Workshop - Step 15

# Step 15:
Missions and end of level

| Overview
| Primary mission
| Secondary mission
| End of level

Overview

### Overview

Playing a Running level the player has to solve two missions: Primary und Secondary mission. And there's at least one area (room) where you end the level (exit).

We now want to set the two missions in our workshop level:

- Primary mission: Pick up of the red key,
- Secondary mission: Performed, if the player walks through the door.

1st mission

### Primary mission

Ok, change again to sector 0 and set the edit mode for items and switches. Create a new item in the middle of the room. Mark (select) this new created item and call the attributes dialog ([Edit attributes]) .

Set Type to Primary mission. The floor height (second tab) has been set to 128 (because you created the item within a sector field which has this height). Set Pick up diameter to 64. The 4th and 5th tab (page of the dialog) keep emtpy/deactivated. Change the attributes for the texture as follows:

The attributes for the texture point to a graphic area, which is completely black. Because the flag Masked is set, the item seems to be invisible. So we can't see this primary mission, but we perform the mission if we walk over the item.

Deactivate the snap (click in the status bar over Snap), choose a zooming factor of 2 or 4 (click in the status bar over Zoom). Mark (select) the Primary mission and move it to the Red key, but please let a distance of 1 pixel. Do so, because if you put the position of the two items together, you don't have the possibility to select one of the items.

Activate the snap again.

2nd mission

### Secondary mission

Please change to sector 1. Create a new item beside the door on its left side (as shown). Mark (select) this new created item and call the attributes dialog ([Edit attributes]) .

Set Type to Secondary mission. The floor height (second tab) has been set to 128 (because you created the item within a sector field which has this height). Set Pick up diameter to 64. The 4th and 5th tab (page of the dialog) keep emtpy/deactivated. Change the attributes for the texture in the same way as for the primary mission.

End of level

### End of level (exit)

We now create a switch for the exit of the level. When the player activates the switch, the level ends. Of course the level only ends, if the primary and secondary mission has been performed.

Change to sector 2. Create a new item as shown below:

Mark (select) this new created item and call the attributes dialog:

The switch is defined in the same way as the switch in sector 0, but the type of the switch is set to Quit level.

Don't forget to move the switch one pixel away from the wall itself. For that deactivate the snap, move the item and then reactivate the snap again.

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