The-Architect
Oct 30 2005, 20:17
After discovering that setting the view distance allows for more constructor points I managed to make a decent playable mission. Granted there are things which I couldn't do like triggers etc, but even without those things we take for granted in the PC game, what I did still worked out ok.
I am beginning to understand it a bit more.
The template I last used was the destroy target one. I had a scud which started near a camp and then proceeded up the road about 4ks to another camp. My team of two Commandos started off overlooking the Scud's start point, and the mission was just to go to the Scud destination, destroy it and go to the extraction point.
I managed to add an ammo box, plenty of enemy patrols and the odd tank. some camp fires, a checkpoint and a base full of baddies completed the mission. It plays well and apart from a few things which I can't control, it is a good mission.
Unfortunatley the things which I have no control over make it a little frustrating. With the PC editor your imagination really is just about the limit. With the XBox editor you will have to make do with what you get from the templates.
With the Destroy target template, your target is automatically given two markers on the map. One is the target and the second is the target destination. That kind of made the mission for me in that I subsequently decided on the Scud and thought that a follow and destroy mission was a natural progression due to the two markers. For me anyway.
I put the Target marker in one base and moved the Target Destination marker to another base. The target remained illuminated in the yellow box in game even though the Scud had driven to the destination. A bit suspect because if I hadn't placed my commando start point in view of the Scud, the player wouldn't know what was going on. Something which compunded the matter is that the destination marker cannot be selected when scrolling through markers in the briefing. The only way to know it existed from a player's point of view was that I had the extraction marker nearby the destination marker so that when you scrolled to the Extraction marker you could see the Destination marker and thus know the Scud had gone there. Still with me?
Along with the target markers, you get two outposts which are definable. You can choose what the outpost will consist of. I chose one to be a BMP2 and the other, a Shilka. Once I'd started shooting the Shilka moved from it's marker position about 4ks to where I was. I couldn't stop it from doing this in the editor. Not drastically annoying but a little frustrating. Unfortunatley I couldn't find a way to delete either of these two outpost markers.
The mission went smoothly when played and after I finished placing all the units I wanted I found that I could still move the view distance slider all the way up. I didn't check if changed in game though.
Waypoints work for most thing's you'll need but the lack of triggers really seemed to limit events. I'm used to using triggers a lot so I really noticed it. If you want a Hind to come looking for you then it has to from the beginning of the mission. There isn't a way to make it come once you've been discovered or once you've killed the target. At least not that I found anyway.
That's it for now.
I am beginning to understand it a bit more.
The template I last used was the destroy target one. I had a scud which started near a camp and then proceeded up the road about 4ks to another camp. My team of two Commandos started off overlooking the Scud's start point, and the mission was just to go to the Scud destination, destroy it and go to the extraction point.
I managed to add an ammo box, plenty of enemy patrols and the odd tank. some camp fires, a checkpoint and a base full of baddies completed the mission. It plays well and apart from a few things which I can't control, it is a good mission.
Unfortunatley the things which I have no control over make it a little frustrating. With the PC editor your imagination really is just about the limit. With the XBox editor you will have to make do with what you get from the templates.
With the Destroy target template, your target is automatically given two markers on the map. One is the target and the second is the target destination. That kind of made the mission for me in that I subsequently decided on the Scud and thought that a follow and destroy mission was a natural progression due to the two markers. For me anyway.
I put the Target marker in one base and moved the Target Destination marker to another base. The target remained illuminated in the yellow box in game even though the Scud had driven to the destination. A bit suspect because if I hadn't placed my commando start point in view of the Scud, the player wouldn't know what was going on. Something which compunded the matter is that the destination marker cannot be selected when scrolling through markers in the briefing. The only way to know it existed from a player's point of view was that I had the extraction marker nearby the destination marker so that when you scrolled to the Extraction marker you could see the Destination marker and thus know the Scud had gone there. Still with me?
Along with the target markers, you get two outposts which are definable. You can choose what the outpost will consist of. I chose one to be a BMP2 and the other, a Shilka. Once I'd started shooting the Shilka moved from it's marker position about 4ks to where I was. I couldn't stop it from doing this in the editor. Not drastically annoying but a little frustrating. Unfortunatley I couldn't find a way to delete either of these two outpost markers.
The mission went smoothly when played and after I finished placing all the units I wanted I found that I could still move the view distance slider all the way up. I didn't check if changed in game though.
Waypoints work for most thing's you'll need but the lack of triggers really seemed to limit events. I'm used to using triggers a lot so I really noticed it. If you want a Hind to come looking for you then it has to from the beginning of the mission. There isn't a way to make it come once you've been discovered or once you've killed the target. At least not that I found anyway.
That's it for now.