Ok ok t1_danger edited script of my mod: piece_pickup Generated by BehavEd rem ( "Picked up one of the ship pieces." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/interface/pickup_battery.md3" ); wait ( 1000.000 ); declare ( /*@DECLARE_TYPE*/ FLOAT, "num" ); set ( "num", $get( FLOAT, "SET_PARM1")$ ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "num")$ ); if ( $get( FLOAT, "num")$, $=$, $1$ ) { use ( "piece2_deactivate" ); use ( "piece3_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return1" ); task ( "earthdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak010.mp3" ); } dowait ( "earthdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT_FAST" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/earth_Reaver/earthreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.600 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 1200.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); } if ( $get( FLOAT, "num")$, $=$, $2$ ) { use ( "piece1_deactivate" ); use ( "piece3_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return2" ); task ( "firediag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak011.mp3" ); } dowait ( "firediag" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/fire_Reaver/firereaver1.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.700 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "3" ); } if ( $get( FLOAT, "num")$, $=$, $3$ ) { use ( "piece1_deactivate" ); use ( "piece2_deactivate" ); use ( "piece4_deactivate" ); use ( "activate_return3" ); task ( "airdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak012.mp3" ); wait ( 7000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/comment6.mp3" ); } dowait ( "airdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/air_Reaver/airreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 450.000 ); } if ( $get( FLOAT, "num")$, $=$, $4$ ) { use ( "piece1_deactivate" ); use ( "piece2_deactivate" ); use ( "piece3_deactivate" ); use ( "activate_return4" ); task ( "waterdiag" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak008.mp3" ); } dowait ( "waterdiag" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/water_Reaver/waterreaver1.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 100 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); PIece returned script. //Generated by BehavEd rem ( "Picked up one of the ship pieces." ); rem ( "The first item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $1$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece1_ship_fake" ); use ( "piece1_ship_real" ); use ( "piece2_activate" ); use ( "piece3_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ1" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_ALORA_SPIN_THROW" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/speed.mp3" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { task ( "end1" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } do ( "end1" ); } } } rem ( "The second item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $2$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece2_ship_fake" ); use ( "piece2_ship_real" ); use ( "piece1_activate" ); use ( "piece3_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ2" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/absorb.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_ABSORB" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "1" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end2" ); task ( "end2" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_COUNT", $get( FLOAT, "cure")$ ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } } } rem ( "The third item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $3$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece3_ship_fake" ); use ( "piece3_ship_real" ); use ( "piece1_activate" ); use ( "piece2_activate" ); use ( "piece4_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ3" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_PROTECT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/downpower.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 800.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end3" ); task ( "end3" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_GRAVITY", 750.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } } } rem ( "The fourth item." ); if ( $get( FLOAT, "SET_COUNT")$, $=$, $4$ ) { set ( /*@SET_TYPES*/ "SET_COUNT", 0 ); use ( "piece4_ship_fake" ); use ( "piece4_ship_real" ); use ( "piece1_activate" ); use ( "piece2_activate" ); use ( "piece3_activate" ); set ( "fPiecesPlaced", "+1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ4" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/movers/objects/place_object" ); wait ( 1500.000 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCE_RAGE" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/weapons/force/rage.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.700 0.500 0.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "1" ); wait ( 1000.000 ); use ( "checkpoint" ); if ( $get( FLOAT, "fPiecesPlaced")$, $=$, $4$ ) { do ( "end4" ); task ( "end4" ) { rem ( "Have they returned all pieces?" ); wait ( 1000.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/jaden_male/06jak024.mp3" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "3" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/sand_creature/commentvictory.mp3" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", /*@OBJECTIVES*/ "T1_DANGER_OBJ5" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 2000 ); wait ( 2500.000 ); use ( "end_level" ); } } } those are variables script. I create a similar script in my tomb_Spedtral map: there is a wraith inside a room with a barrier. the deadly fog barrier go down when the wraith devour the total amount of 5 soul wandering into the chamber. here's how work my script. Intro script cinematic //Generated by BehavEd rem ( "Video introduttivo" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 3000 ); wait ( 3000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.100 0.025 0.100 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/shadowtrooper/decloak.wav" ); use ( "fakereaver" ); remove ( "soulsound" ); remove ( "deadsteam" ); waitsignal ( "resurrect" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 100.000 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 6000 ); wait ( 6000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); remove ( "fakereaver" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "T3_RIFT_OBJ1" ); ----------------------------------------------------------------- declare ( /*@DECLARE_TYPE*/ FLOAT, "SoulEated" ); <--- LOOK that's command. set ( "SoulEated", "0" ); <--- LOOK that's comamnd ------------------------------------------------------------------------- This is the souleated script. every soul that the player devour (there is a fx of the soul, a trigger that need to be activate by player. activating the trigger, the fx is switched to off and run the scriptrunner. all scriptrunner run the same script. the script every time add +1 at value of variable SoulEated, there is 0 by default. when value is 1 happen a thing, when is due, happen another things etc etc. the first 2 soul, not matter what specific soul are devouried, just devour a generic soul, give to the player 20 health point and add the force jump level 1 . the third add a force push level 1, the five is sufficient for restoree all HP. player can manifest the symbiotic weapon an modded saber maked for do a spectral reaver, necessary for kill monsters in the realm of the deads, and the barrier that trap player into the room go down. //Generated by BehavEd rem ( "divorata una specifica anima..." ); set ( "SoulEated", "+1" ); rem ( "divorata una delle 5 anime a random" ); rem ( "la prima anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $1$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal1_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 20 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 0 ); } } rem ( "la seconda anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $2$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal1_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 40 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 10 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); } } rem ( "la terza anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $3$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal3_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 60 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 30 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); } } rem ( "la quarta anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $4$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal4_m.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 80 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 60 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "1" ); } } rem ( "la quinta anima" ); if ( $get( FLOAT, "SoulEated")$, $=$, $5$ ) { affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/weapons/force/heal.mp3" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_FORCEHEAL_START" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.500 1.000 >, 1.000, 2000 ); wait ( 2000.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_HEALTH", 100 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 100 ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "1" ); } } that's answer for +1 question. for the rest, i not use never the Move command function for do a math combination, sorry, and i am not sure that this can work. but i understand now. yu want a triggerthat move your step of stair scale by a vector axis. but when player leave the trigger or not take active it, yu want that step stop its movement. . mmm, i cannot answer for that because i never tried to do that think, so at this point i can only pass the problem to some other that answering you. in a my map, i was did a func_train entity that movement following a path with a series of path_corner entity link one to the other in a spilral that lead up in a pit for ascending it. but that's not what you need. //Generated by BehavEd here are the possible combination of move command on Icarus. //Generated by BehavEd for move by origin of an entity to origin of another entity that's the command: { move ( $tag( "lava", ORIGIN)$, $tag( "ref_lava", ORIGIN)$, 10000.000 ); <---- here is what yu need! } but this is NOT what you need. You need somelike THAT: move ( $get( VECTOR, "SET_PARM1")$, $get( VECTOR, "SET_PARM1")$, 1000.000 ); that, i am never setted or used. i am very apologyze. so i cannot help you. I not know exactly how work that's function of it's possible to add variables. I leave the trouble to someone more expert of me on that.