The Event_Lightning - by Steve Rescoe The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Up to you. ENTITIES: func_door, event_lightning, func_button, monster_boss, item_sigil WHAT TO DO: This is not a very well understood phenomena. However, here is what will work: Make two func_door entities out of 'tower' shaped brushes which will form the two vertical "conducting rods". Set them apart from each other and set their 'angle' fields to -2 (down.) Give them different targetnames. Set their 'target' fields to read 'lightning'. Next, make two func_button entities that correspondingly target the func_doors. Next, make an event_lightning entity and give it a targetname. Make a third func_button which targets the event_lightning. That's it. NOTES/COMMENTS: When running LIGHT, you will receive a message telling you that the two func_doors with the 'target' fields of 'lightning' have no corresponding targets. This, from what has been observed so far, doesn't have an adverse effect on the level. However, you can make a dummy entity which the doors can target without causing any problems. A wall torch or a func_wall entity would do just fine to prevent those messages from showing up in LIGHT. You can set a single button to activate both func_doors if you wish. You can also alter the wait, sounds, and speed fields for the func_buttons and func_doors. The func_doors can be set at non-coplanar locations (i.e. you can make the lightning fire diagonally from one func_door to the other. The lightning does not damage anything except for Cthon. You might try further experimenting by setting up more than two func_doors with lightning targets. Perhaps three bolts might fire?