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First
I want to say that this is just something that I've put together
from my experience with IGOR as a base. Everything in here
doesn't have to be exactly the way it really is. So don't
blame me if something doesn't work the way I've written it.
Just send me a e-mail and I'll correct the error. Like everyone
else out there I've started from scratch, and this is what
I've learned.
This is created to help newbies and ease
the stress on my e-mail a little. Also to get away from answering
the same questions over and over and over again in the forums.
So if you're new to IGOR, first read the Help overview in
IGOR and then read this before you start posting questions.
This might give you some answers. Also, this is only for the basic IGOR. There
is nothing about scripting in here.
And if you haven't found IGOR...DON'T ASK
, look in the GR folder on the HD where you installed GR.
1 - Know the mission FOLDERS.
- 1.1 Command Waypoints
- 1.2 Defense Stations
- 1.3 Design Notes
- 1.4 Fixed Weapons
- 1.5 Map Rooms
- 1.6 Sound Emitters
- 1.7 Special Effects
- 1.8 Trigger Plans
- 1.9 Zones
2 - Know the MISSION SET-UPS.
- 2.1 MAP Properties
- 2.2 MISSION Properties
- 2.3 BRIEFING Properties
- 2.4 How do I turn off the BRIEFING SOUND?
3 - Know about ACTORS and VEHICLES.
- 3.1 Basics about ACTORS and VEHICLES?
- 3.2 ACTOR Properties
- 3.3 VEHICLE Properties
4 - Know about PLANS.
- 4.1 Basics about PLANS?
- 4.2 Know about your ORDERS
- 4.3 How do I get ACTORS TO USE FIXED WEAPONS?
- 4.4 How do I get ACTORS TO USE VEHICLES?
5 - Know about EFFECT TYPES?
1 - Know the mission FOLDERS.
1.1 Command Waypoints
Properties: Action, Text
Item Placement:
- Use WAYPOINT from the MISC list. Hold CTRL and place.
The only two options you need to use, and
that are used in the original missions, are LABEL and OBJECTIVE.
LABEL: This option is used to mark a position
on the players in-game Command Map. Use it for important houses
or crossings, or if you want to mark out objectives on it.
And you don't need to mark out insertion or extraction zones.
They are automatically shown by the zone you have created
for them.
OBJECTIVE: This option sets the co-ordinates
for the rolling pictures on the command map during briefings.
Just set it and designate it with OBJECTIVE X, here X is the
desired objective number minus 1.
The remaining options are, as stated earlier,
not necessary to
use. The NONE type can be used to set a waypoint that can
be used in
a script as a trigger position, but it's hard for a player
to hit
that waypoint and much easier to use zones for that purpose.
The same goes
for VISIT, ESCORT and DESTROY
1.2 Defense Stations
Properties: Interior, Priority, Platoon
Item Placement:
- Use STATION from the MISC list. Hold CTRL and place.
- The defense arc angle is set by holding SHIFT and moving
the second marker.
Defense stations are used to designate the
priority for the AI to cover a area.
INTERIOR: This should be checked if the
station is positioned inside a building.
PRIORITY: This can be set between 1 and
5, where 1 is the highest. I personally never use defense
stations if they aren't set to 1 in priority.
PLATOON: Here you can assign a platoon to
cover this area.
1.3 Design Notes
Properties: Text
Item Placement:
- Use NOTE from the MISC list. Hold CTRL and place.
TEXT: This can be used by the mod maker
to mark important parts of a mission for later reference.
1.4 Fixed Weapons
Properties: Name, Class
Item Placement:
- Use WEAPON from the MISC list. Hold CTRL and place.
- Direction is set the same way as with actors. Hold SHIFT
and select direction.
CLASS: At the moment there is only one for
fixed weapons, and it's the Browning M2 12,7mm Machine Gun,
or Stationarygun.gun as the CLASS should read.
1.5 Map Rooms
Properties: Sound, Cold
Item Placement:
- MAP ROOMS cannot be deleted or created in IGOR. They are
pre-set by the map creators.
SOUND: Here you can select what sound should
fill this room.
COLD: Should be used to tell the game that
the room is cold and that there should be traces of the actors
breaths.
1.6 Sound Emitters
Properties: Emitter Type, Grounded, Height,
Playback Settings.
Item Placement:
- Select desired sound effect from the SOUNDS list. Hold CTRL
and place.
This is where all the small sound effects
on the map are located. They can be set in a lot of different
ways... to sound in 3D and be emitted from a certain height,
or as a moving sound along a path with a certain set speed.
I haven't been playing much with these so you're free to play
around and see what you get. Nothing in this folder is mission
crucial, but adds to the mission experience.
1.7 Special Effects
Properties: Name, Type, Height, Room, Initially
Active, Grounded
Item Placement:
- Use EFFECT from the MISC list. Hold CTRL and place.
This a very special thing to use in the
missions. It's mainly used to add to the game experience,
but can also be use to bring out some mission crucial points,
such as the destruction of a specific map object that you
really can't destroy.
TYPES: This is the main problem for beginners
and will be handled later on in this file.
HEIGHT: This determines the effects location
compared to the ground.
ROOM: Shows which MAP ROOM the effect is
located in.
INITIALLY ACTIVE: This can be used for effects
that should be active during the entire mission, like a fire.
GROUNDED: Should be used if the effect high
should be compared to the ground.
1.8 Trigger Plans
Properties: Name
Item Placement:
- Select the trigger plan folder and then use PLAN from the
MISC list.
TRIGGER PLANS are created the same way as
ordinary plans for a team or a vehicle. The difference is
that the trigger plan isn't activated at game start. It is
assigned to a team or vehicle and activated with a "TRIGGER".
