Delta Force Barracks Forums

DF2 Tutorials

Eagle_Eye - 3-7-2004 at 01:46 AM

Please post links to any tutorials you may have..

This thread is only for posting tut's. not asking questions.

Any questions should be in a post in main Map forum..

Any other posts besides lonks to tut's will be deleted.

Regards
Eagle Eye

t.f.s - 3-7-2004 at 02:11 AM

Thanx for a place to do this!

i have made a map making manual any one should be able to use to make DF2 and Land warrior maps (both editors are almost exactly same)

http://dflw.2ya.com

Its the very 1st link at the top left corner and wont take a age to open even on dial up,

::-*Moving Vehicle & Trip Wires (DF1&2)*-::

Eagle_Eye - 3-7-2004 at 02:20 AM

Originally posted by Crazy


::-*Moving a Vehicle*-::


You can make any vehicle (Hummer, 4x4, Edbro, Blackhawk, Havoc, etc.) move by assigning it a waypoint, and setting up an event. First, lay down a vehicle, any vehicle. Assign that vehicle to a group, preferably by itself. It would be smart to name the group the exact same name as the vehicle. Example: you inserted a Blackhawk, name Group 3 “Blackhawk.” Make a waypoint list, give it a name (again, use the same name), and make sure all the waypoints count up accurately. Now go to Events and create a new one. Name it whatever you like, but it would be smart to indicate the vehicle is moving in the event. For the IF (Trigger) you can set anything that you wish to trigger the movement. If you want the vehicle to start moving the second the mission starts, leave absolutely nothing in the IF window.
Now under the THEN (Actions) you find redirect group to waypoint. Select the number of the waypoint list that the vehicle will be traveling on. Now make another Action, change group velocity. Put in the vehicle’s group number, and then select a velocity from the list. Now the Event will read like:



IF ----- (nothing)
THEN redirect Group 3 (Blackhawk) to Waypoint list 3 (Blackhawk)
change Group 3 (Blackhawk) Velocity to 35 KPH
**Just a note: There is no way to change the height the helicopter flies, the only way to make it seem real is to avoid high hills, so it won’t fly through them. Set up the Blackhawk’s waypoint the same as was stated above. It automatically raises to its programmed altitude and flies through the waypoint list.
Also, if the blackhawk has engaged any enemies, or it has been alerted in some way, it will not land when it reaches the final waypoint number. Instead it will hover over the LZ. The reason for this is that the engagement made the helicopter at ‘red alert.’ To make it land after it is at red alert, you can change the AI to ‘green alert,’ via the change AI event.




::-** Trip Wires **-::
This trick requires several different steps.

First Step,

Seting the wire

insert the "decoration" metal post w/barbed wire.(insert

mode)
This is a fence that contains one solid metal post, and

several wire layers that hang out of it.

Secondly, go to this Item's Attributes. Change the Z Value

to -4 in the first box, and 94 in the second box. !!!NOT

-94.!!!so correctly that would be -4.94

Now only a small portion of the post Is showing, and only

1 wire is visible.
we will use this as your trip wire.

step 2

Disguise trap

Place a tree (any type) over the remaining visible portion

of the post. Now it will appear as a wire that is

connected to a tree. On the other end, place a type of

bush. It is highly recommend the use of either a banana

tree or a banana bush. These two are perfect for the end

of the trip wire.

Now that we have placed the bush, your trip wire will look

as if it is coming out of the tree and connecting with

some sort of trap that is hidden in the bush.
Step3

Seting the trap

There are two different traps that we can make. One is a

trip wire claymore;
the other is a ring of six or seven fragmentation grenades

that all go off as the wire is tripped.

The claymore is the easier of the two to set up. Place a

motion sensor claymore, and lay it in the bush. Make it

face the tree, and conceal it a small bit by the bush.

Make the end of the wire “touch” the claymore, as if it is

actually connected. Thats actualy all there is 2 that


The harder trap to set is another common trap that was

seen in Vietnam,
Before I give the specifics, I would like to stress the

use of the invisible boom instead of the land mine.

Invisible Booms (IBs) have more power than the Land Mines

(LMs). IBs have the explosive effect of a satchel charge;

LMs have the effect of a single frag. That bush contains

more than one frag; it contains six or more. Using a land

mine will leave a survivability rate of 75%.for this This

trap to have enough explosive effect to kill without

question. Use the invisible boom.

