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Map making manual
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*HmS*Wedge
Mon Aug 09 2004
Captain Slow

Registered Member #3
Joined: Fri Dec 19 2003
Location: Scotland
Posts: 4651
Advanced section is listed here, the manual is available for download from the squad only download section
By just looking at the title of this section you probably realize that this is most likely to be the hardest part of the entire manual to understand,

I hope to be able to explain step by step how to assign these vehicles waypoints and make them move,

by following my instructions to the letter a few times you should be able to do this any time you like without needing to refer to the manual lets begin

First of all we need to insert our vehicle, Do this in the same way you would insert any thing in to your map. Now we need to edit the vehicles attributes, "you should know how to do this by now" "its click on the text that appears in bottom left corner When u select a item"

ok now lets do a little work on this items attributes, 1st things 1st lets change its layer to some high number like 9 or 10 unless these are already layers for something els in your map, "remember to change the layer name to the name of the vehicle" (do that in edit top left corner When your done in attributes) but don't leave attributes yet,

next whilst still in the item attributes look at the AI variables section, that's top dead center Change the group to group 3, the team should be neutral (green) or if its going to be a specific vehicle for a team you can change it, The name Should be null,

ok now lets leave the attributes for now and lets make some waypoint's enter insert mode "right click and select insert" now in the markers section of insert list find waypoint and insert a few along the points the vehicles should travel, done? lets move on

go to edit that's at the very top on the left and select waypoints from the list that appears select the 1st number in the list "1-" and type something in the box on the right id use the vehicle name or vehicle name and a number if your going to be making a few of the same vehicle's click ok and leave insert mode,

now click on the waypoint you wish to be the 1st that the vehicle arrives at now lets edit its attributes

"Thats click on the text that apears bottom left corner when you select a item"

in the top right hand side is a Waypoints section, change the waypoint from none to the waypoint name you created earlier

"this should be number 1"

and then just to the right of where you selected that. There is a variable named "number" change this to 1, as this way point will be the first,

do exactly the same thing to the way point you wish the vehicle to arrive at second Remembering thst this list is the one you named earlier but this time change the number Variable to 2,

the 3rd waypoint should be edited in same manner and the number should be changed to 3 , and so on,

When u are done editing all the waypoints you should see a orange line leading from 1 way point to a nother this is the route the vehicle will take.

You can make more waypoint listsstarting this process from scrach and alocating the list to number 2 and so on

lets go back to edit at the top now, you should then go to groups from the subsequent list, remember what group you assigned your vehicle? "it should have been 3" So rename whichever group that your current vehicle is assigned to in to a appropriate name "I advise you use a name like vehicle 1" or something where you will know which vehicle belongs to which group,

ok now close the groups window and go back to edit and open Events from the list that appears, this is probably the most complicated part But it really isn't all that bad, you have 2 sections

IF and THEN , this is perfectly straight forward just like English

IF john move's here THEN the car move's there. You can understand that so You should understand this,

if You leave The IF variable as null (delta force 2) the vehicle will instantly go to the THEN command When the game begins, You should probably do this for the most part

(Delta Force landwarrior Should be set To Group/If any alive/Team blue)

so lets begin by assuming You are leaving the IF variable as null, Or set to Group / any alive / team blue, depending on which game your using

dflw explanation 1st

there should already a Event variable on the left if not simply click on "new event" its in the actual list, now we can move on to the IF variable, as we said this should be null or group so unless there already is a null variable in the if section, click on new trigger and select group from the list. then if any alive from the next option, and finally team blue (group1)

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or of cours You should select null from the list in df2

Now we need to tell it what to do When This IF variable happens, click on add new action, this next bit all depends on what You want things to do but as were trying to make a vehicle follow its predefined way point You need to select a few specific things

1st of all select Redirect group in the top box, this will allow some more selections to be made, now go down to the Group variable change this to the relevant group, "we have been using group 3" and then change the Waypoint list variable to whichever 1 You wish the current group to follow, We made number 1, so select waypoint list 1 ** Finaly Select the AND logic we need to do this as we haft to add a nother action that will hapen as well , Now we want to create that other action (skip aditional info if you like then come back to it later)

Create another action in much the same way as you created the first, 1st click on add new action (do not change event) then we wish to select CHANGE GROUP VELOCITY, then we need to moove down and select wich group (we nave been using group 3) and finaly we need to tell it What we wish to change the velocity to "about 25kph is fine for cars" we haft to do this or the car would attempt to follow the waypoint at 0kph and there for would not move.

