Beruflich Dokumente
Kultur Dokumente
Matthias Dohmen
10/23/2002
1
Overview
Map 2 3
Placed
2d Command
Elements
Map
List
4
Available
Elements
List 5 6
Element
3d Environment
Properties
View
The 2d Command Map window shows the placements of all placed elements in a
mission. The currently selected element is highlighted by a yellow box or the entire
element will turn yellow, depending on the type of elements. Actors, Vehicles, Effects,
Notes, Sounds, Waypoints, and Weapons will all display the yellow box, while different
parts of Plans, Zones, and other elements are turned yellow. When something is selected
in this view, it is also selected in the Placed Elements List, and its properties will appear
in the Element Properties window.
Also displayed in this window is the current Level the user is planning to (for
areas that may have rooms on top of rooms), the command map as presented in the actual
game, collision walls, trees, the camera position in the 3d Environment View, map labels
of map objects, room labels, and a variety of debug information. All these will be
covered in the section dealing with the View Menu later in the document, as will how to
show or hide these things from view in this window.
Using the cursor keys or by holding down the right mouse button and dragging,
you can move your view of the 2d Command Map around. Use either the mouse wheel
or the page up/page down keys to zoom your view in or out. Your view of this area
cannot be rotated. Moving the view around and adjusting the zoom in this window will
be reflected in the Overview Map by the red box moving or having its size change.
Pressing “+” or “-“ on the number pad will change the planning level.
This window is here as your best representation of the starting position of many
elements in a mission. This is the window where you place and move elements, adjust
the size of zones, change paths, etc. How the user places, moves, and adjusts elements
will be covered in the Basic Mission Setup section of this document.
The 3d Environment View shows the actual map geometry from the user’s point
of view, represented as the yellow-bar camera in the Overview Map and the 2d
Command Map. Any selected Element that is highlighted in the 2d Command Map
window as a square will show up here as a yellow ring at its 3d location in the mission.
The actual appearance of the placed Element will not appear in the 3d Environment
View, it will just appear as a yellow ring.
To move in this view, the W, S, A, & D keys are used to move forward,
backward, to the left, and to the right, respectively. Clicking and dragging the mouse in
this view will point the camera in a different direction, with forward and backward being
relative to this direction, giving the user a flying view of whatever they want to look at in
the environment. Also, the Q and E keys can be used to move up and down, respectively.
The user’s movement is not hindered by gravity or collision walls in the 3d Environment
View.
This window is most useful to determine the exact starting location of any
Element. If an Element is inside the map geometry, the yellow ring will turn to yellow
dashes instead of a solid circle. The user can only see the highlighted Element in this
view, and thus can only see the position of one Element at a time. A path with more than
one point will show all the points along the path, as will placed linear sounds (covered in
Basic Mission Setup).
To open an existing mission file, click on File, then Open. It will show you a list
of Mission Files in the default directory for the currently active mod. Double-click on
one of the files to make Igor open it. For the next step, close Igor.
To start a new mission, start up Igor but don’t open an existing mission file. Click
on Edit, then on Map. This will open the Map Properties window. Click on the button
next to Environment, and you will be presented with a window showing the map folders
in the map directory of the currently active mod. Go into the folder of the map you want
(for this tutorial, we’ll use C01_Plantation from Island Thunder), and then double-click
the .env file to make Igor load this map. Click on File, then click Save As to save a blank
mission file using this .env file. For purposes of this Tutorial, name the file
“igortutorial01.mis”. Make sure you save the mission in the “missions” folder. You
may need to navigate up one or two directories before you find it. Note that it will
default to the missions folder for the default mod for Igor.
Vehicles
Vehicles are handled in the same way as Actors, except that they do not go into
Teams or Platoons. Instead, Vehicles are like Platoons, as they appear within a
Company, but they may be assigned plans like a Team. A Vehicle’s appearance, type,
and other attributes are contained in a Vehicle file, the same way that Actors have Actor
Files.
Design Notes
If you want to place a message for the user that can only be seen in Igor, then you
place a Design Note (or just “Note”). When a Note is placed, it can have a message
attached to it that appears in the 2d Command Map window. They have no impact on
gameplay.
Plans
Plans are the fundamental actions that Vehicles or Actors can perform. They can
be given to a Vehicle or Actor at the start of a mission or triggered by the scripting
language. Plans will be gone over in detail in the second part of this section.
Sounds
Sounds are placed elements, like Actors, and are always .wav files. They should
be 22 kHz or less. For them to show up in the Available Elements window, they have to
have been Reconciled by the Sound Volume Editor.
