User manual GAMES PC HIGH HEAT-BASEBALL 2001

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Manual abstract: user guide GAMES PC HIGH HEAT-BASEBALL 2001

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

[. . . ] Use at your own risk. Table of Contents Section 1: Navigating the Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Section 2: Creating a New Mission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Section 3: Editing General Information & Mission Briefings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Section 4: Groups and Layers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Section 5: Waypoints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Section 6: Inserting Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Section 7: Area Triggers and Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Section 8: Exporting and Playing Missions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Section 9: Hints and Tips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Appendix A: Terrain Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Appendix B: Trigger List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Appendix C: Sample Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 The Mission Editor Tool requires a minimum screen resolution of 800x600. For best results, we recommend that you set your resolution to at least 1024x768. It is also recommended that you have at least 160 megs of memory free when using the tool. Section 1: Navigating the Tool There are a number of keyboard controls and toolbar buttons that will help to create missions more efficiently. Mouse Commands: Left Button ­ Selects or unselects an item in Select Mode or Inserts a new item in Insert Mode. You can left click on the Unselect All button or you can hit the U key to unselect all selected items. [. . . ] This determines whether or not your waypoint list will loop. We don't want our first waypoint list to loop. Click on it so that it is checked, then click OK. Go to Insert Mode by pressing the Insert key. Click on the map somewhere near your enemy to add the first waypoint. In the Insert Item window, click on Markers then select waypoint. Click somewhere else on the map to place your next waypoint. Notice that Markers and waypoint are already selected. Repeat steps 8 and 9 a couple more times. Get out of Insert Mode by pressing the Insert key. Select all of the waypoints you just placed and then click on the Selection Information Box to bring up the Item Attributes window. Name: This name shows up if you select the unit on the commander's map, if the person with the name is blue team. This will also show when you point at the unit or show friendly tags if they are on your team. Field of View: This tells you the extent that people and vehicles can see around them. 10 degrees would be like someone with tunnel vision. A soldier with 360 degree FOV would have eyes in back of his head. Mission Editor Manual p8 Weapon Accuracy: This number represents how well the unit shoots. Lousy shots are 10 and under, good shots are around 30, great shots are anything over 50. However, anyone will hit fairly quickly at close range. Also, the longer someone continuously fires at a target, the more accurate they will get. Perception: This is a rating of how well the AI can see, 30 is near sighted, 50 will notice most stuff at short ranges, 80 will notice you across a valley. NPC Primary Weapon: If the AI unit can hold a weapon, this is where you assign the type. Grenades: Select the number of grenades the unit will carry. [. . . ] SubGoal Lost: Loss Condition X has occurred. This is useful for changing civilians to enemies if the player shoots them. Action Subtype: AI Null: Nothing. 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. [. . . ]

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