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**(aditional info) or you could chose another waypoint list of your choice, if you want to and have made one (you could also combine this with a nother by using the game logic within the if variable and using area trigers which are explained a little later) here is and example :

IF (use game logic or) group blue have any alive THEN redirect Group 3 to waypoint list 1 waypoint 1, you can also add a nother IF variable of IF group blue Enter Area Trigger THEN redirect Group 3 to waypoint list 1 waypoint 3 and then it will be one comand of If blue team are alive redirect to waypoint list 1 waypoint 1 OR IF blue enter area triger THEN redirect group 3 to waypoint1 waypoint 3,(depending on where the car is it's course could deviate) Using these variables and extra events you could do something like , If team blue enter triger area then redirect group 3 to waypoint 1,

and then a new event that would read If read team enter area triger Then redirect group 3 to waypoint 2, Obviously youd need to make 2 difrent waypoint lists and heading in difrent directions for this to do anything worth while (additional info end)**

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That again is basically how You do it.

But this is the advanced section so lets keep on going.

Let's say we want to make a area trigger, Why would we want to I hear some people cry, So I will tell You,

lets say You have a vehicle You want to stay in 1 place until You get in the vehicle, or even if You want agroup of people to come charging over a hill if You get in to a enemy base, to do this You will need a area trigger,

Simply go in to insert mode and chose area trigger from the markers section. Usually You need to place 2 area triggers , Imagine You want to make a square area which if any body enters it will make something happen, to do this You only need 2 area triggers not 4, You only need to place 1 where You want the top left hand corner of the area to be and 1 where You with the bottom right hand corner to be, so insert 2 area trigger markers now, As with everything els You now need to edit there attributes, in the attributes window go to the right hand side and in the waypoints section change the number to1 BOTH of the area triggers should be the same number, there will now be a outline of a square box between the area triggers, If any of these lines are crossed it will trigger a event "if You have allocated 1 to that particular trigger".

the outlined area is now known as area trigger 1, You can make as many of these as u like but remember that the numbers should change respectively, area 1 needs 2 triggers numbered 1 area 2 needs 2 triggers which are numbered 2 and so on. How to use these triggers,

well to use these triggers to move the vehicle You need to do a few things 1st. in the events option "that's in edit at top left corner" change the IF variable to Group/area trigger and then u need to select a team followed by the area trigger in questioned This will be area 1, now do the exact same thing again this time selecting the other team, this way if either blue or red team cross the trigger the outcome will be the same,

Now we need to edit the THEN attribute, simply change the setting's to redirect group, then tell it which group your talking about in this case its the group of the vehicle should be group 3 also tell it where to redirect it to , this is the first series of waypoints we created which should be waypoint 1,

this applies to everything including npc's (computer controlled characters) More on npc's below

NPC'S

terrorists/soldiers/

first of all we need to insert then arm the terrorist(s) Simply insert the terrorist from the insert menu and then highlight him Then we need to change its attributes its a good idea to change its group now as well *name the group in the edit menu after your done in attributes* You will also see that there are a number of choices available.

