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. [. . . ] Place it on a nice flat piece of land and check its Absolute Z (Altitude) in the Item's Attributes box. You'll need to know this number because every other piece will be based off of it. You connect pieces by lining up the arrows. Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02 Page 14 3 ­ Set tbunk's blink group to 1 and check the "Parent" box. Any above ground object that has below ground objects joined to it must be marked as a parent. Click OK 3 ­ Now place a level tunnel piece, "ttune", south of the first one. If you zoom into the end you'll see that there is a double line that flares out at the ends. In this instance (but not always) the arrow of ttune will be right over the center of the parent piece. If you have the snap action engaged the pieces should line up quickly. Now you must set the proper Z axis or your hallways won't line up vertically. To keep things easier, all ladders and ramps are set to 8m or 4m heights. This means that the piece we just set should be set to an altitude exactly 8m less than the tbunk z value. Since the terrain changes height, you can't set a piece to the non-absolute value or you will get some interesting hallways that connect to dirt. This time, however, you should lay down a corner piece called "ttunc" and link it to the south end of the hallway. 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. Any pieces that attach at the bottom should be set 8m lower (16m less than the initial parent group). 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. [. . . ] Obliqueness: Adjusts the offset approach angle of an AI as they move towards a target. Berserk: When the player or an AI unit is labeled as berserk, they become an enemy to everyone. Their friends will shoot at them and AI's will shoot their friends. This is most often used to turn blue NPC's against the player who does too much friendly fire. [. . . ]

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