Adding a Vehicle to a Higher Floor

If you've messed around in the Level Editor, you've probably been disappointed that you could never put an escape vehicle on a floor other than the first. Your options for ending levels on other floors were limited to cutscenes and fade-outs.Thankfully, you can use NPP to add a vehicle of your choice onto the second through seventh floors of your level! To do this, open the level's folder and open the corresponding .obj file. For reference, the first floor is level0.obj, the second is level1.obj, and so on and so forth.To start off, create a level and place your character and vehicle down on the starting floor. Put the car as far away as possible so it remains out of sight.WARNING: You can delete the vehicle on this floor using NPP, but I would not recommend doing so. Unless every line of code relating to it is deleted, your level may brick and be rendered unplayable until this is undone. If you really need to do this, delete lines 9-15 to remove the vehicle.On the second floor, find a spot you want a vehicle and place down an item to mark it. I usually place down AcidBath1 as a reference point, since I never use that sprite in my levels. Its sprite ID is 2197 and its object ID is 1295 two lines below that. Search for that entry in your .obj file and replace it with the IDs of whatever vehicle you want. It will behave like a regular vehicle, and entering it ends the level as usual.Something to keep in mind: "end level" cutscene actions do not transfer from the first floor to the second floor with this method. In order to allow the player to use the car as usual, add one of those at a point the player will have to walk through, like near the floor transition or around the car itself.