Lights can be turned on or off depending on the difficulty level, making certain places harder or easier to sneak through.
Some lights are already animated, such as torches, ‘old’ streetlamps etc. These do not need any further work.
Static lights need to be edited to make them animated:
Turning a off a light on a lower difficulty level might make things too easy for the player, for the area could be completely dark. Fortunately it’s easy to set up different lights on different difficulty levels, so you can still give all players a challenge.
Suppose you want a HangSpotFlush for Normal and Hard, and a HangElecLight for Expert.
There are two ways of testing each difficulty level in Dromed.
Instructions for the above are outside the scope of this tutorial, but it should be noted that NVDifficultyDebug is recommended. If you use the original commands, you should not save your mission after running process_difficulty. If you’ve used the Difficulty → Destroy property anywhere, those objects will be deleted.