User Guide
Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02
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Blind – Won’t see his friends getting shot even if they are next to each other and won’t see
enemies. Deaf and Blind are good for keeping hostages from running away from firefights or
keeping a Blackhawk from engaging enemies as it flies overhead.
Standing – Fires weapon from a standing position instead of the default kneeling position. Good
for units standing behind bunkers. They are easy to snipe.
Prone – Fires weapon while laying down instead of the default kneeling position.
Break Left – Will move to the left when in a Red Alert unless it has other waypoints.
Break Right – Will move to the right when in a Red Alert unless it has other waypoints.
Guarding – This unit will hold its position. Good for units in towers. They are easy to snipe.
Strong Silent Type: This unit will not yell for help.
Afraid To Swim: This unit will only enter water up to a certain point.
Rolls Over: Not Used
Coward: When the player gets within a certain distance, this unit will cower and surrender.
Hovering: Used for helicopters to put them into the air.
Can Climb Ladders – Not Used
Berserk - When the player or an AI unit is labeled as berserk, they become an enemy to
everyone. Their friends will shoot at them and AI’s will shoot their friends. This is most often
used to turn blue NPC’s against the player who does too much friendly fire.
Move: This is the amount of time an NPC will spend running before deciding to fire or do any
other action.
Attention Span – This is the number of seconds an NPC will continue to approach the last
known position of a target after losing sight of them. If the target does not come back into view,
they will continue on their original pathing.
Crouch – The amount of time, in seconds, that an NPC will stay in a crouched position before
deciding whether to move.
Fire Timer - This number determines how many seconds the unit will spend firing at a target
before attempting another action such as changing targets or running.
Helicopter Insertions:
If you wish to start the mission with the player inside an airborne helicopter, you must set the
helicopter to “Hover” and give it a Z rating. Now place the player at the same spot and set their
starting Z altitude to a number just slightly higher than the floor of the helicopter. The player falls
a short distance when the mission starts and will pass through the floor if their altitudes are a
precise match.
Inserting Tunnels:
Delta Force: Task Force Dagger has a number of special structures that are used to create tunnels
and corridors. Placing them can be tricky, and if they are not matched up exactly, the player may
warp through a crack and end up on the surface, or stuck in a wall. There is a sample tunnel
layout at the end of this section. It shows some of the tunnel names and their blink group
assignments to help you follow the process.
Follow these steps to place tunnels and set blink groups.
1 - Set your grid to 1 meter and engage the Snap function. This will greatly ease placement. Now
find a nice big flat piece of land. Use the “H” button to spot the flat sections.
2 - Enter Insert Mode and select “tbunk” from the “Buildings” list. This is a bunker that sits
above ground, but has a ladder that burrows 8 meters down. Place it on a nice flat piece of land
and check its Absolute Z (Altitude) in the Item’s Attributes box. Check it with Absolute turned
off, then on. You’ll need to know this number because every other piece will be based off of it.
Notice how the piece has an arrow pointing from it. This tells you which way the opening faces.
You connect pieces by lining up the arrows.










