User Guide

Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02
Page 12
you modify will be changed for all items currently selected (where possible).
Item Attribute Definitions
Social Security Number (SSN) - The tool automatically sets this number when an item is placed.
Every unit gets a SSN to differentiate it from other items in the mission.
Layer - All units belong to a layer. Selecting an appropriate layer will help you to better organize
the mission. See Section 4 for more information on Layers.
Position – These are the precise coordinates of where you placed the unit on the map. East = -X,
West = X, North = Y, South = -Y, Above Ground/Sea Level = Z, Below Ground/Sea Level = -Z
Be sure to properly set the Height (Z value) if you want to put objects on top of other objects (like
soldiers in towers). You will likely need to adjust the second Z number to precisely place objects
on tables and crates as well. The first box for each coordinate is measured in meters. The second
box is increments of a meter divided by 256 (about .4cm).
NOTE: The Z value of objects sometimes does not change properly when physically
moved to a new altitude or does not display properly. Be sure to check your non-absolute value
and set it to 0, 0 if you want it to sit on the ground. Tunnels should be checked as well.
Absolute Height - With Absolute Height on, the Z value indicates height above sea level. With
Absolute Height off, the Z value indicates height above or below the actual terrain at that spot.
Facing - This is used to change the direction an item is facing. It can be set from 0 to 359 degrees
with 0 representing north, 90 representing east, 180 representing south and 270 representing west.
Pitch is the degree the object is pitched forward or backwards; something pitched at 90 will be
pointed straight up rather than forward.
Map Symbol - Determines what type of symbol appears on the player’s radar (if any). Make sure
you use the same symbols throughout your missions or the player will get confused.
Remove if – This is used to remove units from the game in multiplayer co-op missions. For
example: If a 4 is placed in the Remove If Less Than… field, that particular unit would only
appear in that mission if more than four player were in the multiplayer game. This helps adjust
difficulty.
Blink Group - Blink Groups in Delta Force: Task Force Dagger are used to visually link together
underground and interior rooms. When the player is in a room, only the spaces that share that
room’s blink group numbers will be rendered. This helps reduce lag in enclosed spaces. You may
set up to two blink group’s per object by putting a number into the box for “Blink Group A” or
“Blink Group B”. The order doesn’t matter, nor do the designations A or B, they are
interchangeable. Setting one room’s group A to 1 and then its adjoining room’s group B to 1 will
work fine. Objects and decorations inside a room don’t require blink groups.
There are two important aspects to Blink Groups. The first is that a chain of blink groups
must start with a Parent (described below). The second is that you must make sure that, when the
player stands in an area, that all other rooms that can be seen from that spot share a common
Blink Group. If they don’t, they will not render and will look like a big black zone. In the diagram
below, there is a series of tunnels with their blink group numbers listed. This will give you an
idea of how they are laid out.
Parent – A parent is the first room in a blink group chain. They are usually the structures that sit
above ground and act as the transitional area to underground or interior areas. A room marked as
a parent will always be rendered. If it has a Blink Group number but isn’t marked by a parent, it
will not appear to the player until they are inside it!
AI Variables –
Group: You can name groups whatever you want by clicking on Edit in the top left corner of the
tool and then clicking on Group. Units in the same group will follow the same waypoints, follow
the same orders, and be considered multiple part of one entity. Groups are also used to trigger
events.