Stations
Stations (or “Defense Stations”) are used by specific plan steps to produce
specific actions for Actors. For example, a sniper that the user doesn’t want to have
move around needs a Station. Uses of Stations will be covered in the second part of this
section.
Waypoints
Waypoints are used to mark locations on the in-game command map or on the
briefing screen. Waypoints will be covered in the second part of this section.
Fixed Weapons
Stationary weapons, like the .50 cal machine gun or the automatic grenade
launcher are much like vehicles, except they cannot be assigned a plan. Their use will be
covered in the second part of this section.
Zones
Zones are used to define areas for triggers in the scripting language, defining the
insertion area for a mission, or for multiplayer game types. The second section will cover
using Zones for the insertion area, and the other Zone uses will be covered in the various
Scripting sections.
Element Deleting
Deleting an Element is simple. Have the Element selected, either in the 2d
Command Map window or the Placed Elements List, and press the delete key. If the
Element has been referenced in the script, it will prompt to make sure the Element isn’t
accidentally deleted, as that could cause the script to cease functioning correctly.
Element Movement
Most Elements can be moved by selecting them on the 2d Command Map
window, then dragging and dropping them in the desired location. To move a non-placed
Element, such as a Platoon, select it in the Placed Elements List, then drag and drop it to
the desired location in the Placed Elements List.
Element Naming
Name placed objects logically, so it will be easy to find them later on in the
scripting process and identify them in the scripting language. To change the name of any
placed element, select that element in the Placed Elements window, and then look in the
Element Properties window.
Most elements will have at least one section of
their properties that look like this, where the user can
change the element’s name. To change an element’s
name, click on the button next to “Name” and type in what
you want the new name to be in the “Set Name” window
that pops up, and then click “ok”. The new name will take
effect immediately.
Before we start, make sure that you have an empty mission selected. After it has
loaded, click on Edit in the Menu Bar, and then click on Mission. This will bring up the
Mission Properties window. This window will be described in detail later, but for now
make sure there’s a check next to “Single Player”, and enter a Mission Name – For this
tutorial, use the name “Igor Tutorial 01”. Click “Ok” when you’re done, and then click
Placing Actors
To place an Actor, select an actor from the Actors tab in the Available Elements
window. Then, ctrl-click on the location the Actor should start at on the 2d Command
Map window. The Actor will appear on the 2d Command Map window and in the Placed
Elements List, and the Actor’s properties will be displayed in the Element Properties
window. If there was no team previously selected in the Placed Elements List, Igor will
ask if a default team should be created. If a team is created in this way, the entire
supporting structure for the team (platoon and company) will be created if they don’t
already exist in the Placed Elements List. Remember that if the Actor is in a different
Team than what was intended, the Actor can be dragged and dropped into the appropriate
Team. The Actor will be facing to the right until its facing is changed by the user.
Before you can place Actors, you should know where you can and cannot place
them. Click on “View” in the Menu Bar, and then click on “Debug Info”, and then click
on “Floors”. Areas in the 2d Command Map window should now turn blue. You can
only place Actors on the blue space. The same is true for Vehicles and most other
Elements, except for Effects and Sounds.
After you can see the floors, place 6 guys into Team – Main Force 1 by selecting
an Actor (it doesn’t matter which one) from under the Actors tab in the Available
Elements window, and ctrl-clicking six times on the 2d Command Map window. Keep
them all in the same general area.
After they’re all placed, select them one at a time in the Placed Elements List and
name them in order from “Main Force 1A” to “Main Force 1F”. You can also change
their facing if you want. Don’t worry about their other properties yet – we’ll get to those
later.
Placing Vehicles
To place a Vehicle, select a vehicle from the Vehicles tab in the Available
Elements window. Then, just like placing an Actor, ctrl-click on the location the Vehicle
should start at on the 2d Command Map window. The Vehicle will appear on the 2d
Command Map window and in the Placed Elements List, and the Vehicle’s properties
Place a Jeep near the 6-man team you just placed. Go to the Vehicles tab in the
Available Elements window and select “jeep.vcl”. Ctrl-click on the 2d Command Map
window somewhere near Team – Main Force 1 and then name the Jeep “Jeep -Main
Force 1”. Notice the pattern in the naming convention? This will help out in the long
run.
