             Rogue Spear Mission Editor Walkthrough

 

 General Information
 

 All distances are represented in centimeters unless otherwise  specified.

 

 The map window sometimes needs focus before any action can be done in  the map.  To do this, simply move the cursor over the map window and  click a mouse button once.  This will give focus to the window and  allow you to perform other actions.

 

 Waypoints or icons are selected by right clicking on them.  NOTE: Not  wall visible waypoints are selectable at one time.  For instance you  can only select a landmark if the Landmark Tab is the active tab.

 

    Keyboard Commands
 

 W                                 Move camera forwards.  Both 2D and  3D view.

 S                                  Move camera backwards.  Both 2D and  3D view.

 A                                 Move camera left.  Only in 2D view.

 D                                 Move camera right.  Only in 2D view.

 Q                                 Rotate camera left.  Only in 2D  view.

 E                                  Rotate camera right.  Only in 2D  view.

 [                                   Zoom camera in.  Only in 2D view.

 ]                                   Zoom camera out.  Only in 2D view.

 Up Arrow                     Up one level.

 Down Arrow                Down on level.

 -                                   Tilt camera down.

 =                                  Tilt camera up.

 F6                                Go to first waypoint.

 F7                                Go to previous waypoint.

 F8                                Go to next waypoint.

 F9                                Go to last waypoint.

 Delete                          Delete selected waypoint or object.

 Backspace                    Delete selected waypoint and go to  previous waypoint.

 F2                                Toggles object information display  in the status bar.

 F3                                Toggles draw all room in 3D view.

 P                                  Toggles path finding when placing  waypoints.

 R                                  Resets selected objects rotation.
 
 G                                             Places selected object  on the ground.

 

 Rotate the camera, in the 3D view, by holding down the right mouse  button and dragging the mouse around.

 

 Creating a new mission
 

 To create new missions first open a map.  To do this, go to the menu  bar under 

 File  Open Map.  You can now create a new mission by clicking File   New Mission.  A general properties dialog box will be displayed.  This  dialog allows you to edit general mission stuff like plan map,  rendering, and roster data.  The two most important buttons in this  dialog is the difficulty settings exist and Is adversarial mission  check boxes.  These are located under the General tab.  If you want  your mission to have three difficulty settings then check the  difficulty settings exist box.  If the mission is an adversarial  one, i.e. it has spawn points and bases, then check the Is  adversarial mission box.  Click OK to save your changes.  You can get  back to this dialog at anytime by looking on the menu bar for Mission   General Properties.

 

 

   Creating a team
 

 A team consists of one or more characters of certain type.  In this  example we will be creating a team of terrorists.

 

 Step One: Creating the team
 

 Make sure you are looking at the Character Tab.  Under the new button  is a box with entries for Hostage Teams and Terrorists Teams.   Highlight Terrorist Teams and click the new button.  A dialog should  appear that prompts you for a unique team name.  Type in  TerroristTeam1 and press OK

 

  Step Two: Editing a team
 

 Make sure the newly created team is highlighted and press the General  Properties button.  A dialog will appear which allows you to change  the teams name and other flags that determine how the team appears in  the games plan map.  To accept any changes press OK else press  Cancel.

 

   Step Three: Adding a character to a team
  

 Make sure the desired team is highlighted and press the NEW button.  A  dialog will appear that prompts you for the new characters name.   Enter in a unique name and press OK.  Now select the newly created  character and press the General Properties button just as you did  with the team.  A characters general properties allow you to change  the characters name, assign an initial stance and alertness state,  and attach the actor and kit files.  Go ahead and pick and new actor  and kit file.  To accept your changes press the OK button.

 

 Step Four: Editing plans
 

 Teams have three different types of plans.  The first is the start  location plan, which consists of any number of starting locations and  facings.  The second is the default plan, which tells the team what to  do when not alerted by any outside action.  The third type of plan is  a trigger plan, which tells the team what actions to take when certain  conditions are met.

 

    Adding start locations
 

 First we are going to create a starting location for the team.  Pick  the Start Locations entry in the Current Plan box to make it the  active plan.  Now start placing starting locations by left clicking on  the 2D map.  Notice that the icon is flashing, this means that it is  the selected or working waypoint.  To change the facing of the start  location, right click anywhere on the map in the direction you want  the team to start facing.

