-Full.jpg
Although the fusion coil is being pushed by the man cannon, the turret stand is holding it back

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437166-Full.jpg
When the turret user detaches the turret, the stand breaks off and the fusion coil is free to fly


Advantages:
Allows the turret user to activate a switch
It can be easily hidden (even from the turret user)
It's reusable
Disadvantages:
Must break turret each time to activate
Can be set off by a lose explosion
How To Build:
Interlock a turret with a wall so that a fusion coil can be held back by the stand of the turret. Place a man cannon at an angle that will push the fusion coil once the turret is detached. Make sure that the broken turret stand piece won't block the path of the fusion coil and that when the player gets off of the turret, they don't go through the floor.


Wire Trigger
How It Works

This type of trigger is powered by wire tech. The man cannon spawns after the movable objects, so the game's physics doesn't realize that these objects should be moved by the man cannon until they are touched. Movement can be channeled through movable objects (like a wire) and when the fusion coil is touched it'll be launched. This type of trigger is used by most traps.

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437336-Full.jpg
After the man cannon spawns, the movable objects are static until touched

http://i118.photobucket.com/albums/o93/coyoteboy1023/68437372-Full.jpg
When the player touches the wire, the fusion coil will become aware of the man cannon and move


Advantages:
Can make virtually undetectable traps
Very easy to activate
Disadvantages:
Can only be used once
Won't work until the man cannon spawns
How To Build:
Place a man cannon with the following settings: "Respawn Rate: 10 / Place At Start: No". Place a fusion coil in the path of the man cannon's push and make a wire (line of touching movable objects) to your point of activation.

Credit
Coyote1023 for the "Basics of Triggers" guide

Ching Chong Kid
02-12-2010, 02:45 AM
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/GuideToSwitchesSig.png (http://sites.google.com/site/guidetoswitches/infoandguides)


Hinge Tech
How It Works

Hinge tech is the use of gravity lifts and pallets to create a hinge motion of the pallet. It works by gravity lifts pulling on pallets that are wedged in a corner to give the pallet something to hinge on. Whatever way you place the gravity lift is where the pallet will end up after it is moved/pushed through.

Demonstrations

1. Window Flap

Put a pallet up against an opening with a gravity lift abot it holding it up. Once you want through and push it it'll flap up against the ceiling.

(Overview)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-10.jpg

(Walking through the door and the pallet sticks to the ceiling)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-11.jpg


2. Self-Closing Door

Place a pallet in an opening with a gravity lift pulling it against the opening on one side
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-11.jpg

When a player walks through the door, the force of the gravity lift will pull the pallet door closed again
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/4-6.jpg


Key Card Tech
How It Works

Key card tech is the use of a power drain (radar jammer works too but takes a while) thrown/inserted into the switch to cause fusion coils or propane tanks to explode. Pieces of equipment like the power drain remove themselves from play with a small explosion after their effect is done. This small explosion is enough to set off fusion coils and other explosive objects causing a larger explosion which may be used for activating a min/max switch among other things.

Demonstrations

1. Key Card Door

Create a room with a few fusion coils in it and a gravity lift that will force spawn another when it breaks. Then throw your power drain into the room through a slot you've made.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-10.jpg

Then when the power drain explodes shortly after it'll explode the fusion coils and the first gravity lift spawning the second one which lifts the door.

(Before the door is open)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/76474318-Medium.jpg

(When the power drain explodes, the second gravity lift opens the door)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-10.jpg


Additional Info
The purpose of the shield door placed in front of the "explosion chamber" is to prevent bullets and grenades from setting off the switch. Pieces of equipment (like power drains and radar jammers) have the unique property of being able to penetrate shield doors when first deployed.



Magnetism Tech
How It Works

Magnetism tech is quite simple. They take advantage of a useful trait of gravity lifts: a gravity lift, in addition to lifting objects above it, will also affect objects immediately below it. man cannons have the same property, but the pull below a man cannon is quite weak. Gravity lifts in magnetism switches can use their pull to do several things; hold an object up against a surface, hold an object sideways againt a surface, or increase the gravity and pull down on an object. Because the strength of the pull below a gravity lift is not extremely strong it can still be overcome in certain ways. For example, if you are already moving pretty quickly (from a man cannon or other force) the magnetism will still affect you but not as strongly as it would if you were moving slowly.

Demonstrations

1. Holding Up

The warthog is being lifted and held against the wall because of the gravity lift above it.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-5.jpg

This concept can also be used to hold players up against a surface.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-5.jpg

2. Holding Sideways

This crate would naturally fall to the ground but the gravity lift behind it is angled to hold it against the side of the wall.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-5.jpg

3. Increase Gravity

Here is the normal jump height of a player.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/4-3.jpg

Here is the decreased jump height of a player when the gravity is increased by standing above an upside-down gravity lift.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/5-3.jpg


Additional Info
The "Tin Cup" object on foundry also has magnetic properties. It has a small magnetic pull underneath it in the center. This pull was meant to help get a golf ball into the center but can be used for many other things including holding up weapons and vehicles.


