ThieveryMcFmappack addons

Light Enhancements

ThieveryLightTriggerOnOff.uc
ThieveryLightTriggerOnOff is part of ThieveryMcFpack.u package
This trigger is enhanced version of ThieveryLightTrigger, capable of controlled turning On or Turning Off of the target TriggerLights regardles of their On/Off state
LightOnOff enumertion controlls how the lights are triggered (LOO_On = turn the light on whenever triggered, LOO_Off = turn the light off whenever triggered, LOO_Toggle = toggles light (normal tgigger light function))

ThieveryLightEnhancedTrigger.uc
ThieveryLightEnhancedTrigger is part of ThieveryMcFpack.u package
Works exactly in the same way as the ThieveryLightTrigger with additional features above the sandard of the ThieveryLightTrigger:
it is capable of "turning" on/off of the light source AmbientGlow (usable for faking light on/off of the actors/meshes).

Fake Glow - Dynamical change of Ambient glow
FakeGlowTargetTag are used to determine wheter use dynamicaly changed ambient glow parameter of the target and which target FakeGlowAmbientOff and FakeGlowAmbientOn used to determine ambient glow value of the light source (lantern and so NOT TriggerLight !!!) when off and on respectively.
Target Light - Quiet Event
TargetLightTag does the same (exactly the same) as when the event field has been used, except there is no red-line-webbing in UED any more it is usefull to use this to prevent event-tag link mess in editor 
Corona - Dynamical change of Corona/LensFlare
CoronaTag this tag is used to determine target for Corona/LensFlare light actor, and should be set ot same value as the Event (or TargetLightTag) However when mapper uses additional non light object (like dummy actor) to fake corona/lens flare effects this is true purpose why there is additional tag event link in this object
CoronaType enumeration describes if the target is corona, lens flare or fake corona using sprite actor instead
CoronaDrawScaleOff and CoronaDrawScaleOn are used to set tghe drawscale of the corona (light)
TurningLight - On/Off/Toggle
LightOnOff enumertion controlls how the lights are triggered (LOO_On = turn the light on whenever triggered, LOO_Off = turn the light off whenever triggered, LOO_Toggle = toggles light (normal tgigger light function))

TElevatorButtonSwitch.uc
TElevatorButtonSwitch is part of ThieveryMcFpack.u package 
TElevatorButtonSwitch controlls the ElevatorMover and switches the position of this mover between predefined frames A and B. This could be used to control security bars, portculis or something like that.
Use the TElevatorButtonSwitch to controll the position of bars, instigator of this could be positioned in the guard room (lever, switch or so) use the TElevatorButtonOneWay to close the bars when triggered e.g. alarm.
The TElevatorButtonSwitch is the trigger responsible for the proper work of the ElevatorMover (Security Bars or something like that). The TElevatorButtonOneWay only tells the TElevatorButtonSwitch to go to the proper possition. (see the TElevatorButtonOneWay script/code)
Frame A is first position of the elevator mover (to here it moves second time)
Frame B is second position of the elevator mover (to here it moves at first)
MoveTimeAB is time during which the elevator moves from frame A to frame B
MoveTimeBA is time during which the elevator moves from frame B to frame A
bInFrameA determines whether or not is the elevatotor in the frame A in the begining of the proccess (at start of the level).

TElevatorButtonOneWay.uc
TElevatorButtonOneWay is part of ThieveryMcFpack.u package 
This trigger controlls the TElevatorButtonSwitch trigger actor.
MoveToFrameA tell the TElevatorButtonSwitch trigger if elevatormover will move to frame A or frame B

Mover Enhancements

ElevatorAttachMover.uc
ElevatorAttachMover is part of ThieveryMcFpack.u package 
Combines elevator mover with attach mover. Now Elevators could have internal push buttons (meshes not brushes!) and so,  placed inside, and attached, movable. These attached mesh objects moves along with the ElevatorAttachMover (WARNING sometimes the position might be displaced when spacing between elevator floors is not the same !!!) It is also able o trigger directly elevator shaft doors to open when the elevator stop (see ThElevatorShaftDoor).
ElevatroAttachMover could be controlled by normal ElevatorTrigger (Unreal) or TElevatorButtonTrigger (Thievery)
AttachTag actors with same tag are attached to ElevatorAttachMover, and move with this mover
DoorTag this is used with ThElevatorShaftDoor, ThElevatorShaftDoors with this tag are controlled by this ElevatorAttachMover. ThElevatorShaftDoor does not move with the elevator they open or close when elevatro stops on given floor (see ThElevatorShaftDoor)

Place in level using UEd command: BRUSH ADDMOVER CLASS=ElevatorAttachMover
Or You should add this to Your UnrealEd.ini [UserDefinedGroup] -> Button#=ThElevator Attach Mover,UDThElevator, BRUSH ADDMOVER CLASS=ElevatorAttachMover (replace # with appropriate number)

ThElevatorShaftDoor.uc
ThElevatorShaftDoor is part of ThieveryMcFpack.u package 
ThDoor controlled directly by ElevatorAttachMover
FloorNum determines which Elevator floor this door belongs to (set this to same value as KeyNum value)

Place in level using UEd command: BRUSH ADDMOVER CLASS=ThElevatorShaftDoor
Or You should add this to Your UnrealEd.ini [UserDefinedGroup] -> Button#=ThElevator Shaft Door Mover,UDThElevatorDoor, BRUSH ADDMOVER CLASS=ThElevatorShaftDoor (replace # with appropriate number)

Switch Enhancements

TMainSwitchTrigger.uc
TMainSwitchTrigger is part of ThieveryMcFpack.u package 
This trigger controls the fuse of ThMainSwitch (and ONLY the ThMainSwitch !!!), use it if You like to controll ThainSwitche(s) with scripted event.
EChangeFuse is used to control fuse status of the switch ( possible options are TMSE_NoChange fuse state is not changed, TMSE_FuseOn activate fuse, TMSE_FuseOff, deactivate fuse, TMSE_FuseToggle togle fuse active/inactive). TMSE_NoChange mean do not affect FuseStatus of ThMainSwitch, TMSE_FuseOn set fuse of ThMainSwitch to On, TMSE_FuseOff set fuse of ThMainSwitch to Off, TMSE_FuseToggle toggle ThMainSwitch fuse state
EChangePower is used to change On/Off status of the switch ( possible options are TMSE_NoChange power status not changed, TMSE_TurnOn turn on, TMSE_TurnOff turn off, TMSE_Toggle)
bTriggerOnceOnly if True the trigger will be triggered only once
Read the ThMainSwitch.uc for info on how to use

ThMainSwitch.uc
ThMainSwitch is part of ThieveryMcFpack.u package 
Thievery Switch with implemented fuse
This is for specific animation and scripted event purposes when auto animated on-off-on or off-on-off animations needed, (e.g. when you turn the switch on and it switches to on but imediately switches to off due to it is broken, malfunction or so)
This switch has been originaly designed to control main generator in my map Th-Eulenburg, where I need switch that restarts the generator and animates off (power down) and on again (restarting the generator), Due to I have not found how to make the ThSwitches to do both anims off and on in one anim cycle I wrote my own piece of script.
WARNING !!! ThMainSwitch object uses its own model with anims. You can replace default mesh with one of those from Thievery, but the animations will be broken !!!
bIsOn determine if the ThMainSwitch is On/Off
bIsFused determine if the ThMainSwitch is fused
TurnOnTag trigger actors with this tag when the switch has been turned On
TurnOffTag trigger actors with this tag when the switch has been turned Off