OFP Tutorials
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Re: OFP Tutorials
Auch in Worten:
Easy vs Advanced
The mission editor has two modes, easy and advanced. Use advanced.
The easy mode simply hides aspects of the mission editor and takes away a
lot of the control you have as a designer. The default screen looks
like this:
Note the word 'Easy' at the top-right corner. Click on it.
This is what it should look like.
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Mission Controls (the bit on the right)
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Intel
- click the small window with the cloud, the time and date. This will bring up the Intel dialog.
Here you can name the mission, give a brief description of the
tasks, set the date and time, the current and forecast weather and who
the Resistance is friendly to.
Giving the mission a name is important, otherwise the briefing will display _cur_sp.
The description of the mission is only important for multiplayer games,
but putting in some information will help to remind you of what the
mission is about when you return to it in the future.
In the weather section, the first slider controls the current
weather conditions. All the way to the right is fine sunny weather, all
the way to the left is a thunderstorm. The slider underneath controls
the current fog levels. Fully left is no fog, fully right is almost zero
visibility. The two 'forecast' weather sliders work in exactly the same
way.
Note that Flashpoint is highly accurate in its rendering of
seasonal patterns. Thus the days will be shorter in Winter, the
constellations are seasonally correct as are the moon phases. Tides are
also simulated.
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Load/Save
- this enables you to load a previously created mission or save the current project.
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Merge
- this will allow you to merge the contents of one mission with those of another.
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Clear
- this will wipe the map clean. Use with caution!
The drop-down menu beneath the 'Clear' button shows four options -
Mission, Intro, Outro Win and Outro Lose (or 'Outro Loose'). Intros and
outros combined with cutscenes can give your mission a more cinematic
feel, expanding on the storyline and involving the player. More info
required here.
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Show IDs
- the map you design a mission on has trees, bushes, houses etc, and
each of these is assigned an ID number. These are normally hidden for
clarity, and the button toggles them on or off.
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Show Textures
- clicking on this will show you an estimation of what the island
will look like when textured, and is only really useful when placing
things on a runway at an airport.
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Preview
- this will run the mission from within the editor so that you can test the results as you go along.
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Continue
- if you exit the preview mode, clicking 'Continue' will resume the
mission. Changes made between will not be shown, and you must click
'Preview' to update the mission.
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Exit
- this will exit to the main menu. Remember to save your work.
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Map controls (the bit along the top)
These are the controls used for placing things and manipulating them
on the map. Click on the required option to select it, then double-click
on the map to activate the dialog.
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Units
Side - There are four 'sides' in Flashpoint which units can be
assigned to: West, East, Resistance and Civilian. The last two are
usually thought of as the same thing, the Resistance being armed
Civilians. West will always fight East, and vice versa. The Resistance
fights either West or East - see the Intel dialog.
Class - This is the kind of unit you are placing. It can
be confusing, as tanks are units, ammoboxes are units, even tables are
units. However, the Class field is split into categories to make things
easier for us mission editors. Soldiers are found in the 'Men' Class.
Control - This defines who controls the unit. For now, think of this as either the player or the computer.
Info Age - When an enemy unit is reported to a commander
an icon appears on the map. The accuracy of this position depends on the
Info Age.
Vehicle Lock - If the unit is a vehicle, this defines whether the player can use it or not.
Rank - This defines how high up the command structure the unit is. Lower ranked units can be grouped to higher ranked units.
Unit - This is the type of unit within the Class field
that you want to place, for example if the Class is 'Armour' the Unit
would be the type of tank, if the Class is 'Men' then the Unit would be
the type of soldier.
Special - Units will be placed 'In Formation' by default.
If you wish to place them independantly, choose 'None' from this list.
Be aware that if a unit is part of a group, it will try to return to
formation when the mission begins. If the unit is an aircraft, selecting
"Flying" will put it in the air. If the group which the unit is a part
of includes a vehicle with cargo spaces, choosing "In Cargo" will place
the unit in one of those cargo spaces. Remember that this control
defines the starting position for the units at the very beginning of a
mission. They can be manipulated later.
Name - This is a very useful field. Whatever you put in
this field can be used as a name to reference the unit later on in
scripts. Like all variable names, you should make it something
meaningful.
