   
  10,000,000 volt surprise - by dan proietti [dannyp@wpi.edu] aka danimal [4d]
                             and jeff bedard [bedarj@rpi.edu] aka [dh] deathbed

  The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

  TEXTURES:   entirely up to you of course...the textures here
              were ripped from my [dan] latest deathmatch .bsp
              entitled castlemania [cmania.zip on ftp.cdrom.com]
              which i encourage you all to check out [plug plug
              plug away].
             
  ENTITIES:   event_lightning, func_door, func_button,
              func_illusionary, trigger_teleport, trigger_hurt 

  WHAT TO DO: first you must have an understanding of how to
              implement event_lightning [demonstrated beautifully
              in The Chton - Event_Lightning - by Steve Rescoe...
              thank you very much, by the way].  i suggest grabbing
              cthon.zip [located in tricks & traps] in addition to
              this if you are uncertain how one goes about using
              event_lightning.

              really all this trap does is bait a player to
              step on a button.  this button triggers two things :
              event_lightning and a trigger_teleport.  the teleport
              destination is inside of a trigger_hurt brush model
              located above the ceiling which promptly kills the
              unfortunate quaker ["dmg" "1000"] whose blood and
              gibs then rain down through the func_illusionary
              ceiling, creating the illusion of being utterly
              destroyed by lightning.

              obviously this isn't a great deathmatch trap but would
              be quite novel for single player.  a variant for
              network play would be to put the button elsewhere and
              have a juicy prize in between the electrodes.  if you
              happen to see some hapless fool go and try to get it,
              step on or shoot the button and zap him to teach him a
              lesson [tsk, tsk...that's _my_ rocket launcher].
   
  NOTES:      the actual "electrodes" [the two func_door entities
              with "target" "lightning"] are located inside the
              wall--12 or so units above where the lightning _seems_
              to originate [from the two lights on the wall].

              also, both doors have "targetname" "nothing" but
              there is no trigger which targets them.  this way
              the electrodes never move and the lightning always
              fires the same way.  disregard the two warning
              messages you get while running light.

              this is just one way to do a lightning trap and we
              encourage everyone to come up with newer and better
              ones.  it's strange...one of the most unique entities
              in the game, and no one ever seems to use it...

              quirks/   notice that when the lightning ceases fire
              perks :   the door sound is triggered...the timing is
                        exquisite and adds to the whole effect.

                        the pixelation due to the teleport is an
                        added bonus giving the illusion of a vaporized
                        victim.

                        all the gibs are contained within a small
                        area so it gets _very_ bloody.