Min/Max Tech
How It Works

Min/max tech gets its name from Forge Objects' Run-Time Minimum and Run-Time Maximum settings which allow the switch to work. A min/max switch is basically a mechanism that relies on the destruction of an object; when the object is destroyed, the Run-Time Minimum setting forces a different instance of the object to spawn elsewhere. The most commonly-used objects in min/max switches are Fusion Coils, Grav Lifts, and Pallets, because they are all easily broken.

Demonstrations

1. Force Spawn an Object

First off, place two breakable objects on the map (in this case two pallets)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-7.jpg

Press X on the object to edit it's settings and X again to access the run-time minimum and maximum settings. Change the run-time minimum to 1. Notice the run-time maximum is 2 because there are 2 of this object placed on the map.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-7.jpg

Next, change the settings on one of the objects to RESPAWN RATE: NEVER and PLACE AT START: YES and change the settings of the second object to RESPAWN RATE: 180 and PLACE AT START: NO.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-7.jpg
What this does is it causes one object to spawn on the map at the beginning of the game but never respawn once it's broken. The other one doesn't spawn at the start of the match but will spawn 180 seconds into the game. Setting the object's run-time minimum to 1 makes it so there must always be at least 1of this object on the map. Therefore, breaking the first object will force spawn the second even thought it isn't set to spawn for 180 seconds.


Additional Info
Min/Max tech applies to all breakable objects: fusion coils, turrets, pallets, equipment, vehicles, ect.
Some objects (like vehicles) will not force spawn another immediately but need to completely despawn before another will be force spawned.


RB Tech
How It Works

RB tech is the use of the Xbox controller's right bumper (RB) to flip an offset vehicle. The movement of this vehicle flipping is usually used to activate the interworkings of the switch. There are many different uses of RB switches. For example, the use of the vehicle switch may be to bump a fusion coil and set off a min/max switch OR it may bump into another movable object and set off the wire for a touch switch.

Demonstrations

1. Power RB Switch

When you put a delayed-spawn shield door interlocked with an offset vehicle it increases the flip distance
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-1.jpg

Notice how far the vehicle goes when it is flipped by the player.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/32.jpg


Regen Tech
How It Works

Regen tech uses the the regenerator to activate a touch sensitive switch. For example, if a player throws a regenerator near the wire of a wire switch the wire will be jolted activating the switch. This can also be used to bring inactive objects up through the floor as shown by Goatnuts420's Regen Roller switch.

Demonstrations

1. Dumpster Lift

Create a dumpster below the floor of a base or level with walls around it as guides.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-9.jpg

Then have a box spawn around it after 10 seconds
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-9.jpg

Then when you throw out a regenerator the dumpster will raise up above the box.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-9.jpg


2. Beyond-Boundary Activation

Say you have a switch you want to activate but keep it out of reach of the players. With this you can create a switch that can be activated with a regenerator out side of the map.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/4-5.jpg


3. Remotely Activate a Wire

Regenerators can also be used to activate wire switches from a distance or through walls.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/5-5.jpg


Resistance Tech
How It Works

Resistance tech is one of the most simple and most used switch techs. Resistance switches consist of a movable object being restrained from moving the direction it would naturally go. The object holding back the movable piece (the restrainer) must be strong enough to restrain it while still be able to be removed when necessary. For this reason most resistance switches use either the three types of power-ups or a turret. Power-ups are solid objects but can be picked up allowing the movable object being restrained to move. There are several forces that can affect the natural movement of an object; gravity lifts, man cannons, and of course gravity itself.

Demonstrations

1. Dumpster Cannon

The dumpster wants to move the direction that the man cannon is pushing it but the custom power-up is holding it back.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-4.jpg

When a player picks up the custom power-up the dumpster is propelled forward by the man cannon behind it.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-4.jpg


2. Closing Door

Here the dumpster would naturally fall down because of gravity but it is being held up by a custom power-up.
Sorry, I forgot to save the first door picture, I'll add it soon...

When the custom power-up is picked up by running through the opening the dumpster is free to fall and blocks the passage and closing the door.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-4.jpg


3. Simple Elevator

The crate has a gravity lift underneath it pushing it upwards but it is being help down by a custom power-up.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/4-2.jpg

When a player walks onto the elevator (crate) and picks up the custom power-up, the elevator is able to move upwards and lift the player with it.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/5-2.jpg


Roller Tech
How It Works

Roller tech is the use on cylindrical or spherical objects such as barrels or propane tanks to move heavy objects that would otherwise be immovable to a player such as barriers or dumpsters.