Skill - At highest skill units will see farther, shoot
more accurately and be generally more devious. At lowest skill units
will be less observant, poor marksmen and generally stupid. Skill will
be automatically set on choosing a unit, but you can tweak the settings
for your own purposes.
Initialisation - This is where you can put script commands
to further define the unit's properties. Anything put in this field
will take effect at the very beginning of the mission. More on this
later.
The next three sliders, Health/armour, Fuel and Ammunition
define how much of each the unit has at the start of the mission. If
you put the Health/armour slider to 0, the unit will start the mission
dead.
The Azimut setting defines which direction the unit will
be facing. You can drag the pointer around the circle, or type in the
number of degrees.
Probability of Presence (PoP) defines how likely it is
that the unit will be present. This can be used to add a bit of
randomness to missions. A maximum PoP will ensure the unit is always
there. A PoP of 0% means the unit will never appear.
Condition of presence relies on some other factor to
decide whether or not the unit appears in the mission. By default this
reads 'true' which means it will appear, but for example if you wanted
to have the unit appear only if the user's benchmark was over 5000, you
could insert
benchmark > 5000
Finally, Placement Radius defines an area within which the unit's starting position could be, in metres.
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Groups
Instead of placing individual units and grouping them manually, you can create groups intact.
Side - again, this declares the side of the group: West, East or Resistance.
Type - the type of group, e.g. infantry, armour or mobile infantry.
Name - kind of group. For example if you chose an armoured group, it could be a group of M1A1 tanks, or a group of M60 tanks.
Azimut - the direction in which the group is facing.
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Triggers
Triggers are used to define the consequences of a certain event
depending on the conditions specified, e.g. you want the enemy to raise
the alarm when the player is spotted, or you want a convoy to begin
moving when the player gives a radio command.
Axis a/Axis b - these controls define the size of the trigger in metres. Axis a is West-East, Axis b is North-South.
Angle - the angle of the trigger. It can be set within the
dialog, but for more control click and hold the trigger on the map and
hold down the left Shift key. Then move the mouse around until the
trigger is at the correct angle.
Ellipse/Rectangle - the shape of the trigger.
Activation - this is a list of who or what can activate the trigger, for example a unit of a certain side, or a radio command.
Once/Repeatedly - how many times the trigger can be activated.
Present/Not Present etc - if the activator is a unit or a
side, you can control the condition on which the trigger fires. For
example, if you want the trigger to activate when any West unit enters
it, select 'West' from the Activation list, and 'Present'.
Countdown/Timeout - These can add a degree of randomness to triggers.
Next to the Countdown and Timeout buttons you will see three
boxes; Min, Max and Mid. These define the period of trigger activity in
seconds between the Min and Max values, gravitating towards the Mid
value. If all three were 10, then the period would be 10 seconds, with
no randomness. If Min was 5, Max was 15 and Mid 10, the period would be
somewhere between 5 and 15 seconds, close to 10.
Choosing Countdown means that once the trigger's conditions are
met (the soldier walks into the trigger area) the trigger will wait the
specified amount of time before activating the consequences (the alarm
is raised).
Choosing Timeout means that the trigger's conditions must be met
for the duration of the specified amount of time before the trigger
fires. So for example, if the soldier walks into the trigger area, and
then leaves the area before the timeout is complete, the trigger will
not fire.
Type - there are several types of trigger.
- Guarded by - this creates an area to which the side specified
will go when an enemy is detected within them. Units or groups given a
Guard waypoint will automatically support these areas.
- Switch - this is useful for breaking units or groups out of looping waypoints.
- End # - this type of trigger will end the mission once the conditions are met. There are 6 winning endings plus a losing ending.
Text - the text displayed within the editor to identify what the trigger is.
Name - a name by which the trigger can be accessed through script.
Condition - usually reads 'this', which means the
conditions you create within the dialog. The Condition field can contain
multiple conditions.
On Activation - script that is executed when the trigger conditions are met.
On Deactivation - script that is executed when the trigger
conditions have been met, but are no longer true, for example when a
soldier leaves a 'Present' trigger.
Further information can be found here.
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Waypoints
Waypoints (WP) are what make units and groups move and are one of the
most powerful tools within the mission editor. Some (e.g. Move, Cycle,
Hold) can be put anywhere, others (e.g. Destroy, Get in) work best when
placed on an object or vehicle.