 

  Creating plan steps

 

 A plan step is a single element that is combined with other plan steps  to make up a plan.  Back to our example, change the current plan to  the Default Plan and press the Add button.  This brings up the list  of plan steps.  For this example we are going to create a plan where  the team patrols a short path while stopping at the end before  continuing.

 

 1.       First step will be a Begin Token step.  A Begin Token  allows a series of plan steps to be executed in a loop or track.  For  the purposes of the example, it will be a track.  All the follow plan  steps will be inserted between the beginning and end of this step.

 2.       Insert a Patrol Path step.  Patrol Path steps are unique  in that they are the only steps that require you to place waypoints on  the map.  After creating the step make sure it is highlighted and  place two waypoints on the map.  NOTE:  Only the selected plan step  can be edited in the map.

 3.       Insert a Guard Spot step.  Notice how the interface changes  depending on the type of step selected.  For Guard Spot, a duration  is needed so give it 5 seconds.  There is also an optional crouching  flag that can be set.  NOTE: Since we are using a track and the guard  spot is at the end, the team will stop for a total of 10 seconds  before continuing on the path.

 

 

  Creating a trigger plan
 

 A trigger plan is a plan that is executed when anyone of its  conditions are met.  To create a trigger plan select New Trigger  Plan from the current plan box.  This will pop up a dialog so you can  name the new plan.  For the example, lets call the new plan  DefendCurrentLocation.  After pressing OK a new dialog will appear  that lets you edit the trigger plans parameters.  Trigger plans are  ordered by their priority.  The most important plans should have the  highest priority or the lowest number, 0 being the highest priority.   If the conditions of a trigger plan are met then all lower priority  trigger plans are thrown out.  Sometimes you may want your team to  pick between multiple plans that cannot be ordered based on priority.  For this case give the plans the same priority and check the Remove  Same Priority Triggers button.  An example of such a case is when a  team of terrorists has two escape routes and they should pick the  correct one based on what zone the threat is coming.  For this case  you would setup a trigger plan for a threat in each zone and give them  the same priority and set the same priority flag.  So when a threat is  found in anyone of the zones, the correct trigger plan will be  activated and the terrorist will not try to go back to the other plan  if another threat is found.  This basically keeps the terrorists from  constantly going back and forth between plans.  The process to add  plan steps to a trigger plan is the same as the default plan.

 

  Tip:     To make the team execute the trigger plan before doing  anything else, put a

            Change ROE plan step at the beginning with the ROE State  set to Advance.

 

 Plan Step Descriptions
 

          Activate Team                Activates another deactivated  team.  Used for spawning                                               reinforcements.

          Add Zone               Adds a zone to the teams plan.  This  plan step is used before                                       adding  a Patrol Zones step.

          Begin Escort Hostage      The team path finds to the  specified hostage and adds the                                     hostage to the team.  Any plan step between the beginning                                  and end will be executed while escorting the  hostage.

          Begin Token                 Allows a series of plan steps to  be executed in a loop or track.

          Change ROE                 Changes the teams state and  speed.

          Clear Zones                        Clears all the zones  previously added with an Add Zone step.

          Detonate Charge             Not used.

          Engage Hostage Off       Tells a terrorist team to not shoot  at hostages.  NOTE:                                                 There are some situations where a terrorist team will still fire at a                               hostage.

          Engage Hostage On            Tells a terrorist team to shoot  at any hostage seen.

          Guard Spot              Stands at current location and looks  around 180 degrees from                                          current facing.

          Kill Self                  Kills the team in the specified  way.  This is used for placing dead                                    bodies in a mission.  NOTE: When a character dies by a Kill Self                              step no other AIs will react to seeing the  body.

          Manipulate Object              Path find to and manipulate  the selected object.

          Patrol Path              Move to the following waypoints.   NOTE:  Put inside a Begin                                        Token  step to make the team patrol the path more than once.

          Patrol Zones               Team randomly patrols the rooms  included in the zones                                               previously added with the Add Zone step.

          Play Animation         Team plays the specified animation.

          Play Sound              A speech sound is played by the  team.

          Radio Check-in           Given to the leader team who  monitors the state of other teams                                           that have radios.  The start delay is the time before the first                                     check-in starts.  The check-in  interval is the time between                                     check-ins.  The team is alerted if any team misses a check-in.