Placing Zones
Placing Zones is like placing an Effect, Actor, or Vehicle, except that after it is
placed, its size can be changed by selecting it and dragging one of the highlighted corners
until it is the desired size. It will initially face to the right. If anything uses that Zone as
an Insertion Zone, the facing will determine which way the Element appearing in that
Zone will initially face.
Place a zone somewhere on the map that is kind of far away from Team – Main
Force 1. After this zone is placed, name it “Insertion”, and in the Element Properties
window make sure “Insertion” has a check in the box next to it. Make sure that you have
enlarged the Zone Properties window by dragging the top bar up or make sure that you
scroll all of the way to the bottom of the window – that’s where the “Insertion” and
“Extraction” check boxes are located. Change the facing of it so it points toward Team
– Main Force 1, and make sure all the corners are on a Floor, and that none of the sides
of the Zone intersect collision walls.
Assigning Plans
To assign a Plan to a Team or a Vehicle, have the Team or Vehicle selected in the
Placed Elements List, and then double click on Plan under the Misc tab of the Available
Elements window. Then, make sure the Plan is selected in the Placed Elements List, and
click the Plans tab in the Available Elements window. Any of these plan steps can be
double clicked on to be added to the selected Plan. The different plan steps will be
covered in detail in the Basic Single Player Scripting section.
Assign a plan called “Plan – Main Force 1” to “Team – Main Force 1”. For this
plan, we’re just going to use one plan step – “Path”. Select “Path” from the Plans tab
in the Available Elements window, and then ctrl-click in the 2d Command Map window
where you want the Path to start. Now, shift-click near (but not too near) Jeep – Main
Force 1 to place the next part of the path, and do this a few times until you have circled
the jeep once. No need to match up the first and last part of the path; instead, in the
Element Properties window, make sure there’s a dot in the circle next to “Loop”. Now,
the Team AI will tell every actor in that team to follow that path over and over again in a
loop until they have to react to other stimuli.
If you’re following the tutorial from the Basic Mission Setup section, you should
load the mission you created in that section into Igor, but now save it as
“Igortutorial02.mis” and change the Mission Name to “Igor Tutorial 02”, as we will be
building on the information presented last section but changing minor elements of what
was done there. You should keep “Igortutorial01.mis” as a reference for earlier
material.
Plan Steps
Once a Plan has been created and
appears in the Placed Elements List, the user can
start adding Plan Steps to the Plan. Plan Steps
are parts of a Plan that are activated in order,
from top to bottom, when a Plan starts.
Sometimes, there are specific Plan Steps that
can be put into a Plan to trigger specific AI
behaviors. These Special-Case Plans will be
covered later in this section.
Many Plan Steps give the user the ability
to Set, Lock, or Unlock Elements to different
Parameters. If they’re Set, the AI can change
that Parameter when responding to stimuli
within a mission. If they’re Locked, the AI
cannot change it, and Unlocking is basically like
Set.
What follows is a list of all the different
Plan Steps, what they do, and an example of
their use.
Animation - This Step makes Actors play an Animation File. Note that this
will only play the Animation File once, and is thus no substitute
for individual Actors being assigned an Idle Animation.
Combat ROE - This step changes the Combat Rules of Engagement for a Team’s
Actors much in the same way a player can change his Platoon’s
Combat ROE in Ghost Recon. There are three ROE’s – Recon,
which makes the AI actively seek cover and only fire when they
think it won’t draw enemy attention, Assault, which is the default
Combat ROE which makes Actors engage in combat normally and
seek cover normally, and Suppress, which makes AI shoot
anywhere they think there might be a threat.
Cover - The Cover Plan Step is placed like other Elements placed in the 2d
Command Map window. First, select Cover from the
Available Elements window, and then ctrl-click on the 2d
Command Map. This will create a Cover Arc. There are two
points on the cover arc that can be moved. They start on top
of each other, but when dragging from the center on a newly
placed Cover Arc the point that moves is the point that
determines the arc from the anchor, which is the arrow. The
second point is the arrow itself. This Step will cause Actors to
use this arc as the limitations for their search for threats. It
should only be used by Teams of one Actor, or else other
Actors will all try to cover from the same anchor which looks
very bad. Also, a time can be assigned to this Plan Step,
which means that Actors will cover the Cover Arc for that specific
amount of time. The default is forever.
