User Guide
Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02
Page 15
3 – Set tbunk’s blink group to 1 and check the “Parent” box. As a parent object, this bunker will
always be rendered. Any above ground object that has below ground objects joined to it must be
marked as a parent. Click OK
3 – Now place a level tunnel piece, “ttune”, south of the first one. Get out of insert mode and
highlight the piece. If you zoom into the end you’ll see that there is a double line that flares out at
the ends. This is where you usually line up pieces. Zoom out a bit and select “move”. Slide the
piece up until it lines up with the flanged part of tbunk. In this instance (but not always) the arrow
of ttune will be right over the center of the parent piece. If you have the snap action engaged the
pieces should line up quickly. Now go into ttune’s attributes and set its Blink Group to 1.
4. Now you must set the proper Z axis or your hallways won’t line up vertically. Remember the
absolute Z axis value for the parent piece, tbunk? The ladder descends 8 meters below that
number. To keep things easier, all ladders and ramps are set to 8m or 4m heights. This means
that the piece we just set should be set to an altitude exactly 8m less than the tbunk z value. Using
the absolute Z axis is important here. Since the terrain changes height, you can’t set a piece to the
non-absolute value or you will get some interesting hallways that connect to dirt.
4. Repeat the process for a third piece. This time, however, you should lay down a corner piece
called “ttunc” and link it to the south end of the hallway. Set one of its blink groups to 1 and the
other to 2. It doesn’t matter which number is in which box. Its Z value should be set to the same
value as the last piece.
5. To the left of ttunc, place a descending hallway called “ttunf” It, once again, goes at the same Z
value (8m less than the first, parent, object. This piece is a descending hallway. You can tell the
direction of the decline by the arrow. It will always point downhill. Any pieces that attach at the
bottom should be set 8m lower (16m less than the initial parent group). Set its blink group to 2.
Feel free to continue the process and match the diagram shown below. Just be sure to set all of
your blink groups and make sure to adjust your Z values properly. Save and Export and give it a
try.
Tunnel issues to look out for:
AI in tunnels: When placing AI in tunnels or buildings that utilize blink boxes, you MUST set
the bad guys’ AI to the settings listed below. This is due to the close ranges of tunnels compared
to the wide expanses of the rest of the game.
a. Ignore Gunshots
b. Ignore Yells
c. Ignore Footsteps
d. Deaf
e. Attention Span 0
f. Fire 0
g. Move 3
h. crouch 3
Can’t get into tunnels - If you suddenly pop to the surface, you may not have lined the pieces
close enough. If you can’t get though an entrance tunnel, you may have placed it on ground that is
too uneven, or it is set too high or too low to the surface. This disrupts the piece’s blink box that
allows the player to pass through the ground and into the tunnels. Try adjusting the piece in _ or _
meter Z increments until it works properly.
Depth – Tunnels cannot be placed below the absolute Z depth of 0.
Underwater Tunnels - Tunnels cannot be placed below the waterline. If you do, the player will
shift to swimming mode, but the water will be invisible due to the blink boxes.










