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Demagor

From the mind of a newbie editor

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Hello fellow war-mongers!

I'm looking to see if anyone knows where I can get a downloadable (and thus printable) guide/tutorial/walkthrough that explains or guides a person through everything that can be done with the (semi-)default game Mission Editor (I've already installed Gunslinger's Mission Editor changes).

I tend to learn better when I can run the game/editor at the same time I have a guide in my hands, flippin' page-to-page.

I'm very newbie (to mission creation only... I've had/played the game since 11/01)  so avoiding this "scripting" thing would be great, as my wee-little-brain finds it difficult to absorb your large, modern-day words. Head hurt. Must rest.

(Now denoir... keep yer guns in them holsters... before you close up the thread because "someone's asked this question 4,000 times already, we don't need a 4,001st", know that I did a search and found many replies to editing and specific issues, but nothing relating to an all-around, downloadable guide... so there.   biggrin.gif )

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(Now denoir... keep yer guns in them holsters... before you close up the thread because "someone's asked this question 4,000 times already, we don't need a 4,001st", know that I did a search and found many replies to editing and specific issues, but nothing relating to an all-around, downloadable guide... so there. biggrin.gif )

<span id='postcolor'>

HELENA%20KIDD%20HOLSTER.jpg

wink.gif

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I also tend to learn better with guides...

but in actuality, I gave myself a challenge and worked towards it until I succeeded. The production possibilities are endless with Operation Flashpoint.

so find something you want to do

do what you can

if something doesn't work, toy around for another solution

if you get pissed off, come post here for one of the genuine know-it-alls to help you! (they've helped me a lot...)

it's how I learned to do what I can do... which is quite expansive, however often not the most efficient methods wink.gif still working on "code reduction" methods

good luck

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Okay... please explain what I'm doing wrong here (and at my novice level, there's probably much):

The effort: I put a small enemy infantry squad at Location A, then placed a landed Mi-17 (pilot already inside) beside them.  The squad/helicopter has been given 3 waypoints : the group has been told to GET IN the heli, then told to MOVE to a spot in the center of town (which we'll call Location B), then told to GET OUT a substantial distance away from town (let's call it Location C).  

The purpose: To relocate enemy group from Location A, have the helicopter fly over Location B, the town, (to visually [the sight of the helicopter and the player's thoughts of "There they go!"]) and audibly (the intimidating sound of a helicopter in general) inform the players that the baddies are "on the move", then fly to Location C to unload the passengers.

The result: Shortly after the mission begins, one of two things happen: 1) You hear distant sound of the helicopter briefly followed by an Earth-shattering Kaboom!.  Upon approach, you find the helicopter crashed into a building, the ground, or other unassuming obstacle (note that there are no other friendly units on the island, so no one could have shot it down)... or... 2) You hear the distant sound of the helicopter briefly, then it fades away.  Assuming that everything has worked as intended, you advance into the town (which is between the players and Location C), and encounter the very infantry that was supposed to be in the helicopter!!  They didn't get on!!  Mind you, Location C (the drop-off point) is on a small island away from where the activity takes place, so it's not like if they could have walked back.  After a search of the island, I find the helicopter just sitting there, hovering on a small stretch of land half-way between the town and it's final destination.

.... what's going on here?

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hello,

What is happening (I like your way of presenting things wink.gif ):

The chopper didn't have any waypoint to order him to get the troops. He tries to catch them when the leader of the troops order a "all, get in chopper, 10 O'clock". And the chopper doesn't find a suitable landing point around the troops, and crashes.

Or : the chopper follows it's waypoints, and quickly get away of the area. The leader of the squad arrives on the "GET IN" Waypoint, has to order a "all, get in chopper, 10 O'clock", but doesn't find any suitable vehicles in the area, so he decides to continue on foot, without knowing that he will have to cross water (sometimes, AI have difficulties to read maps wink.gif ).

The solution :

make a "GET IN" WP for the squad near A, and a " GET OUT" near C

make a "LOAD" WP for the chopper near A, hit the F5 key (synchronize), and draw a line between the "GET IN" WP of the squad and the "LOAD" WP of the chopper. This will force the chopper to wait for the squad. Then, make a "MOVE" WP for the chopper to pointB, and finally a "TR UNLOAD" (the TR is important smile.gif) WP near C, and synchronize it (with F5) with the "GET OUT" WP of the squad. You can add some WP to the squad to make them occupy or assault a position, and some WP to the chopper to make him get away

Whis'

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Whis..

If it weren't scientifically possible, I would've guessed you did some sci-fi mind link with me.  That's EXACTLY what I was looking for.

That actually sparks another question (oh, you're gonna regret you replied to this thread! biggrin.gif

What's the difference between GET OUT and TRANSPORT UNLOAD?  Speaking of which, I had found something earlier in the boards discussing the differences between GUARD, SENTRY, and HOLD.  Though that thread helped give me a better idea of their function, it was a bit too complicated for my wee little brain.  So it left a lot of other things in doubt. Do you know where I can get something that will explain the difference between all the possible commands in a Waypoint?  Or if you're feeling adventurous, post them here?

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Here you go. smile.gif

Get Out causes the Crew of the vehicle do disembark.

Transport Unload causes the Passengers of the vehicle to disembark.

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Just for info;

When using a TRANSPORT UNLOAD wayoint for the chopper,

you don't need a GET OUT wayoint for the squad.

Transport Unload tells the chopper to get rid off all of it's

cargo troops (even if there are 3 squads inside the chopper).

When using an UNLOAD wayoint for the chopper, then you

need a GET OUT waypoint for the squad, and to syncronise

the two wayoints (F5, drag line).

I don't know how many times i wrote that now, but i know,

the first time i did it, i've been typing it way slower than now

biggrin.gif

~S~ CD

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