Select Type - there are several types of waypoint.
- Move - unit or group will move to this point.
A note on MOVE (and most other WPs, if not all) WP: If you put the WP
on certain buildings (on the map: lighter boxes and select churches)
there will be a new box that states what position that unit goes to
inside the building. it will be under the "Behaviour" box on the
"Insert/Edit Waypoint" menu. It is listed as "Position In House" with a
drop box next to it. Most positions are next to windows. But use common
sense. A tank can't roll upstairs and hide just inside a window, and a
UH-60 can't even begin to squeeze through the front door. So it is for
personnel-based units.
- Destroy - unit or group will move to this point and destroy
whatever the waypoint is placed upon. Do not expect units to obey this
waypoint if they are incapable of destroying the target (rifleman vs.
tank). The waypoint will not be complete until the target is destroyed
or if the unit refuses the order.
- Get in - if placed over a vehicle with extra room, the unit will
attempt to board it. If synchronized with a vehicle’s waypoint, the
vehicle will stop and wait to be boarded.
- Seek & Destroy - unit or group will move to this point and begin searching for enemies.
- Join - When synched with another unit’s waypoint, this individual will become part of that unit's group.
- Join & Lead - Same as above, but the individual becomes that group’s leader.
- Get out - unit or group controlling vehicle will disembark.
- Cycle - very useful waypoint; orders the unit to consider the
nearest waypoint its next waypoint, creating a waypoint loop. Good for
patrols.
- Load - vehicle will wait for units to board in cargo.
- Unload - vehicle will wait for units in cargo to leave vehicle.
- Transport Unload - vehicle will wait for units which began in vehicle to leave cargo.
- Hold - unit or group will stay at this position. Only a 'switch' trigger or scripting can move the group from this point.
- Sentry - The unit will hold position until any member spots an
enemy. At that point, the unit will proceed to their next waypoint. If
the unit is not set to hold fire, they may engage the enemy on the way.
- Guard - if a 'Guarded By' trigger is located nearby the group
will move to and protect it. Additional information on the use of this
waypoint can be found here.
- Talk - Used in combination with the “effects” button on the
bottom of the waypoints screen. If you set the sounds:voice section to a
voice, the unit leader will say the given phrase. This waypoint is not a
destination, and goes to the next waypoint when the phrase is
completely spoken.
- Scripted - executes the script that is in the “script” box on
the bottom of the waypoints screen. You can not use individual script
commands, you must refer to an external script file. This waypoint is
not a destination, and it is considered complete when the external
script reaches its EXIT command.[edit]
- Support - A very useful waypoint; any unit given this waypoint
will remain here until another unit calls for support. At this time, the
waiting unit will proceed to the location where support was called for.
Only medics, ambulances, fuel and ammo supply vehicles can use this
waypoint. You can tell medics to board vehicles prior to this WP, and
they will drive to the support call.
Markers
Markers appear on the map and are essential for directing the player to mission areas. They can also be changed using script.
Name - this will be the marker's unique identifier.
Icon/Rectangle/Ellipse - the type or shape of the marker.
Color - the colour the icon will be.
Icon - if you choose the 'Icon' style of marker, this will offer a choice of icons.
Axis a/Axis b - the size of the marker, default is 1.
Angle - the angle of the marker.
Text - any text you wish to appear next to the marker.
Quelle
Re: OFP Tutorials
Noch mal, noch mal!!
Dies übrigens deswegen, da schon soviel zu Ofp über die laaaaange Zeit verloren gegangen ist...
Introduction
I must admit that I've never
had much patience with mission editors. For most simulations, I open up
its mission editor and stare blankly at the interface with no idea of
how to conjure up something that I, let alone anyone else, would find
remotely interesting to play. I guess part of the problem is my lack of vision, of putting together an exciting story
because that's what a well-designed mission should be. It should have
dramatic tension, crises popping up here and there, and an exciting
climax (never can have enough of those, can't we?).At the same time, I've always been intrigued with the mission editor in Operation Flashpoint.
Firing up the Mission Editor.