          Search and Destroy            Path finds to the specified  actor and eliminated them.

          Surrender                Tells the team to surrender.

          Target Actor                Team will target and track  specified actor.  NOTE:  This does                                   not tell the team to shoot the actor.

          Use Radio               Send the characters global  awareness and other threat                                                    information to any other character with a radio.

 

 

 Creating a vehicle
 

 Step One: Creating the vehicle
 

 Make sure you are on the Vehicle Tab and click the New button.  Now  enter in a unique name for the vehicle and press the OK button.  The  new vehicle should now appear in the list.  Make sure it is  highlighted.

 

 Step Two: Editing the general properties
 

 Click on the General Properties button to bring up the dialog.   Through this dialog you can change the name of the vehicle, attach a  vehicle file, assign passengers, and set if it stops for people.   First browse for a .VCL for the new vehicle.  The .VCL file specifies  all the vehicle data like armor values, sounds, and models.  Next set  the Stops for human flag if the vehicle is suppose to stop for a  person crossing in front of it.  Finally select all of the passengers  that will ride in this vehicle.  Make sure you dont pick more  passengers then the vehicle can hold.  This data can be found in the  .VCL file.  NOTE: Only car vehicle types are supported.

 

 Step Three: Creating a plan
 

 Now add a Patrol Path plan for the vehicle.   All vehicles must have  at least one Patrol Path plan step to get a starting location and  facing.  The first point on the path represents the starting location  and the second determines the initial facing.  After placing the first  waypoint, go into 3D-map view and you should see the vehicles model.

 

 

  Creating a landmark
 

 Make sure you are on the Landmark Tab.

 1.       Click the New button.  

 2.       Left click on the 2D map to place the landmark icon. 

 3.       Enter in the localized name and description.  NOTE:  After  placing the icon, it can be moved by first deleting it, using the   Delete key, and then re-placing it.

 

 

  Creating a mission objective object (MSO)
 

 Step One: Creating the MSO
 

 Make sure you are on the Mission Obj Tab.

 1.       Click the New button. 

 2.       Give the MSO a unique name and set the type.  The MSO type is  the action that can be done on the object.  I.e. A bomb would have a  Disarm Bomb type and a phone could have a Plant Bug type.  

 

 Example: Create a MSO named Bomb1 and give it a Disarm Bomb type.  Now attach a .MSO file to it.  For this example, browse for  bomb_sticky_blue.mso.  To place the MSO in the map go into the  3D-map view and click on a floor.  A blue box should appear where you  clicked.

 NOTE: A MSO can be replaced by first deleting it, then re-placing it  using the method above.

 

 NOTE: By putting the string ~Manipulate in the MSO name, it cannot  be selected in the games plan map.  This is useful when placing bombs  that you dont want the player to manipulate.

 

 Step Two: Moving and rotating the MSO
 

 After placing the MSO, it can now be moved around and rotated about  the X, Y, and Z-axis.  Do this by clicking on the translate or rotate  button on the toolbar and then selecting an axis. Then while holding  down the left mouse button, drag the mouse around.  Try translating  the object along the X-axis.  Now try rotating the object around the  Y-axis.  To the left of the 3D button on the toolbar is a snap  rotation button.  This allows you to rotate the object about the  selected axis in 90-degree increments.  NOTE:  Pressing the R key will  reset an objects rotation.

 

 Step Three: Editing the dependants
 

 MSOs can have other objects that are activated when it is manipulated.  To attach these objects click on Edit Dependants and a dialog will  pop up displaying all the objects that can be attached.  Dependants  are broken up into five types.

 1.       Other MSOs      When the MSO is manipulated it activates the  other MSOs. 

 Before that the dependant cannot be manipulated.  

 NOTE:  There is a special case built in where when a Switch MSO is  manipulated, any dependant Disarm Bomb MSOs will be detonated if not  has not already been manipulated.

 2.       Sound Emitters      3D sound to play

 3.       Touchplates            Touchplates are triggered as if they  where triggered normally.

 4.       World Objects      Doors can be operated.

 5.       Rooms        All lights in a room can be turned off.  NOTE:  This is 

 not supported.

            

 

 Creating a touchplate
 

 Step One: Create a new touchplate
 

 Make sure you are on the Touchplate Tab.

