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Author: Subject: Making missions tips
Jonathan
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[*] posted on 8-17-2005 at 04:04 AM
Making missions tips


While making some missions over the last month, I've discovered a few things that help me. Here they are. And anyone that would like to share their tips, please add to this.

1. Screen shots

I use to create a mission, go in and test it, and write down comments. But sometimes my written comments didn't always make sense to me later on. Especially when there's a list of 12 items to fix. And I hate writing.

Now I go thru my map and hit the F11 key to capture the screen. Plus, I zoom in/out the minicompass to get a feel for where the screen shot occurs from.

If I point it at an enemy, this usually means the A/I is too weak or too strong (range or accuracy). If I point it at a building, then the building needs to be adjusted so it sets level on the ground. If a waypoint or goal doesn't work, then I capture the screen with the goals/waypoints in view.

With the MED open, I'll bring up a pic viewer like Irfranview and go thru my screenshots. I can quickly flip between the two to fix the issues. A picture is worth a thousand words.

2. Beta tester.

I can't tell you the number of times that my older brother has pointed out flaws in my missions. As the developer we have to remember that while we know where the goals are at, the new player doesn't. While things make sense to us, the player is clueless until provide a direction and a goal to take on.

3. No A/I in the beginning.

In the past, I'd drop everything on a map, fire it up, and spend 20 mins getting to the last goal only to realize there's a bug. I'd go back into the MED. Try a fix. And spend another 20mins getting to the last goal only to realize I still have it wrong.

So now I add nothing to a mission except for the bare min. Mainly the waypoints, mission goal objectives, and the events that show subgoals. This way, I can run thru the mission without worrying about getting killed and verify that the waypoints are working along with the mission goals.

Once the above is working, I can now switch to the enemy A/I.

Another method that I've used is to turn off tiles, buildings, vehicles... in the MED except for people. Then I'll select all the enemy A/I and turn them blind or set their accuracy real low.

Jonathan
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[*] posted on 8-17-2005 at 08:21 PM


I know Iceman and I both build maps in much the same way..we never put in AI till we have everything else in, and tested..sure, we have a far idea where we want to put them..

Excellent tips Jonathan..Sticky Material mate..









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mr tarzan
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[*] posted on 8-18-2005 at 12:23 AM
All A/I to Blue Team (good)


Hi Guys

Great post.
Have you ever tried to set all the enemies to blue team during construction of a map? It makes it a lot easier to run quickly through the map when checking that things are functioning the way they should. This is also the best way I know to check if the people you place in a building are at the elevation you want them to be.
Objectives like "destroy all forces at...." will probably not work when the bad guys are set to blue team. Just remember to set the BG's back to red team (evil) when you are done.

This is just one of many ways to do it.

Keep sharing good tips and ideas.

mr tarzan :)
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[*] posted on 1-29-2006 at 06:06 PM
Building above ground


just a little tidbit of help when building above ground. I'll use the concrete slab as an example. if you are building a platform above ground using several concrete slabs like building a maze ect. raise your water level up to about the range in elevation you want this platform to be get your slabs all placed and then select this type and SNAP to WATER and all will be lined up on the Z .

lots of you knew this but I had to learn the hard way lol

GoldenEagleLST
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perigrine falcon
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[*] posted on 1-30-2006 at 07:36 AM


ive never made a SP/COOP mission but when testing i would probably try using SSN10000 indestructable this way everythign is set exactly like it supposed to be in the finished map just the player cant die.

i think i would also set place everything waypoints buildings tiles etc before i placed the AI this should be the last step.

ive heard of people using SS to fix maps in the past and i dont really understand y they insist on doing this to me it would be a waste of time.

i always test/build my maps in SP mode just place the SP marker close to the area in the map you are currently building/fixing problems. (hit ALT TAB or WINDOWS button to close game window click on it to reopen) after u fix problem reopen game hit ESC then R to restart mission all changes will take effect after restart (this doesnt always work when placing new objects or changing enviromnent)







lack of ignorance is the first sign of stupidity

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