Mission Editor Manual Consumer Version This Mission Editor tool is a proprietary tool designed specifically to create missions for NovaLogic’s action games. Since each game has different requirements and variables, the Mission Editor is constantly undergoing changes to best fit the current project. This manual covers the mission editor for Delta Force - Black Hawk Down.
Table of Contents Section 1: Navigating the Tool ........................................................................................... 3 Section 2: Creating a New Mission .................................................................................... 7 Section 3: Editing General Information and Weapon Loadouts......................................... 9 Section 4: Groups and Layers ...........................................................................................
Section 1: Navigating the Tool There are a number of keyboard controls and toolbar buttons that will help you work more efficiently. Many functions are mirrored in the pull down menus, but learning the key commands will prove to be more useful. If you want to try out some of these commands, open the sample mission by clicking File then Open and select “Sample.mis”. This will bring up a sample map and some objects.
The attributes of the most recently selected item will appear in the window in the lower left side of the screen. While an item is selected you can left click on the Selected Information Box in the left corner to pull up the Item Attributes window. Clicking on the Thumbnail tab will bring up a window showing an image of the selected item. Left Mouse with SHIFT held down – Selects everything within the box you create. Left Mouse with CONTROL held down – Unselects everything within the box you create.
• View By Side – Turns all objects the color of their respective blue, red or green (neutral) teams. Right Mouse with SHIFT held down – Quickly zooms in and out of the map. Click and hold the mouse button then move the mouse right or left to quickly zoom in and out of the map. Right Mouse with CONTROL held down – Centers the map on the point you click. Keyboard Commands: • • • • • • • • • • • Keypad 2,4,6,8 (With Number Lock ON)- Scrolls map down, left, right and up respectively.
Screen Buttons: C – Character Map – Press this button or the F1 key to show a full color representation of the terrain. H – Height Map – This button or the F2 key will bring up a topographical view of the terrain. The lighter the color on the map, the higher that part of the terrain. Solid dark areas are usually low, flat spots, which are good for bases or airfields. D – Depth Map – This view simply shows the contour map of the terrain. The closer the lines are to each other, the steeper the grade.
Section 2: Creating a New Mission This section outlines the basic steps required to start making a mission. The following pages detail the more advanced instructions, but for now we will go through the initial steps to familiarize you with the process since some of the later steps are dependent on the previous ones being set up correctly. Refer to Appendix D to see an example of a simple mission. Step 1: Start the DFBHDMed.exe program.
Don’t forget to save your work often. Mission Designers will typically keep several back-ups of the files just in case they make mistakes on their current file.
Section 3: Editing General Information and Weapon Loadouts Under Edit in the Tool Bar, select General Information to set the basic mission details. You will see the General Information window. This window contains selections for the terrain and game types along with other critical mission information. Mission Name – The name entered here will appear in the mission select screen once it is exported. Mission Designer – Put your name here.
objects can result in your roads being turned into bomb craters! When the mission is exported, these objects and their positioning are exported as a separate .til file. Player Type – Select the character type that you want for this mission, 10th Mtn, Ranger or Delta Force. Map Types – Select what type of mission you are making. For single player missions do not select anything. Starting Spin Map Zoom: You can choose the default spin map distance by sliding the bar.
Wind Settings –This is primarily to affect smoky particle effects by setting the wind speed and direction. Direction is from 0 to 359, 0 being north. Some wind speeds are: Light Wind = 25 kph, Heavy Wind = 50 kph, Hurricane Wind = 90 kph Environment File – Choose one of these settings to alter the time of day in your mission. Be sure to check the Night box when selecting a night file, as this will properly adjust certain art elements.
Section 4: Groups and Layers The most important part of building a good mission is organization. Planning your groups and layers is a major part of that organization. You can quickly get lost in a sea of meaningless numbers and objects unless you take the time to properly label everything. A little work in the beginning saves a lot of headaches later on. Groups Groups are used to classify related items, such as a squad of enemy soldiers, and set an identity for Events and Waypoints (explained later).
Section 5: Inserting Items and Tiles Items represent everything that exists on the map from enemy vehicles and buildings to waypoints and event triggers to scenery such as trees and water towers. To add an item press the INSERT key to enter Insert Mode, left click to set a new object down. This will bring up the Insert Item window where you can select the type and sub-type of item that you want to place.
Item Attribute Definitions Social Security Number (SSN): The tool automatically sets this number when an item is placed. It represents the item number of the unit. Every unit gets a SSN. The SSN can also be used to trigger an event that happens to, or because of, a specific unit. NOTE: Though the “Start, Player” marker will have its own SSN, the player’s character in the game has a special SSN of 10000, though in most cases the word “Player” has replaced the number.
Max Engagement Distance: An AI will not approach any enemy unit that is further away than this number in meters. Min Engagement Distance: An enemy items must be at least this close before the AI will attack it. Mission Critical - An item such as a building that is marked as mission critical will get a different symbol on the tactical map. Sub-type: This designates what the object is. If you change the sub-type to a different object, the attributes you set for the initial object sub-type will be retained.