Defend Zone - This step is used immediately after the Add Zone step. This tells
the Actors in a Team to use the Stations (covered in the Special
Snipe - To make an Actor take up a sniping position, they must have a plan
that consists of the following steps:
- Movement ROE set to All Costs
- Alertness Locked into Combat
- Stance Locked into Upright (optional)
- Combat ROE locked into Suppress
- Cover for infinite duration (must be final plan step)
Also, a Station must be created and closely match the Cover Arc in
the plan. All together, this causes an Actor to stay in place and
keenly observe the area defined by his Cover Arc and Station, and
he will shoot as soon as he has identified a threat.
Use Fixed Weapon - To make an Actor use a Fixed Weapon, set up a Snipe plan
where the Cover Arc and Station are anchored at the location
where the Fixed Weapon has been created. Make sure the Cover
Arc and Station to not exceed 180 degrees, or else the Actor will
try to engage threats that the weapon cannot be turned to face.
Defend Zone - To make a Defend Zone, use Add Zone to create a zone in
the area that is to be defended, and then use the Defend Zone Plan
Step immediately afterward. This Zone does not need to avoid
collision walls nor does it need to be over a floor. It does,
however, need Stations placed within it, at least one Station per
Actor on the Team the Plan is assigned to, and usually more. Do
not change the properties of the Stations that are created for
Defend Zones.
Vehicle Paths - Vehicles are special case not only because they need to use
the Speed Plan Step instead of Pace, but because Vehicles require
great care and trial-and-error to script correctly. The Speed of a
Vehicle will affect how the Vehicle follows the path that it is on,
and the Vehicle rarely follows a path exactly. If a Vehicle runs
into any collision wall or non-Actor element, it will stop and never
start its plan again. Fast moving Vehicles take care and time to
make move correctly, and very fast moving Vehicles may affect
multiplayer performance.
Move “Jeep – Main Force 1” to the road south of where it currently sits. Create
a Plan called “Plan – Jeep Main Force 1”. The plan should consist of a Speed of 3, and
a straight path moving from East to West along the road. Make sure the path is set to
“Once”. Make sure the Jeep is facing West (left) and that the Plan appears underneath
the Jeep in the Placed Elements List.
Now, create a Zone called “Zone – Jeep Main Force Moves” far to the East of
Team – Main Force 1. Make it long North to South, but relatively thin East to West. It’s
okay if this Zone intersects Collision Walls. Move the Actors in Team – Main Force 1
West, but not so far West that they’ll be on the North – South road. Move their Plan
(“Plan – Main Force 1” to the Trigger Plan section of the Placed Elements List, and
change the plan so they move toward Zone – Main Force Jeep Moves.
Finally, make a Team under Platoon – Main Force called “Team – Jeep Main
Force Driver”, and put one Actor into it (it doesn’t matter where – the upcoming Plan
Step will teleport him into the vehicle). Name the Actor “Jeep Main Force Driver”, and
make a Plan under that Team called “Plan – Jeep Main Force Driver”, and put in the
Enter Vehicle Plan Step. Specify Jeep – Main Force 1 as the Vehicle and make sure the
box next to
“Driver” is
checked.
When you save
this mission
and load GR,
the jeep
should now
move across
the road from
the mission
start. After
you have
checked to
make sure it’s
path is right,
move it’s Plan
to the Trigger
Plans section
of the Placed
Elements List
The Objectives Window is initially blank. To add an Objective, click on the New
button. This will create a default Objective, with default Objective Text. The button next
to “Tag” determines what name the Objective will use for reference in the Scripting
Language, and the Text box determines what text will appear in Ghost Recon, either
when the player is in the Briefing Screen or when the player brings up the in-game menu.
“Add before game begins” is the only way to make Objectives appear in the Briefing
Screen, and is checked by default. Objectives will show up in the Briefing Screen in the
order that they appear in the Objective List, and the position of the Objective within the
Objective List can be changed by selecting the Objective and then clicking on the up
arrow or the down arrow. Note that Objectives can be added and removed during a
mission, even though this was never used in Ghost Recon. Completing or Failing
Objectives will be covered later in this Section.
Create an Objective named “Eliminate Enemy Team”. Make its Objective Text
read “1. Eliminate Enemy Team”.
After entering all appropriate information, clicking “Ok” will save all new
information, and clicking “Cancel” will discard all new information.
Enter in briefing text that corresponds with the objective. Enter the date, time,
and location you want, and set the weather to “sunny”. Don’t worry about the Image,
Cycle Image, or Briefing .wav.
Mission Properties
The Default Team section
determines what classes of troops will
be assigned to the player’s platoon in
the Platoon Setup screen. The column
on the left determines Alpha, the first
two menus on the right column
determine Bravo, and the last menu on
the right column determines Charlie.