For one thing, it comes with an interface that's pretty easy to figure
out. Also, you can go into 'Preview' mode and test drive your mission at
any point. I poked around a bit at some of the OFP editing
websites and was overwhelmed with all the scripting you can do in
addition to the basic stuff that the interface allows for. What I found
out was that the OFP mission editor is a very powerful tool that comes with really lousy documentation.
After doing the research for my article
on the destruction of the Gorgopotamos rail bridge by SOE and Greek
resistance forces in 1942, I finally had the story I needed to try a
full-blown OFP mission. Of course, elements had to be updated and
certain liberties taken, but in the end I came up with something that I
was pretty happy with and at the same time learned a few neat tricks
about the mission editor that I'd like to pass on to you, the gentle
reader. By the time you've gone through this tutorial, you'll know how
to place units and groups, how to compose groups from scratch, how to
place and program waypoints, and how to link event triggers to
waypoints. More advanced stuff like scripting and synchronizations will
be covered in another article.
The Big Picture
For those who haven't read
my article on the Gorgopotamos raid (shame on you!), British and Greek
resistance forces attacked the Italian garrisons of the Gorgopotamos
rail bridge from both sides. During the firefight that ensued, a team of
British explosives experts crawled down the gorge and planted plastic
explosives along the trestles. They managed to successfully blow the
bridge and incur heavy enemy casualties before withdrawing into the
woods. The rail bridge was out of commission for about six weeks,
thereby denying supplies to Rommel's Afrika Korps during a major Allied
offensive in North Africa.
So, how do we convert the skeleton of this story into the OFP setting? Fortunately for us, Resistance, the latest OFP
add-on, comes with a new island that just happens to have a big fat
juicy bridge in it. It's not a rail bridge, but it'll do. So before
putting down a single unit, let's sketch out a rough sequence of events
superimposed on the OFP map:This mission
Situation overview.
is going to be all about timing. The dramatic tension will be found in
trying to both get to the bridge and to blow it up before the armored
column passes over it. Getting to the bridge will not be so simple since
we are going to place at least two large patrols in between the players
and the bridge, in addition to the bridge garrison. Also, the players
can radio-in allied Resistance forces to assault the garrisons on their
command. I have already worked out a variation of this mission that is
more complicated: the players start on the opposite side of the river
and have to hail a patrol boat to transport them across. For the sake of
simplicity we're going to start the players on the same side of the
river as the objective.
Introduction to the Mission Editor
Before we embark on creating the mission, I just wanted to point out that although this requires the Resistance add-on, the basic principles are the same for those of you who have OFP without Resistance
(i.e., version 1.46). From the main screen, select 'Mission Editor' and
then select the 'Nogova' map. In the upper right-hand corner, you can
select between 'Basic' and 'Advanced' editor modes. Always select
'Advanced' since it will give you more options that may come in handy if
you decide to tweak your mission later on.
Now, we'll set the time of day for the mission and weather conditions.
Below the 'Basic/Advanced' button is a panel that has a cloud icon on
it. This is the Intel panel and from here you can set the weather
conditions, time of day, and write a briefing for the mission. Set the
time of day to 23:30, so that the mission will occur at night. Select
the weather to be clear and make sure Resistance forces are set to be
'Friendly to the West'.You can write a briefing for the mission at this point, but it's not
The mission Intel screen.
necessary. Here's the little briefing that I typed in the text box:
You
and your fellow Black Ops are tasked with destroying the bridge at
Davle before an armored column can pass over it. You will start at a
Resistance campsite on the east side of the river which is north of the
bridge. Use motorcycles to get to the bridge as fast as possible. Try to
avoid the road since enemy patrols are heavy in that area. You can call
in Resistance forces to attack the bridge garrision by selecting the
Radio command 'Alpha'. To blow the bridge you will need to place at
least three satchel charges at its base.
Good luck!
For some reason I couldn't make paragraph breaks within this text box;
every time I hit 'Enter', it would cause the Intel screen to close. If
you have this problem, you can avoid it by typing out your briefing in a
word processor and pasting it into the briefing box.