In the past there was a selection called “Blink Groups” that was used when placing tunnels underground. This function is now automatic. Underground things to look out for: 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.
Inserting Tiles Tiles are specific, 2D art assets that can be placed in the mission to help decorate a location. Tiles are usually roads, tire tracks, craters, etc and are placed into the mission a bit differently from other assets. You can only use one set of tiles in a mission. If you change this selection after laying down tiles you may turn your roads into bomb craters! After selecting a tile set in the General Information window click on the “Tiler” tab in the lower left corner of your screen.
Section 6: Waypoints Waypoints are markers within the game that direct vehicles, characters and players to specific points within the map. Waypoints for the player are visible on the spin map, but waypoints for vehicles and computer-controlled units are invisible to the player. You can even assign a number of units to a single waypoint path. Before you can assign a unit to a set of waypoints, you have to name them. Choose Waypoints under the Edit menu to bring up the waypoint window.
In the Item Attributes screen a waypoint is designated by a two number code such as 1-1 or 2-5. The number before the dash indicates its Waypoint List number. The number after the dash indicates its position in that list. Waypoints are numbered from 0 up, not 1 up. So, to the game engine and its AI units, the second waypoint in a list is “1” no matter what they numbered the object as. Setting up waypoints: 1. Go to Edit in the menu and then select Waypoints 2. Select the second slot.
Section 7: Events and Area Triggers Events One of the most complex and powerful parts of mission editing is creating events. With this tool, you will be able to set up a series of actions that only occur when certain conditions are triggered. Each event is set up as an IF-THEN statement. In other words, IF one or more conditions are met by the game (are considered “true”), THEN the event (or multiple events) takes place.
Sample Event Here is an example of how to set up a win condition for a game. Say you wanted the player (who must be set to group one, remember) to win the game if they destroy a certain vehicle, you would do the following: 1. While in Insert Mode, place a vehicle on the map (make sure it is not indestructible). 2. Return to Select Mode and select the vehicle. 3. Right click the vehicle with the mouse and click on Edit Item Attributes. Select a unique Group under AI Variables. 4.
Win Conditions: This is the text that appears in the Med’s Win/Lose pull down windows and in the Goals window in-game. Win Directives: This text appears in the lower left corner of the screen and is a more descriptive version of your assigned task. Win Messages: This is a past tense bit of text that appears on screen when you trigger a “Win Subgoal x” in the event’s window. Not every subgoal will have one of these (no need to congratulate the player for successfully following orders to get on the Humvee.
When placing the points, make sure the marker with the higher SSN is the one with the higher altitude. When you are finished, you can see the area by selecting those two markers and opening up the 3D Wireframe view. Designated Mission Areas There is a checkbox on the Area Trigger screen for you to select one or more area triggers as a Designated Mission Area. Once checked, you can set up a player driven event based on the player being outside the mission area.
Section 8: Exporting and Playing Missions You will not be able to play or test your mission until you convert it into a file that the game can recognize. When you are at a point where you would like to test your mission, save your current file normally. This saves the editable .mis file. Next select Export Binary Mission under the File menu to export and save. Your custom mission will have the extension of “.
Section 9: 3D Wireframe View This mode will render the selected items in a 3D view so designers can accurately line-up objects in 3D space (fences, train-tracks, etc.). It is actually very difficult to precisely line up various objects without it. If you are placing objects inside tunnels, or on the upper levels of buildings, the wireframe will be indispensable for accurate placement. The 3D mode has it’s own set of key commands to accommodate the wireframe process.
the other. You should get them to line up fairly close. Zoom in on one edge and use CTRL + the Arrow Keys to move the pieces in small increments until the pieces are squared up. 4. If you need to re-center the spot you are trying to line up, press Control-Shift-Left Mouse and then re-zoom. 5. Now that the pieces are lined up, you will need to adjust their height so one is on top of the other. Each piece has a Z and an AZ number in the Info window. These are vertical coordinates.
Section 10: Sound One of the most important aspects of any game is sound. Environmental sounds help set the mood and locale and keep the game from feeling “empty” when there is no shooting or explosions going on. Some sounds in the game are inherent to the objects to which they are attached, such as vehicle sounds, and others are placed as invisible objects that have sound loops, such as running water or birds. Placing Markers Sound markers can be found in the Insert Items window under the Markers heading.
Section 10: Design Guidelines Now that you know the mechanics of making a mission, you must consider how to put the pieces together in a way that will be fun for the player and fit with the style and design of the existing missions. Difficulty Any mission you create will be difficult for other people. No matter how easily you can complete your mission, believe anyone that tells you they have trouble. There are a number of ways you can adjust the difficulty with good mission design.
