User Guide
Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02
Page 13
Team: This designates good guys, bad guys and neutral guys. Red will target/attack blue and
vice-versa whether marked as goals or not. Neither blue nor red will target a neutral item unless
“Neutral Targeting” is selected (detailed below).
Name: If a name is given to a blue team asset, that name will appear over their head during the
mission to identify them to the player.
Alert State - Selects the item’s initial alert status. This status can be changed through the use of
events and area triggers. Green is low alert and red is high.
Field of View: This tells you to what extent people and vehicles can see around them. 10 degrees
would be like someone with tunnel vision. A soldier with 360-degree FOV would have eyes in
back of his head.
Weapon Accuracy: This number represents how well the unit shoots. Lousy shots are 0 and
under, good shots are around 5, great shots are 10. Over 10 is inhuman. However, anyone will hit
fairly quickly at close range. Also, the longer someone continuously fires at a target, the more
accurate they will get.
Perception: This is a rating of how well the AI can see. 0 is near sighted, 20 will notice most
stuff at short ranges, and 40 will notice you across a valley.
Obliqueness: Obliqueness is an “angle of attack” given in degrees up to 45 degrees. Instead of an
NPC heading directly to an objective, they will “break left” or “break right” (as specified under
their AI variables) and approach at the angle specified here. The angle is recomputed each time
the NPC stops to fire or kneel. Setting different NPC squad mates to different obliqueness angles
can allow them to flank and spread out around a single target.
NPC Primary weapon – Pick which weapon you want the computer controlled player to carry
here. Make sure your level has a good mix of weapons and have them vary between burst, semi,
and auto. Auto being the least setting used. You can also select how many grenades that unit
carries. Do not give them more than 3 grenades or they will constantly throw them!
Engagement Distance - Determines how close an enemy must approach before the selected item
will engage the enemy. Use distances between 350 and 10 meters Depending on weapon
equipped. If you have a handgun equipped on an AI you wouldn't want a max engagement
distance above 50m. If you have a M40A1 then not above 350max and not below 30min
engagement distance.
Sub-type: If you want to change an object from the one you placed, you can select a new one
here. If you change the sub-type to a different object, the attributes you set for the initial object
sub-type will be retained.
Waypoints - This is where you assign groups to waypoints that they will follow during the game.
(See section 6 for more detailed instructions on Waypoints). You can name and organize
waypoint lists the same way as groups (Left click on Edit and Waypoints). The number field is
used to number waypoints. The distance refers to the actual diameter if the Waypoint or King of
the Hill scoring area. The Name pull down menu determines what name is attached to the
waypoint on the player’s screen.
Hold WP Until Win Condition Completed – Sometimes you want a player to succeed in a
mission objective before moving on to the next waypoint. When one of these boxes is checked,
the corresponding waypoint will not cycle to the next one until the specified Win Condition is
triggered
AI Attributes –
You can assign several different attributes to people or vehicles to assign differing reactions to
them. By utilizing these options, you can personalize various NPC’s and ensure that they don’t all
do the same thing as their friends.
Ignore Gunshots – Will not react to the noise of gunshots.
Ignore Yells – Will ignore the yells of warning from his friends.
Ignore Footsteps – Can’t hear the player’s approaching footsteps.
Deaf – Can’t hear anything. Use when you want to player to be able to sneak up and knife him.