Setting Up the Enemy Forces
Now we can
place the enemy units. We'll start with the bridge garrisons: two
infantry squads on either side of the bridge onramp, each facing
outwards. Press F2 or click on the 'Groups' button on the editor
interface. This will put you in 'Groups (F2)' mode. Now, double-click
the position on the map where you want the squad placed: one squad north
of the road leading to the bridge and one on the south. From the
drop-down menus, select 'East' for side and 'Infantry Squad' type. For
the garrison on the north side, make sure that it's facing north by
clicking on the 'Azimuth' control to the northern compass face. Now
repeat the same process for the south garrison, but make sure it's
facing south and not north.It's good practice to name each unit you create. This can be tedious at
Inserting a Group.
first, but will come in handy when you get more sophisticated with
scripting missions. For example, you can name the officer of the north
garrison 'ngarr1', and the soldiers 'ngarr2', 'ngarr3', etc. As long as
the names are meaningful to you, you can type in anything you want.
In OFP, a group is a collection of units controlled by a lead
unit. The subordinate units in a group have lines connecting them to the
command unit that usually has a higher rank. The groups that you can
create by selecting 'Groups (F2)' mode are pretty limited. Using the
'Units (F1)' mode, you can create a group from scratch. I'll show you
how to do that with the Resistance force we'll be placing in a few
minutes. In the meantime, you can reposition the units in the groups you
just created.
Click on the 'Units (F1)' button (or press the 'F1' key) to put yourself
in 'Units' mode. Now you can drag the individual units of each group
and place them as you like. The subordinate units should remain
connected to their leader; if the line breaks while moving them, go back
into 'Groups (F2)' mode and drag a line from the subordinate group to
the leader to reconnect it. In the picture below you can see how I've
arranged my north and south bridge garrison troops.Now, let's setup that armored column. Zoom out of the map by hitting the
Disposition of enemy garrisons at the exit of the bridge.
'-' key on the keypad and refocus on the village of Davle on the west
side of the bridge. You can drag the map while holding down the right
mouse button which will allow you to refocus elsewhere. Once again,
select 'Groups (F2)' mode (or press the 'F2' key) and double-click on
the road in the village in map sector Ga65. From the dropdown menus
select 'East' for side, 'Armored' for type, and then 'T80 Platoon' for
name. This will plop down a T-80 platoon near the road but not
necessarily on it. Make sure its azimuth is facing east, or 45 degrees.
Go into 'Units (F1)' mode and drag the tanks onto the road in a column,
with the command tank in the lead as shown below.Okay, we've placed the garrisons and the armored column. Now all that's
Plotting the route for the armored column.
left is to place a patrol in between where the players will start and
the bridge. Zoom out again, and place a mechanized infantry squad on the
north-south road in map sector Gf62 using the same procedure as for
placing the groups above. This time, we're going to make things a bit
more interesting. Since this is a patrol, we're going to make its radius
of placement and waypoint placement a bit variable. Once the group is
placed, select the lead unit and set its 'Probability of Placement' to
100 and its 'Radius of Placement' to 50. This will give the officer a
100 percent chance of appearing in the mission and he will be placed
anywhere within a radius of 50 metres of the selected.
Unfortunately, doing this to the leader will not result in the same
settings being propagated to the rest of the squad. For now,
double-click on each unit of the squad and make sure they all have a
'Radius of Placement' of 50.
Setting and Programming Waypoints
This
patrol is going to be on the move, so it's time to setup some waypoints!
Single-click on the group leader of the mechanized squad (i.e., the
officer) to select him. Now, select 'Waypoints (F4)' mode (or hit the
'F4' key) and double-click a position on the map to set the first
waypoint. This will bring up a screen to set a number of parameters for
this waypoint. Set the 'Type' to 'Move', the 'Combat Mode' to 'Hold
fire, engage at will', the formation to 'Wedge', and the 'Behavior' to
'Aware'. Now, give the waypoint a placement radius of 50 which means
that the officer will move anywhere within a 50 metre radius of the
selected waypoint position. This will make the patrol's movements a bit
less predictable. The cool thing about groups is that once you setup
waypoints for the leader, all the subordinate units will follow him;
therefore, you don't have to set waypoints for all the subordinate units
as well. Now, setup four more waypoints in a pattern similar to that
shown below.Make sure all waypoints have a placement radius of 50. You don't have to
Plotting the waypoints for the enemy patrol.
individually set the rest of the waypoint parameters since they all
have 'No change' as default, meaning they will keep the settings of the
previous waypoint. Since this is a patrol, we're going to make sure that
the squad doesn't stop moving when it reaches the last waypoint. To do
this, go back to the first waypoint you created and change its type from
'Move' to 'Cycle'. In the 'Waypoint Order' box, select the very last
waypoint number shown in the drop-down menu. Now this squad will
continue patrolling around these waypoints for the entire mission!