2. Extraction area should be obvious (landmarks are good) 3. Don’t try to kill the player at this point, the last fight can be thrilling, but shouldn’t be deadly E. Finish 1. The player should feel accomplishment and not wonder “Why’d I win?” Details Don’t get wrapped up in triggering small details or events. Often times, you can spend too much time on one scene than should be spent. People won’t sit and watch the AI move around for long. They’re more likely to just shoot whomever they spot.
4. When you right click the mouse with no items selected, you can choose to View by Side; this will turn all of the bad guy’s items red, all of the good guy’s items blue and all of the neutral items green for ease of game balancing. 5. When placing buildings, use the F3 view to find a good flat spot. 6. In Capture the Flag missions, it’s a good idea to drop a “null” marker on top of any flag you put down, then set the null marker to the team color of the flag.
Appendix A: Terrain Types There is a pull down menu for your mission terrain in the General information window. Each image on this page is a snapshot of the various terrains you are able to choose from that menu. If you change terrains after laying down items, you may have to manually readjust the item’s z-axis number or it may end up underground or floating in the air.
Appendix B: Trigger List The following event “If” and “Then” statements describe a situation that must take place to trigger an event. When you select one of these trigger types in the events window, more options will open to allow you to specify what you want to have happen in order to trigger an event.
Saw SSN: True if the Group has seen the unit (specified by unique SSN), but has not targeted them yet. Shot Group: True if Group X shot at and hit Group Y. Shot SSN: True if Group X shot at and hit Unit Y (specified by unique SSN). Targeted Group: Before an AI can shoot they must target a group. This is true when that occurs. Targeted SSN: Before an AI can shoot they must target an SSN. This is true when that occurs. Reached Waypoint: Triggers an event as soon as a group reaches a specified waypoint.
Kill SSN: Immediately kill a specific SSN. Lose Subgoal: When triggered, Output Text: No longer used. Replaced by “Show Win/Lose Subgoal” Play Dialog: Used to trigger pre-scripted dialog trees. This is not available in the current consumer build. Redirect Group: Make Group go to Waypoint X-X or to the nearest waypoint. Redirect SSN: Make specific SSN go to Waypoint X-X or to the nearest waypoint. Reset Event: Once an event has triggered, you can reset it so that it will occur again.
Action Subtype: AI These actions can be chosen when you set the Action Type to any of the various “Change AI” options. Null: Nothing. Can be used as a temporary placeholder. AI State: All helo command. Formation: Not Used Return To Base: Not Used Pretty: Not used Land: Stop forward motion and settles to ground. Rotors spin down and stop. Follow Waypoint: Not Used Attack Distance: Changes the distance in which an AI will attack an enemy.
Appendix C: Additional Key Commands These keys are in addition to the commands listed in Section 1.
3D only SHFT+CTRL+UP Move Items Up 1/256 meter SHFT+CTRL+DOWN Move Items Down 1/256 meter SHFT+CTRL+LEFT Rotate Items Left 90deg SHFT+CTRL+RIGHT Rotate Items Right 90deg SHFT+LEFT SHFT+RIGH T Rotate Items Left 1deg Rotate Items Right 1deg ESC G C X P E Back to 2D Mode Ground View Toggle Ground Collision Toggle Axis View Toggle (X is RED, Y is BLUE) Perspective Toggle Effect Box View Toggle A ], CTRL+N [, CTRL+P Select All Items Select Next Item Select Previous Item S CTRL+S T CTRL+T Side Cam
Numpad Keys, multiple views (numlock CTRL+NUMPAD LEFT on) (numlock CTRL+NUMPAD RIGHT on) (numlock NUMPAD LEFT/RIGHT on) (numlock NUMPAD UP/DOWN on) (numlock CTRL+ Numpad UP on) (numlock NUMPAD RIGHT off) (numlock NUMPAD LEFT off) (numlock NUMPAD off) UP (numlock NUMPAD DOWN off) (numlock CTRL+NUMPAD LEFT off) (numlock CTRL+NUMPAD RIGHT off) (numlock CTRL+NUMPAD RIGHT off) (numlock CTRL+ Numpad DOWN off) Rotate Camera 90deg Left Rotate Camera 90deg Right Move Camera Left/Right Move Camera Up/Down Auto cente
Appendix D: Sample Mission We’ve put together a sample mission to give you an idea of how items are laid out and how to trigger multiple events. With the Mission Editor open, select File, then Open, then select the “Sample.mis” file. 6 4,5 3 2 In this map the player starts off behind a storage container. They have two objectives so far, “Protect your team” and “Eliminate enemy at Waypoint Bravo”. As they proceed forward a little bird takes care of the sentry guards at Bravo.
1. First we set up an event that hides all the mission subgoals except the “Protect the team” and “Eliminate guards at Bravo”. 2. Next we created the “Player Path” Waypoint 1-0 and tied it (in the Item Attributes screen) to the “Sentries Dead” Advancement event. This will ensure that the next waypoint will not trigger until the sentries are dead. We also add a “Call Little Bird” area trigger just past the shipping containers. This will ensure the player gets a good view of the strafing run.