Demonstrations

1. Moving Heavy Objects

Place several consecutive "rollers" on the ground with a heavy object on top of them
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-8.jpg
This way the weight of the object is distributed among the rollers and is easier to move.


2. Catapult

Place rollers in a track with a man cannon at the end
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-8.jpg

Now you can roll whatever object you want to launch into the man cannon and fire it at enemies
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-8.jpg


Wire Tech
How It Works

When an object is undisturbed for several seconds, the game's physics engine and collision detection system ignore it. Such ignored objects are not affected by Man Cannons, or even gravity itself (but will be affected by Grav Lifts). If, however, these objects are touched or hit by some force (be it a player, a bullet, an explosion, or anything else), then they stop being ignored and Man Cannons and gravity once again begin to affect them.

Demonstrations

1. Simple Scenery Trap

Create the wire by laying down "Moveable" objects right next to each other so they are "touching".
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/1-6.jpg

Now place the "Shell" around the wire so its hidden (view from above)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/3-6.jpg

Connect another movable object (a pallet in this case) to the end of the wire that sticks out of the shell.
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/2-6.jpg

Now create scenery against the object sticking out of the shell and make sure they're all touching

(Above view of movable scenery connected to the end of the wire)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/5-4.jpg

(Player view of scenery at the end of the wire. The rocket launcher marks the start of the wire)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/4-4.jpg

Finally set a man cannon or two behind the wall with scenery angled towards the player.
Then set these man cannons to NOT spawn at start and give them a respawn rate of 10

(Before 10 seconds)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/6-2.jpg

(After 10 seconds, trap is ready)
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/7-2.jpg

Then you can watch your friend get pummeled by scenery when they try to pick up the rocket launcher
http://i576.photobucket.com/albums/ss204/Ching_Chong_Kid/8-1.jpg


Additional Info
The "Bridge" object on Foundry in thin enough so that wires can be set off though it. EX. If a wire is underneath a bridge (touching the bottom) and a player walks over the wire on the bridge, the wire will be activated.
Wire switches WILL NOT work with gravity lifts because unlike a man cannon, a gravity lift will activate the wire as soon as it spawns.

Credit
goatnuts420 for the "Hinge Tech", "Regen Tech", and "Roller Tech" guides
Zombiedude101 for the "Key Card Tech" guide
Adelyss for the "Wire Tech" guide
Ferretness for the "Min/Max Tech" guide

Canadians360
02-12-2010, 09:46 AM
Incredibly helpful guide, very well organized and very well put. You did borrow a few terms in your dictionary from my Forge Dictionary, which I don't mind since your using them in all the right ways, but if you could ask next time I'd appreciate it.

With that said I'm sure this will help several switch makers to be, get their footings. Another great guide for XF, nice work.

MultiLockOn
02-12-2010, 10:17 AM
Ooh, great write up, I'm very impressed. I'd like to sticky this for it's beauty, but I don't know how anyone else feels about that....

Zackj191
02-12-2010, 03:55 PM
Omg you wrote alot! I've known all these but wow, nice job writing it up!

Obibital
02-12-2010, 05:40 PM
Ooh, great write up, I'm very impressed. I'd like to sticky this for it's beauty, but I don't know how anyone else feels about that....

i was reading this before it was posted, it is EXTREMELY detailed and helpful i DEMAND a sticky.

great write up, i may just make a switch map now.

Coyote1023
02-13-2010, 01:20 PM
I would suggest giving credit because you didn't just take the switches and ideas. Each and every trigger was copy pasted from my thread... Just saying, some people may complain about it.

Ching Chong Kid
02-13-2010, 03:37 PM
I apologize for not adding the credits in before but they're up now. This is the first place I've been able to share this version of my guide since I just added Coyote's triggers this week. I hope you guys can learn something from this guide.

P.S. Sticky?

Coyote1023
02-13-2010, 05:57 PM
Yea, I'll give this a sticky.

Cerity Insighed
02-20-2010, 12:20 AM
The Roller tech, wire tech, and regen tech switches all intrigue me. I wonder if these types of things could ever be implemented into a competative map.

Also, could you describe the legistics of how to make a random weapon box in this thread?

Jeff
02-20-2010, 08:35 AM
Cool and very helpful guide I always have trouble with that stuff

Lost in a Void
04-25-2010, 07:24 PM
What we really need now is a compilation of all your switches.

Coyote1023
04-25-2010, 07:27 PM
What we really need now is a compilation of all your switches.

He was just putting them all together.