Now, for setup, place and sink another barbed wire fence

just like you did for the other trap, and its a good idea

to use the same kind of tree and bush.
Now, place six or more grenades (located in sub-type,

object) very close to the center of the bush, but just

outside of it. Give the grenades’ a Z value of

0,160.Thats 0 in first box 160 in second.
This will set the grenades at half the height of the bush.
Now, make a group for the grenades entitled “frags,” and

asign all the grenades to that group.(edit there atributes

to change group)
Now put an invisible boom right on top of the bush.
The reason we need an invisible boom is simply because the

grenades don’t blow up!
Now make a second group named “fragsblow,” and place the

invisible boom into this group.

Now, make an area trigger about four meters long from both

sides of the trip wire, eight meters long in all. Name

this area trigger “frags.” Now comes the even better part:

the event.

Start a new event, and name it “Grenade Trip Wire.” For

the IF (Trigger) say IF group 1 (Blue Team) is within area

1 (frags)And Use the or logic
Now do the same for all other teams red and so on...

Now make the New Action, THEN kill group 4 (fragsblow)

"Thats the invisible boom group"
this will detonate the invisible boom when the player is

within the area trigger.

Now, in this same event, make a second Action, THEN

vaporize group 3 (frags); this will vaporize the six

grenades that are around the bush when the event happens.
This is simply to create the illusion that the frags belw

up.


Origionaly posted by crazy.
Edited and simplyfied by DFLW.2YA.COM

mapmakersheaven

Eagle_Eye - 3-7-2004 at 02:25 AM

Originally posted by Varg

http://www.mapmakersheaven.com is a mapmaking site for df2, we got tutorials for the rookie-mapmakers, and competitions for the more advanced ones. Aswell as friendly forums where you can ask questions, or just chat about making maps...
Check it out, and enter the motm if you think you got what it takes.

-varg

VanHelsing|CAW| - 12-29-2004 at 02:30 AM

How to Make Objects Face Certian Ways
--------------------------------------------------
Steps:
1. Go to general information and choose your style of map

2. Go to EDIT INSERT MODE- click anywhere on the map to get the list of objects

3. Select that object, then place on map

4. Go to EDIT and press INSERT MODE again to toggle it off

5. Click on the object you just placed
you will see on the right hand side all the stats about this object

6. Click on the stat box then it will open a new menu

7. Use the NORTH and PITCH values to change there rotation

NOTE: DO THE SAME FOR ELEVATION BUT USE THE X & Y VALUES INSTEAD

Happy map making

Van Helsing|CAW|

DR_EVIL_TAG - 5-28-2005 at 01:04 PM


THE DIALOG TOOL:

The tool can be found on the following sites.

1: www.dfbarracks.com
2: www.varg.sonnexh.com/index.php
3: www.dfarena.com
4: http://www.novahq.net/?show=utilities&cmd=view&id=3

Above are just a few sights that you can get the dialog tool from.

Once you have the tool you can put it anywhere on your personel computer and run it. I recommend setting up a file for your *.wav files and all other files pertaining to the dialog editor. I have found if you have *.wav files all over the place and your inserting them into the dialog editor and then move the wav file to another location the dialog editor will not be able to relocate it and give you an error, this is why I recommend setting up a file just for your dialog editor to place all the files together.


.WAV FILES
All *.wav files should be placed in there proper formats for the use in there proper games. I’ll be basing most of this tutorial off of Delta Force 2 formats. Below you see and image of the basic df2 format.



Try and keep the format in mono as this is what pretty much all games will be using, A good converter can be found here at http://www.dbpoweramp.com/dmc.htm
Sound text can be added using a regular mic and a good recording program,I use spin doctor which comes with Roxio cd burning. I won't go into roxio as theres so many programs out there to do audio ,but i will go into what type and size the file can be and how to title it .Record your message to what ever length you desire ,save it ,right click on it and go to properties, then to summary, here you will see its bit rate , channels, audio ect ect ,What you need to do is make it a mono channel , 8 bit audio sample and 22 khz size,
There will be alot of different formats and size out there such as stereo channel and 44khz these won't load up, And anything lower than 22 khz will sound really terrible, The stock ones use the 22khz ,mono channel, 8 bit and using those you can't go wrong. For the file size doesn't matter but try to keep the saying short and sweet, no one likes a huge download just to get a few maps. Now when you title the wav file title it similar to same as what is being said or by numbers.