If the “Requires Unlocking”
box is checked, the mission will first
have to be successfully completed as
part of a Campaign before it is
available in Quick Mission. “Combat
Points” refers to the number of
Combat Points available when this
Mission is selected in Quick Mission.
This does not give extra points for a
mission in a Campaign. “Unlocked
Hero File” refers to the .xml file used
by the Campaign to determine what
hero is unlocked if the UnlockHero
response is used in the Scripting
Language of this mission. At the
bottom is the Actor Count, which
keeps track of how many Actors and
Vehicles appear in the mission across
all difficulty levels.
Set up the mission to use two Riflemen and one Support on Alpha, on Demolitions
and one Support on Bravo, and one Sniper on Charlie. Set the number of Combat Points
to “5”. Make sure the only box under “Supported Modes” that has a check in it is
“Single Player”.
The Script Editing Window is separated into a list of Script Blocks with Group,
Trigger, and Comment sections (the Script Block List), and buttons that are either used
RoutTeam - This Trigger Event checks to see if a Team is either all dead or all
routed (which
includes the “dead”
state and the
“surrendered” state).
This Trigger is used
more often than
DeathTeam in case
anyone on that Team
happened to
Surrender. The only
Parameter of this
Trigger Event is
team, which
determines what
Team the game is
checking to see if it
has been routed.
After that Team has
been routed, this
Trigger Event will
activate.
The Response Selection window is organized in the same way as the Trigger
Selection window. There is a pull-down list of Responses arranged in alphabetical order,
a summary of how the Response is currently set up to work, Parameter tabs, and the Ok
and Cancel buttons. Selecting what Elements are used in different Parameters is the same
as selecting Elements for Parameters in the Trigger Selection window.
Open the Script Block that was triggered on Startup. In the Responses section,
click on the Add button, then select the “ExecutePlanTeam” Response. Select “Plan –
Main Force 1” for the “Plan” Parameter. Select “Team – Main Force 1” for the
“Team” Parameter. Click “Ok” when you are done, and then close the Script Block.
Now, you should have a mission that has most of the briefing elements, one
objective that completes when you eliminate Team – Main Force 1, a Jeep that moves if
Team – Main Force 1 reaches their zone, a default team loadout, and the entire mission
is now playable in single player Quick Mission. Congratulations!
The next sections will fill in all the gaps about the Elements discussed in this
section, but you should have a good enough idea of what’s going on to experiment with
Igor and see what you can come up with.
SP/Coop Base - Only 1 Team Base should have this checked. It will make
that Team Base the Defend Base in the Defend game type.
Central Area - The Central Area should be located near the center of the map.
None if its corners can intersect geometry, since the hostages in the Search and Rescue
game type appear at the corners. There can only be 1 Central Area.
Recon Extraction - This Zone determines the Extraction Zone for the Recon
game type. Like Recon Insertion, it does not need to be the Extraction Zone for the
Mission game type. There can only be 1 Recon Extraction.
Assault Platoon - These Zones define the areas where the enemies will start
in the Defend game type. The numbers underneath it indicate what Platoon those
enemies will be on so they can benefit from the Platoon-level AI. There should be 12
Zones, and it doesn’t matter how many Platoons are selected. In Ghost Recon, all
Mission Files that supported this game type used 4 Zones for Platoons 0, 1, and 2, and
didn’t use Platoon 3.
Make sure Igortutorial02.mis is open, and make sure Floors are viewable. Place
36 Spawn Points and label them “Point 00” to “Point 35”. Try to make sure that each is
near cover, and none of them can see any other ones within 360 degrees of itself. After
that, Place a Team Base, labeled “Base 00” in the upper left-hand corner, “Base 01” in
the lower right-hand corner, “Base 02” in the lower left-hand corner, and “Base 02” in
the upper right-hand corner.
Now, behind each Team Base put three smaller Zones, and mark them as tr0a,
tr0b, tr0c, tr1a, etc… until each Team Base has 3. Make sure they are near cover and
about the same distance away from their Team Base. After that, put a Central Area,
labeled “Central Area” equidistant, or as close to it as you can get, from each Team
Base.
Pick a spot that
looks good for an
insertion and put
down a Recon
Insertion Zone.
Find a good
extraction spot and
put down a Recon
Extraction Zone.
Make sure that
they’re not the same
as similar zones for
the single-player
mission. Pick one
of your Team Bases
that has a lot of
cover around it, and
make it the Sp/Coop
Base. Place the 12
Assault Platoon