At the bottom center of the menu there is a choice of npc weapons Change this to a weapon of your choice,You don't haft to tick any of the tick boxes and there mostly self explanatory (in other words I don't think you'd have read this far if You couldn't work out what They do)

Guards on Patrol

Basically to make a guard patrol a area want to assign it to follow a waypoint .

as with making a car move You need to follow all the above steps including creating a new waypoint list and obviously inserting terrorists using a different group name for each individual who will be following a specific path, also You can assign a few npc's to the same group to patrol in a bunch , or even space them out so They are patrolling with a bit of a distance between each other

To group a few people together simply high light them and enter there attributes from there change there group, Remember to do this to every individual to because as You know we will need to assign there groups to the waypoints we wish them to follow,

As mentioned earlier You can make a big group of npcs and hide them some where, then if You set the event to redirect group (their group name) (waypoint list You wish to redirect to) and a reasonable speed say 3kmph-6kmph

They will begin to follow the waypoints to the area where You have entered (provided this is what You set the waypoint to do) To stop them walking back after They get there You should tick the "waypoint does not loop" option,

standing soldiers on firm terrain are easy just place them set there weapon and make sure there not assigned to a group that's going top follow a waypoint

guards in towers are a bit tougher as They tend to run about. If you set them to guarding They shouldn't do that, also you'll need to edit there Z value, its better to use a inanimate object at first till You know what the correct z value is, its ok to be a little high as people fall and don't stay in the air like objects do,



Created by Shambles.

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Trip wire Trap's


This trick requires several different steps.

First Step,

Seting the wire

insert the "decoration" metal post w/barbed wire.(insert mode)
This is a fence that contains one solid metal post, and several wire layers that hang out of it.

Secondly, go to this Item's Attributes. Change the Z Value to -4 in the first box, and 94 in the second box. !!!NOT -94.!!!so correctly that would be -4.94

Now only a small portion of the post Is showing, and only 1 wire is visible.
we will use this as your trip wire.

step 2

Disguise trap

Place a tree (any type) over the remaining visible portion of the post. Now it will appear as a wire that is connected to a tree. On the other end, place a type of bush. It is highly recommend the use of either a banana tree or a banana bush. These two are perfect for the end of the trip wire.

Now that we have placed the bush, your trip wire will look as if it is coming out of the tree and connecting with some sort of trap that is hidden in the bush.
Step3

Seting the trap

There are two different traps that we can make. One is a trip wire claymore;
the other is a ring of six or seven fragmentation grenades that all go off as the wire is tripped.

The claymore is the easier of the two to set up. Place a motion sensor claymore, and lay it in the bush. Make it face the tree, and conceal it a small bit by the bush. Make the end of the wire “touch” the claymore, as if it is actually connected. Thats actualy all there is 2 that


The harder trap to set is another common trap that was seen in Vietnam,
Before I give the specifics, I would like to stress the use of the invisible boom instead of the land mine. Invisible Booms (IBs) have more power than the Land Mines (LMs). IBs have the explosive effect of a satchel charge; LMs have the effect of a single frag. That bush contains more than one frag; it contains six or more. Using a land mine will leave a survivability rate of 75%.for this This trap to have enough explosive effect to kill without question. Use the invisible boom.

Now, for setup, place and sink another barbed wire fence just like you did for the other trap, and its a good idea to use the same kind of tree and bush.
Now, place six or more grenades (located in sub-type, object) very close to the center of the bush, but just outside of it. Give the grenades’ a Z value of 0,160.Thats 0 in first box 160 in second.
This will set the grenades at half the height of the bush.
Now, make a group for the grenades entitled “frags,” and asign all the grenades to that group.(edit there atributes to change group)
Now put an invisible boom right on top of the bush.
The reason we need an invisible boom is simply because the grenades don’t blow up!
Now make a second group named “fragsblow,” and place the invisible boom into this group.

Now, make an area trigger about four meters long from both sides of the trip wire, eight meters long in all. Name this area trigger “frags.” Now comes the even better part: the event.

Start a new event, and name it “Grenade Trip Wire.” For the IF (Trigger) say IF group 1 (Blue Team) is within area 1 (frags)And Use the or logic
Now do the same for all other teams red and so on...

Now make the New Action, THEN kill group 4 (fragsblow) "Thats the invisible boom group"
this will detonate the invisible boom when the player is within the area trigger.

Now, in this same event, make a second Action, THEN vaporize group 3 (frags); this will vaporize the six grenades that are around the bush when the event happens.
This is simply to create the illusion that the frags belw up




[ Edited ][ Edited ]
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