 1.       Click the New button.  Enter in a unique name for the  touchplate.  

 2.       Go into 3D-map view and left click on the map to place the  touchplate model.  A white box should appear on the map.

 

  Step Two: Sizing the touchplate
 

 A touchplate can be translated and scaled in the X, Y, and Z-axis  using the movement buttons on the toolbar.  Try translating and  scaling the touchplate in all directions.

 

 Step Three: Setting all the flags
 

 By default a touchplate can only be triggered once.  The Pressure  Trigger flag allows the touchplate to be activated every time  something intersects it.  Touchplates can also be created so that  certain types of characters cannot trigger it.  This is done by  checking any of the Ignore boxes.  Optional:  A text file can be  attached to a touchplate so that it displays a message in the games  chat when it is activated.

 

  Step Four: Attaching triggered objects and teams
 

 Teams and other objects can be triggered when a touchplate is  activated.  Example: One use of triggering a team from a touchplate is  to setup a trap so when a team reaches an area, terrorist  reinforcements will be activated.  NOTE: For this to work the team  must have the Starts Active flag unchecked.  Other object such as  doors and sounds can also be triggered by touchplates.

 

 

  Creating 3D sounds
 

 

 Step One: Creating a new emitter
 

 Make sure you are on the Sounds Tab.

 1.       Click the New button.

 2.       Go into 3D-map view and left click on the map to place the  sound emitter model.

 

  Step Two: Editing the properties
 

 Press the Edit Properties button.

 1.       Give the emitter a unique name.

 2.       Set the playback type.

 3.       Attach a sound file by clicking on the Browse button.

 4.       Set the sound type.  NOTE: The AI uses the sound type to  determine how they will react to hearing the sound.

 

 

   Creating and resizing a zone
 

 

 Creating the zone
 1.       Click and hold down the left mouse button over the 2D map and  place the first corner of the zone.

 2.       Drag the mouse to create the zone.

 3.       Release the mouse button when done.

 

 Sizing the zone
 1.       Right click on one of the control corners.  The selected  control corner will start blinking when selected.

 2.       Hold down the right mouse button and drag the mouse to resize  the zone.

 

  NOTE: To remove a zone, select one of its control points and press  the Delete key.

 

 Creating an insertion and extraction zone
 

 Go to the Single Plr Tab and follow the steps in the Creating and  resizing a zone section above.

 

  Creating an extraction zone

 1.       Create the zone and check the Exists box.

 2.       Check the Required box if the teams must get to the  extraction zone to win the mission.

 

 

 Multiplayer Editing
 

 

 Adding spawn points
 Click the Edit Spawn Points button and start placing points by left clicking on the 2D map.

 

 Removing spawn points
 Right click on the spawn point icon so it starts flashing and press  the Delete key.

 

  Adding base pairs

 Click the Edit Base Pairs button.

 1.       Press the New button to create a new base pair.

 2.       Give the base pair a description by pressing the Base   Description button.

 3.       Create a zone, see Creating and resizing a zone, for the  blue side.  Give the zone a description by pressing the Side  Description button.

 4.       Click on the Gold button and repeat step 3 for the gold  zone.

 

 

  Editing room properties

 

 

 Select one or more rooms from the Room List to edit their  properties.  Rooms can be selected by picking them from the list or  left clicking on the 2D map.  Notice that the camera centers on the  selected room and its 2D floors are highlighted.  NOTE: Multiple rooms  can be selected by holding down the CTRL key while selecting the rooms  from the list.

 

 Rooms can be added to a zone by checking the Zone button and  entering in a number from 0 to 100.  NOTE:  AIs use zones for  patrolling and restricting their movement to designated areas.

 

 Important:  Beware of using heavy rain or snow in very large rooms  because it causes longer load times and puts a bigger demand on  memory.

 

 

  Editing door states

 

 
 
 1.       Go into the 3D-map view and put the cursor over a door.

 2.       Hold down the CTRL key and press the left mouse button.  A  dialog will appear that allows you to edit the doors state.

 Door States

          Locked             Door starts locked.

          Sealed Shut            Door cannot be opened or destroyed.  

 NOTE: This is useful, in multiplayer games, for sealing off access to  large sections of a map.

          Starts Open Door opens at the beginning of the mission.

 

 
