User manual GAMES PC DELTA FORCE 4 TASK FORCE DAGGER MISSION EDITOR MANUAL

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Manual abstract: user guide GAMES PC DELTA FORCE 4TASK FORCE DAGGER MISSION EDITOR MANUAL

Detailed instructions for use are in the User's Guide.

[. . . ] 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: Task Force Dagger. We will walk you through the process of setting up a mission, populating it with objects and enemies, and setting complex trigger statements and dialogue. [. . . ] 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. 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. You can tell the direction of the decline by the arrow. Any pieces that attach at the bottom should be set 8m lower (16m less than the initial parent group). 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 Ignore Yells Ignore Footsteps Deaf Attention Span 0 Fire 0 Move 3 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. Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02 Page 15 The walls look different from their adjoining rooms - Texture maps do not always match because they are from two different sets of parts. The O series differs slightly in color from the T series of parts for example. You should make an effort match sets so they do not look out of place. Group rotation ­ If you rotate a number of structures at once, you may have to realign them. Z axis ­ Be sure to check your Z axis often, especially after physically moving a tunnel. [. . . ] 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. Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02 Page 31 Appendix C: Sample Mission With the Delta Force: Task Force Dagger Mission Editor open, select File, then Open, then select the "Sample. mis" file. This mission was built for you to have a head start on designing a mission. [. . . ]

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