STARTING THE DIALOG EDITOR
Now that you have your *.wav files all done with there little sayings you now can go into the actual dialog tool and started adding the wav files and the text. The dialog tool should like the one below:
Below is the a start up window



Next you want to hit the button Add list ,You should now see a dlg and a number as seen in the next image, Once you have the section for the dlg and number showing you can now start adding your *.wav files and text files by clicking on the properties button located the 3rd button down on the right side.



With in the properties section you will see the following sections and buttons.

1: Character section used only in Delta force 3 (land warrior)
2: Dlg list name box
3: Add sound message
4: Add text message
5: Delete button
6: Play button
7: File properties
8: Delay seconds
9: Text message drop down box
10: Add and edit buttons
11: Ok and cancel buttons

For Df2 we will not being using the character section at all, So the next step you want to do is insert a 3 digit number into the dlg list number start off using the numbers from 001 and up as you will notice later on in the df2 med when inserting the *.wav files the med uses 3 digit numbers starting from 001. Being that the numbers your using in the dialog editor will match up in the med so the wav that you insert into the number will be the exact *.wav played in the game when the event is set up. You can go from 001 to 999 but could create a huge file in the end depending on the size of your *.wav files used. So now to add your wav file to the program you have to go to the add sound button and then select the *.wav file from the location it was saved at and insert it. You can now test the *.wav file by selecting the play button on the lower right side.



Next we’ll go into adding the text to the *.wav file if you wish to have a text message show as well in the game, most helpful when a task is given to the player because if he misses what the *.wav file said he can just look up into the text header and see the text that was given with the *.wav file to do this hit the OK button on the list properties page and you should now be back in the main menu from here click on the tools button located at the top and it will open a new window as shown below called the MSG Editor. You will a 0: Edit Me already in the box from here hit the EDIT button on the bottom and type in the message you want to show with the *.wav file and if you want to add more hit the Add botton and continue on ,once all done hit the quite button and you will end up back in the main screen of the dialog editor where you will now reclick on the dlg001 properties botton and you will see your *.wav file still there and now you can click on the add text button and in the drop down box you can select the message that you have typed out before. Keep in mind that you do not need to have a text message with every *.wav file and visa versa.



Below is DV’s read me file on the dialog editor so between the to write ups this should explain the use of the dialog editor the best it can be described.

Quote:
“Thank you for choosing the TerraNova Dialog Editor by DV.

This tool can create the dialog files used by all 3 version of Delta FOrce for adding in-game sound and text events. The events can be sound and text, sound only, or text only. A single event can contain up to 255 sound files or text messages (1 or 2 is the norm, but it's possible).

All players must have installed the set (a set is one each .pwf, .dbf, and .bin) in order to hear/see the events. The utility will create a complete set upon completion. Also your work in progress may be saved as a project file if you're not ready to export yet.

Use:
typically you will have all your sound files ready (wav format, various bitrates are acceptable, mono or stereo too, though only mono is heard. DF typically uses 8bit, 22050 Hz, mono) in a folder. Choose File, New, then Add List. With the first dlgx highlighted, click on Properties. This brings up the screen where you add the sound and text events. Insert a number in the dlg box, starting from 001 (always use a 3 digit format). CLick Add Sound Message and select the first wav file. Click Add Text message if desired. Edit the text message ("Edit Me!") Add more wav/text files if necessary.

You can play the wav files from within the tool if necessary.

Use the delay option when using multiple sound files in a single event, you will usually give the 2nd event a delay at least as long as the length of the first sound.

In Land Warrior it is possible and sometimes preferrable that only specific characters will hear a message, or that each character hears a different message. The tool allows for that too. Simply select that character before you hit OK. For DF1 and DF2, always choose the All button.

Under the Tools menu is the Msg Editor. This is handy for adding messages you will use frequently. Messages added here will be available in the Text drop down menu on the properties screen.

Finally, if your project is complete, choose File, Export to create the 3 files required for Delta Force. If your project is still in progress, choose File, Save to create a project file you can open and work on at a later time.

Remember that this tool creates sound/text files to be used with "events". It can't be used to change the sound of the gun or map object sounds.

For support please visit our forum at:
http://terranova-exp.com