User Guide

Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02
Page 31
Play Wavlist: Not Used
Blue Win: Triggers a game win for the Blue team and ends the mission.
Red Win: Triggers a game win for the Red team and ends the mission.
Green (Neutral) Win: The neutral team wins...hardly ever used.
Group Velocity: Change the movement speed (KPH) for vehicles.
Area AI, Red: Changes the AI of everyone on the red team within a specified area trigger.
Area AI, Blue: Changes the AI of everyone on the blue team within a specified area trigger.
SubGoal Won: Sub Goal X has been achieved.
SubGoal Lost: Loss Condition X has occurred.
Change Team: Change the team of Group. This is useful for changing civilians to enemies if the
player shoots them.
Change Group: Converts one group into another.
Group Teleport: Instantly relocates a specified group to a teleport marker.
Action Subtype: AI
These actions can be chosen when you set the Action Type to “Change Group AI”
Null: Nothing. Can be used as a temporary placeholder.
New Weapon: Change the current weapon
Guard Bit: If he has waypoints, he will follow them and never stop to shoot at or follow an
enemy unit. If he has no waypoints, he will not move, but he will shoot at enemy units.
Stander: Will shoot while standing (default is to crouch and shoot).
Proner: Will shoot while prone (default is to crouch and shoot).
Red Alert: Actively attacking/ looking for a specified enemy.
Yellow Alert: Heightened state of awareness, but not attacking.
GreenAlert: Everything’s clear.
Field Of View: Change the angle of Field of View.
Accuracy: Change the Accuracy level.
Perception: Change the Perception level.
Move Timer: Adjusts the time an AI will spend moving before resuming other actions such as
shooting.
Crouch Timer: Adjusts the time an AI will spend crouching before resuming other actions such
as shooting.
Attention Span: Adjusts how long an AI will look for something that they can no longer see.
Obliqueness: Adjusts the offset approach angle of an AI as they move towards a target.
Silent: Won’t call for help (but may make noise while dying).
Blind: Doesn’t see anything.
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.
Climber: An NPC tagged as a climber will move up ladders to follow a target.
No Water: Doesn’t go in water.
Rolls Over: Does roll over animation when prone.
Coward: Will surrender when player is in proximity.
Deaf: Doesn’t hear anything.
Deaf to Gunfire: Doesn’t hear nearby gunfire.
Deaf to Friendly Yells: Doesn’t hear yells of allies.
Deaf to Footsteps: Doesn’t hear nearby player footsteps.