The last thing we have to do for the enemy forces is to setup the
waypoints and behaviour of the armored column. Single-click on the lead
tank of the T-80 platoon over in Davle. Plot three waypoints for the
lead tank, all along the road going across the bridge. One waypoint on
the west side of the bridge at the entrance, one halfway across the
bridge, and one on the east side at the exit. Double-click on the first
waypoint and make sure it has the following settings: 'Never Fire' for
'Combat Mode', 'Column' for 'Formation', 'Full' for 'Speed', and 'Safe'
for 'Behaviour'.
This will ensure that the tanks will stay in formation and not get
distracted from their route by firing on enemy troops. Their highest
priority is to get across the bridge! Once these settings are applied to
the first waypoint, they will be kept for the subsequent waypoints.
We're going to introduce the timing element at this point. Double-click
on the first waypoint along the tank route and enter the following
numbers into the 'Timeout' field: '180' for 'Min', '300' for 'Max', and
'200' for 'Mid'. This means that the armored column will start moving
towards the first waypoint after 180-300 seconds (3-5 minutes) have
elapsed. The actual time that the column starts moving will be randomly
determined but will occur within this time range.In order to give the players a cue to hurry the hell up and place their
Programming the first waypoint of the armored column.
explosives, double-click on the waypoint of the tank route that's on the
bridge. Click on the 'Effects' button and in the field that says 'Type'
select 'Text' from the drop-down menu and in the field that says 'Text'
type in: “The tanks are crossing the bridge!” When the tanks get to
this waypoint, that text message will then flash on the screen warning
the players that they have very little time left to blow up the bridge.
A Brief Introduction to Effects
For one
final cute little twist, double-click on the last waypoint of the route
and hit the 'Effects' button. We'll have the camera zoom-in on the lead
tank when it successfully crosses the bridge and play a bit of music
while showing a text message. In the 'Effects' screen for the waypoint,
select 'Around & Zoom Slow' for 'Camera Effect', '7th -Decide' for
'Music', and 'Text' for 'Titles' with some appropriate message typed
into the text field. It should look like something below:When the lead tank crosses the bridge, the camera will zoom into it,
Setting up a waypoint effect.
music will start playing and the following message will splash across
the screen:Note that we could have programmed this effect to end the mission at
What the programmed effect looks like.
this point, but why bring the fun to a standstill? Things will only get
more interesting for us once those tanks are across and mopping up our
bedgraggled forces!
Saving the Mission
We've now setup the
enemy forces and are about to put in the 'good guys'. At this point, it
would be judicious to save the mission! Hit the 'Save' button on the
editor interface screen, give the mission the name 'bridge1' and in the
'Save As' field, select 'Export to Multiplayer Missions' from the
drop-down menu. Then do the same thing but select 'User Mission' in the
'Save As' field. By doing this, you've just made both single-player and
multiplayer versions of the same mission.Setting up Playable Units
Saving the mission.
Okay, there are
three things we have to do for friendly forces setup: the players
themselves as BlackOps soldiers, motorcycles they can use to get to the
bridge, and the Resistance force that will engage the bridge garrision
upon the player's signal.
For the BlackOps and motorcycles, zoom out the map and re-centre it at
sector Gd61. Select 'Units (F1)' mode and double-click on the map near
the shore in that sector. In the Unit parameters screen, select 'West'
for 'Side', 'Captain' for 'Rank', 'Men' for 'Class', and 'Black Op' for
'Type'. For 'Control', select 'Player'. Also, give it the name
'blackop1'. This will be you.
Now, hit 'Ok' and you'll see your icon on the map. Single-click on the
icon and hit 'Ctrl-C' to copy the unit. Now hit 'Ctrl-V' three times to
paste three more BlackOps on the map. Make sure they have the same unit
settings as the first one, but for 'Control' make sure that 'Playable'
is selected. This means that in a multiplayer game your buddies can play
in these characters. However, in a single-player game we're going to
want them under your control.
