Fixed-Wing Mission Editor For use with MiG-29 Fulcrum and F-16 Multirole Fighter by NovaLogic About the Mission Editor Tool This Mission Editor tool is a slightly modified version of the actual tool used by NovaLogic Mission Designers. Although some of the campaign programming has been disabled, you will find this tool extremely flexible when it comes to designing single player Quick Missions. This manual will only cover the basic requirements for successfully creating a mission.
1: Navigating the Tool There are a number of keyboard controls and toolbar buttons that will help to create missions more efficiently. Use the mouse to select items on the map. Placing the mouse over any item you created will change its icon to a box with a dot in the middle. You can either Edit (Left Click) or Move (Right Click and hold) the current selection. If the selection box does not appear, try zooming in closer to the item.
2: Creating a New Mission Step 1: Select New Project from the File menu Step 2: Select one of the map templates. Step 3: In Object Mode (Ctrl + O), place the cursor where you want your player to start and left click. The best place to takeoff from is a runway (marked as green dots) Step 4: When the Edit Object window pops up, change only the following settings: Group/player ID = 0 Format = Active Type = Player Precise Height = checked Step 5: Click on A.I.
3: Forming Waygroups & Taxigroups It is usually a good idea to set up some waygroups and taxigroups before you begin placing objects. Aircraft and moving ground objects follow Waypoints that you define. Aircraft preparing to takeoff from the ground follow Taxipoints. Objects will only follow the path that they are assigned to. Waygroups To create a new Waygroup, select New Group under the Waypoint menu. Select Player Waygroup only to create waypoints for the player. In all other cases, select AI Waygroup.
Final Approach - displayed on your HUD. (Last waypoint must be Final Approach. Place 1-2 grid tiles from the landing strip with a height of around 1000 feet. Be certain it comes from the proper approach direction.) Protect Friendlies - displayed on your HUD. Attack Specific target - does not apply to the player. Attack Flight Group - displayed on your HUD. If you select this, it will ask you for a parameter.
Short Range Only – at this waypoint, the object will use only short-range weapons. Long Range Only - at this waypoint, the object will use only long-range weapons. Any Range - at this waypoint, the object will use all weapons as required. Taxigroups If you wish to create a new Taxigroup, select New Group under the Taxigroup menu. Before you select another New Taxigroup, place a taxipoint on the map. This will establish the current taxigroup. You can always move it or add to it at a later time.
4: Placing Objects After you have established some waygroups, you can begin placing objects. Objects represent every thing your player’s aircraft can encounter, from enemy planes, ground target buildings to scenery such as trees and water towers. Make certain that you set all of the appropriate variables for every object. Note that for ease of placing multiple objects in the same group, the next object you place will have all of the same attributes except the Group/player ID.
Object - select the art appropriate for the object you are representing. This option will be grayed out when you are creating the player. Format – Aircraft, vehicles, SAM sites, should have Active Radar. Objects with no radar awareness such as buildings should be set to Static. Base Marker – check this box to have the object appear as an “X” on the Tactical Map (The Tactical Map appears when the player presses F11).
Click on A.I. >> to go to the next page of Object AI Options Properties: Object Type – tells the game what type of object this is. Air - tells the game to treat this object as an aircraft and tells it to follow assigned taxi points if it starts on the ground. Use this for all aircraft including helicopters. Ground Target - Ground targets will not fire. Use this for all bombing targets. Ground Threat - Ground threats will fire. Use this for SAMs, AAA, etc.
See Appendix A for what formation each number represents. Assignment: Assignment - everything under the “Assignment” section of the A.I. Options Window tells the object how to respond to different enemy and friendly aircraft and ground objects. Attack - The plane will attack any enemies of that type it encounters. Ignore - the plane will ignore any enemies of that type it encounters. Evade - the plane will actively evade any enemies of that type it encounters.
5: Editing Mission Details Edit Mission: Select the Time of Day when you want the mission to take place. Use the Mission Loadout to select the default loadout available to the player. To add a weapon, scroll through the list in Weapon Type and type the number of them you want on the aircraft, then press Add to Mission Loadout. To remove a weapon, click on the weapon name under Mission Loadout and press Delete Weapon.
6: Saving & Exporting Missions Select Save All under the File menu to save your work in progress. It will prompt you to save out an Object file (OBJ), a Resource File (RC) and a Project file (PRJ). For easy retrieval, use the same name for all three. In order to play the mission, you will need to export it in to an ORF file using Export under the File menu. The ORF file contains all of the necessary data in one file, which you can play or share with friends. Remember what folder you placed it into.
7: Hints and Tips 1. When editing any ground object such as SAM sites, or other ground forces, make sure that “precise height” is check marked in the “edit object” window. 2. When laying down the player’s waypoints, make sure that the final two waypoints are initial approach and final approach, respectively. 3. The flight leader of any flight group must have a group/player ID of 0. This includes the player as well. You must have one and only one flight leader for each one of your flight groups.
8: Error Messages When you attempt to save a project you may be warned of errors within your mission. All problematic objects will change to a dark blue color for ease of locating. The errors will also be written to the Error.log file, which can be opened by any text/word browser. warning = warning written to error.log, ORF file still be generated error = error written to error.
Appendix A: Formations When you assign a plane group to a formation, the Group/player ID number will determine its location. Zero represents the group leader. The examples below are based on a Heading of zero (North).
FORMATION 2 0 1 2 3 4 5 6 7 8 FORMATION 3 0 3 1 4 2 7 5 8 6 FORMATION 4 1 2 5 6 0 3 4 7 8 16
FORMATION 5 1 2 0 3 7 5 4 6 8 3 1 0 2 4 FORMATION 6 7 5 FORMATION 7 0 1 2 3 4 5 6 7 8 17 6 8