User manual GAMES PC THE LAST EXPRESS QUICK REFERENCE CARD
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Manual abstract: user guide GAMES PC THE LAST EXPRESSQUICK REFERENCE CARD
Detailed instructions for use are in the User's Guide.
[. . . ] 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. >> and alter only the following settings: Object Type = Air AI Type = F16 (or MIG29) Group = VIPER (or 300) Rank = Leader Step 6: Hit OK and OK again. Feel free to move the player around by right clicking the mouse on it. [. . . ] Helicopter Land - tells any helicopter that reaches this waypoint to stop and land vertically. Escort Flight Group tells the flight group to escort another flight group. Once a flight group reaches this waypoint, it will escort the flight group designated in the parameter.
Parameters certain commands will require extra information. Patrol for hostiles set this flag if you want the aircraft to actively target enemy aircraft while en route.
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. Taxigroups are used for all Air Objects except helicopters and Harriers. Unlike Waypoints, the editor screen does not automatically open when you lay down a point. You will have to manually open any taxipoints that you wish to change the properties of.
Taxi Group # - number is used to assign taxigroups to aircraft in their AI Options Point # - the sequential order of the waypoints in this group. Action - actions that the object will do once it reaches this taxipoint. 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. AI Type depending on object type, this will determine certain AI characteristics such as how the object will fly or how much damage a ground target can withstand. Skill represents difference between the levels of AI in the frequency in which air objects use flare, chaff, and evasive maneuvering. Group use this group designation for assigning mission goals, formations and way groups. Remember members of a group must have a sequential ID number with the Leader as zero. Also note that the player should always be set to VIPER (F-16) or 300 (MiG-29). Rank each group has one Leader (which must have its player ID set to zero). Taxigroup Number assign aircraft that start on the ground to a Taxigroup. Waygroup Number assign aircraft in the air and moving ground objects to a way group. Formation aircraft that are flying as part of a group should also have a Formation. Assignment: Assignment - everything under the "Assignment" section of the A. I. [. . . ] The AI type tells the game what type of flight performance to give to any particular object. The F16 performance type, for example, would be faster and more maneuverable than the bomber or cargo plane type. The difference between the helicopter and harrier type is in performance and takeoff. Selecting the harrier type will result in an object capable of taking off like a helicopter but then assuming the speed and maneuverability of a jet. [. . . ]
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