So, select the 'Groups (F2)' mode and draw lines from each of the
subordinate BlackOps to the icon of the first BlackOp on the map (the
one you set under 'Player' control). Also, change the ranks of the three
subordinate BlackOps from 'Captain' to 'Lieutenant'. This will allow
the player to control the other three BlackOps in single-player mode.
The BlackOps come with a default loadout of three satchel charges each.
From my own experimentation I've found that three charges placed at the
base of the bridge are sufficient to bring it down. So, we won't have to
place an ammo dump with additional satchel charges.Beside the BlackOps, place four motorcycles that they will be able to
Playable BlackOps Troops and Motorcycles
use to drive to the bridge. With 'Units (F1)' mode selected,
double-click on the map and setup a unit with the following paramters:
'Civilian' for 'Side', 'Car' for 'Class', 'Playable' for 'Control',
'Unlocked' for 'Vehicle Lock', and 'Motorcycle' for 'Unit'. Once this
unit is setup, copy it and paste it three times in the same manner as we
did for the BlackOps.
Now, one awkward aspect of this setup is that the motorcycles will
appear in the game with civilian drivers. In order to drive the cycles,
it will be necessary to shoot and kill off the drivers. I haven't found a
way to just have the motorcycles appear without drivers so until I
figure that out we'll be left with this unsavory little in-game task.
For the sake of brevity, I'm not going to setup waypoints and behavior
for the subordinate BlackOp units; so, until that is done this will best
be played as a multiplayer mission.
Setting Up The Resistance Forces
Finally,
we're going to setup the Resistance force that will attack the south
bridge garrison. Zoom out the map and refocus on map sector Gf65. We'll
setup the Resistance units uphill from the garrison and in the woods,
ready to strike! Go into 'Units (F1)' mode and double-click on a
point just east of the woods in sector Gf65. Setup this unit to be a
Resistance Colonel of type 'Soldier' with a skill of 100 (although, as
we'll see later, this setting is a bit high).
Now, plop down four Resistance soldier units of rank 'Sergeant' and type
'Soldier'; also plop down two Resistance machine gunner units of rank
'Lieutenant'. We're going to make this a group by going into 'Groups
(F2)' mode and drawing lines from each subordinate unit to the colonel.
We have now created a group to attack the north garrison. To create a
group to attack the south garrison, draw a box around the first group
and hit 'Ctrl-C'. Now, hit 'Ctrl-V' and you'll paste an identical
Resistance group onto the map!
Go into 'Groups (F2)' mode and drag the cloned colonel unit a bit south
of the first group. As you'll notice, this will drag the entire cloned
group into the new position! You can cut and paste just about anything
in the mission editor, including units, waypoints and triggers! Your map
should look something like this:Now we'll setup the behavior of these Resistance forces. We want them to
Disposition of Resistance forces.
assault the garrisons only when the players give a radio signal. To do
this, we're going to use waypoints and triggers. Select the first
Resistance group and go into 'Waypoints (F4)' mode. Setup two waypoints:
Waypoint #1 will be a move waypoint very close to the squad's position.
Set its behavior as follows: 'Combat Mode' set to 'Never Fire',
'Behavior' set to 'Stealth'. This will ensure that the unit will not
fire on the enemy until given the proper radio command. Most
importantly, enter the following text into the 'Condition' box:
'trig1==1' (note the double-equals sign; in computer programming lingo,
this is a 'conditional operator' such that 'trig1==1' means 'if trig1 is
true (i.e., active)' ). This will activate the waypoint only after our
trigger (which we'll name trig1) is activated.
Now setup a second waypoint right on top of the north garrision and give
it the following behavior: 'Type' to 'Seek and Destroy', 'Combat Mode'
to 'Open Fire and Engage at Will', 'Formation' to 'Echelon Left',
'Speed' to 'Full', and 'Behavior' to 'Combat'. Basically, they will
charge to the waypoint and try and wipe out any enemy in their path.
For the second Resistance force, setup two waypoints in exactly the same
manner except give it an 'Echelon Right' formation for the assault
waypoint. Make sure that the first waypoint has the 'trig1==1' condition
set. By doing this, both squads will move out after being given the
radio signal which will activate the trig1 trigger.
