Nobody please ignore the many posts on FGS, it is confusing, I put all issues in the one thread here. My apologies.
I have DXSG_Area51_TheDayAfter_Beta_8 here at the wonderful FGS site's, DX downloads section:
http://dusterstadl.de/forum/viewtopic.php?p=2484#2484
The map is ready for Mr Nobody... but two problems elude my noob mapping skills.
1. Trigger Lights.

I have made a typical DXSG power room, but the switch doesnt operate the trigger lights. I checked events and read a bit of Tack's Lab and I am none the wiser.
2. The "offline"/online" switche's mover in the power room doesn't move/is not visible as "online" when the switch is pressed. Again I am none the wiser.

Is there is some more simple, clever way of making the offline texture change to online?
3. Possibly the Alarm has a life of its own, independent somehow of the doors. Again the base has been nuked, so I'm not too bothered that the alarm seems to go off before the blast doors are raised. But it would be nice to get this right.
So except for this problem, Beta 8 version is ready for:
1. TRC's
2. Rings
3. Broken Ring in final room
4. SCLAW's
5. Neutron Bomb Reactors
6. CSLAM's
7. Whatever changes Nobody wants to the map...
Also ppl could take a look at the way I have done lockpicks/med/multitools, bearing in mind 2 bots are freestanding and other repairbots require picks not tools to access. One of the bot door appears faulty and others are missing, that is the point... the base has been nuked by JCDenton...remember?
Any advice or guidance or quick fixers will be very much appreciated.
Nobody here are the ring locations again.
11 - Bunker, near comm
22 - Comm
33 - Hangar
66 - Tower
27 - The Secret Base North
72 - The Secret Base South
No Code - Please put a "broken" set of rings in the room at the end of the monorail, which is flooded and goes nowhere...
Every ring tranporter location is marked by a yellow sign saying "SG".






If you can also add, please add 44 (Wall on Right side, near single helipad behind hangar) and 99 (Skybox)
Comm Ring no 22 - This will have to be placed very close to the wall, otherwise the chassis/idle position doesn't have enough room. If comm is too small for ring 22. then no.11 is close enough to comm, it will be ok.
These are the codes I entered for cabinets/doors, but I don't know how you made it work in MP: Dates of revolutions in history.

1645 - The window between Ring Transporter room and Control Room
1776 - Neutron Bomb Reactor Window
1917 - CSLAMS Window
1792 - LAMS Window
I think this locked room in the base can have a LAW.

And this final room at the end of the monorail can have a SCLAW.
Please get rid of the greazel if it is going to lag.

This is very similar to another flooded room. Please put a set of "broken" rings in this room. That other flooded room, with TWO pipes, can also have a super-weapon I guess, you're the Boss.
EDIT: Attachment deleted because I uploaded a new version further on...