Setting up Triggers
Setting up the trigger
itself is as easy as pie. Activate the 'Triggers (F3)' mode by hitting
the button on the interface or by pressing the 'F3' key. Now,
double-click on the map near your lead BlackOp (although, this trigger
can really be placed anywhere on the map since it's going to be
activated by radio and not by anything present within its radius of
activation). Enter the following paramters for the trigger:
'Activation', select 'Radio Alpha' from the drop-down menu, and in the
'On Activation' field, type 'trig1=1' (this time, only a single equals
sign is used since what we're doing here is assigning the value of 1 (or
true) to trig1; the equals sign in this case is known as an 'assignment
operator').In the 'Text' box, you can enter something like 'The Resistance Forces have been called!'
Programming the Radio Alpha trigger.
How will this be activated ingame? As the player, you will go to your
comms menu by hitting the Backspace key, then you'll hit '0 Reply', then
'0 Radio' which will bring up a radio menu. One of the menu items will
be 'Alpha'. Select that, and it will activate the trig1 trigger!
Debugging the Mission
Now that we've setup
all the elements of the mission and have them timed to our liking, we
have to do a bit of debugging. Rest assured that althought the mission
looks good in the editor, it'll never play out exactly the way you
expect it to. It's going to need tweaking.
We want to make sure that the Resistance forces behave as expected and
that the armored column crosses the bridge when it's programmed to. In
order to do this, we're going to create a temporary unit right in the
vicinity of the garrisons and the Resistance forces. Make this a
civilian man and set control to 'Player'. We are going to enter the
mission in Preview Mode as a civilian bystander and watch the action
unfold! As a civilian, none of the combat forces of either side will
fire on us. Also, go back to the Intel screen and temporarily change the
time of day to noon so that it will be bright enough to see what's
going on. Once that's done, hit the 'Preview' button in the main editor
interface and this will start the mission! (NOTE: When you're finished
debugging, be sure to set the time back to 23:30 and make BlackOp1 the
Player!)
When I first entered Preview Mode for this mission, I immediately
detected a problem. I triggered the Resistance forces to attack by
hitting the backspace key ingame which activates the radio. I then hit
'0 Reply', followed by '0 Radio' and then selected 'Alpha' from the
comms menu to activate my trigger (yes, you can also do this as a
civilian!). Within about a minute, all of the garrison forces were shot
dead! It turned out that setting the skill level of my Resistance forces
to 100 was way too high and it turned them into highly accurate Uber
troopers. I aborted the mission, went back into the editor and decreased
their skill levels to about 50 percent. After that, the battle between
Resistance forces and the garrison troops went very nicely, and the
casualties from both sides were pretty well-balanced.I then aborted the mission and went back to the editor in order to plop
Debugging the Resistance attack on the bridge garrisons.
my little man down near the mechanized infantry patrol. I watched it as
it went through its patrol waypoints and made sure that it cycled
properly.Things are looking good. I plopped my little guy over to where my
Debugging the enemy patrol.
BlackOps forces are waiting with the motorcycles. No problems there,
although it's clear that that mechanized infantry patrol is going to be
uncomfortably close!Finally, I watched the armored column on the other side of the bridge.
Debugging the initial player position.
As expected, it fired up its engines after about three minutes and
started rolling across the bridge.This is where I got the idea to add a text message at the second
Debugging the armored column.
waypoint to warn the players that the tanks were on the bridge and
nearly across. I also decided to add a fourth waypoint to the tank route
on the other side of the bridge that would change their behavior to a
combat stance in order to engage any Resistance and BlackOp forces that
were around (since I decided not to abruptly end the scenario if the
tanks crossed).
Conclusion
This tutorial really just
scratches the surface of the OFP Mission Editor. Nevertheless, you now
know enough to program some pretty robust missions! Once you understand
how triggers and waypoints can be programmed, you can start to do all
sorts of interesting things. At this point, you can start exploring with
other options and parameters associated with these game elements. With
the 'Preview Mode', it's really easy to jump in and see exactly how
something works. In a future article, I'll talk about more advanced
elements of OFP mission editing, including initializations,
synchronizations and scripting. But first I'll have to get busy and
figure out how to do these things myself!
Quelle
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