And all this has to be done in the mission script.
1.9 Zones
Properties: Name, Shape, Map Settings, Mission
Settings
Item Placement:
- Use ZONE from the MISC list. Hold CTRL and place. To move
the second marker just click with left mouse button and hold,
then move.
ZONES are used mainly to get triggers for
different scripts. But also as spawning points in multi player,
among other things.
SHAPE: Here you can chose if the two zone
markers should show the RADIUS of a circle or the opposite
corners of a RECTANGLE.
MAP SETTINGS:
- POINT: This is only used for spawning
points in multi player as far as I know.
- BASE: Marks each of the 4 bases used for
some types of multi player missions. The number is the designated
team minus 1.
- CENTRAL AREA: Marks the central area that
is used for some types of multi player missions.
- RECON INSERTION: The insertion zone when
played in recon mode.
- RECON EXTRACTION: The extraction zone
when played in recon mode.
- SOUND: Here you can set a sound to be
played inside the zone. Used for the wind effects, among other
things.
MISSION SETTINGS:
- INSERTION: The insertion zone when played
in normal mission mode.
- EXTRACTION: The extraction zone when played
in normal mission mode.
2 - Know the MISSION SET-UPS.
2.1 MAP Properties
Properties: Environment, Map Shots, Map
Name, Custom Type, Weather, Fog
ENVIRONMENT: This is the file that sets
the environment. These files can be created in the environment
editor. To change environment file, you have to open the .mis
file in WordPad and change the filename. Never save you modified
.env file over an original.
MAP SHOTS: This is the file that has the
pictures that are shown in the mission selection menu in GR.
CUSTOM TYPES: This box has to be checked
for the mission to be used in custom game types, like Firefight
or Recon. It's not required for normal SP or teamwork MP game
types.
WEATHER: Here you can select what, if any,
weather should be used in the mission. You can select between
CLEAR, RAIN or SNOW. The INTENSITY is used with rain or snow,
and determines the intensity of the effect. Nothing over 1.0
makes any difference.
FOG: This is a override for the .env file.
Use it if you want to.
2.2 MISSION Properties
Properties: Supported Modes, Mission Name,
Requires Unlocking, Combat Points, Default Team
SUPPORTED MODES: In here you select what
game types the mission should be available for. SP, MP Coop,
MP Solo and/or MP Team.
MISSION NAME: This name is the one displayed
in the mission selection list in GR.
REQUIRES UNLOCKING: This box should be used
if your mission should be used in a campaign and would require
completion in that mode before you can use it in quick missions.
COMBAT POINTS: This is for quick mission
mode. The number of CP you assign here is what the player
gets / actor before mission start in quick mission. In campaign
mode you can't set the CP rate. It always awards 1 CP/actor
that's been on the mission.
DEFAULT TEAM: Here you set what team will
be selected what the player presses AUTO ASSIGN in the selection
menu. You can't change how they should be distributed between
the three teams. The list starts with the left column and
then continues with the right column. The first three of those
will go into Alpha Team, the next two into Bravo Team and
the last into Charlie Team.
2.3 BRIEFING Properties
Properties: Image, Cycle Image, Coords,
Weather, Location, Date, Time, Required, Recommended, Briefing
Text
IMAGE: This is the map that shows the world
location during the briefing.
CYCLE IMAGE: This is the images that roll
on the command map during the briefing.
COORDS: This sets the coordinates for the
cross on the world location map during the briefing.
WEATHER: Here you select the weather icon
that's shown during the briefing.
LOCATION/DATE/TIME: Here you can enter whatever
you want to be shown at these locations during the briefing.
REQUIRED: Check this box if you want the
game to require Demo Charge and/or AT4 before starting the
mission.
RECOMMENDED: Check this box if you want
the game to recommend Demo Charge and/or AT4 before starting
the mission.
BRIEFING TEXT: Just enter whatever text
you want to appear in the briefing text window.
2.4 How do I turn off the BRIEFING
SOUND?
The briefing sound is linked to the map
name. So all you have to do is open the MAP PROPERTIES and
change the map name and the sound will be turned off.
3 - Know about ACTORS and VEHICLES.
3.1 Basics about ACTORS and VEHICLES?
The first thing you have to do is create
a COMPANY. It's available in the MISC list. Remember that
each company in GR represents a different force. So if you
create two companies with enemies in them, they will also
be hostile to each other. And you can only have one ALLIED
company. That is designated by checking the box ALLIED in
the company properties.
Now you can assign VEHICLES, just select
the desired vehicle from the VEHICLES list. Hold CTRL and
place on map. All vehicles in GR is assigned to a company.
No vehicle can be created in a platoon or team. There are
properties that can be set for each vehicle and they are covered
later in this document.
Then you'll have to create a PLATOON. Select
what company you want it in and then select PLATOON in the
MISC list. There is no limit to the number of platoons that
can be created under a company that's known in the modding
community.
After that you'll have to create a TEAM.
Select what platoon you want it in and then select TEAM in
the MISC list. There is no limit to the number of teams that
can be created under a platoon that's known in the modding
community.
In a team you can create 6 ACTORS. Select
the desired team in your list. Then you select the desired
ACTOR in the ACTORS list. Hold CTRL and place on map. There
are properties that can be set for each actor and they are
covered later in this document.
For each team or vehicle you can assign
a PLAN. Just select the team/vehicle that you want. Then use
the PLAN from the MISC list. Into this plan you can add orders
from the Plans list. They are covered later in this document.
3.2 ACTOR Properties
Properties: Name, Class, Kit, Start, Stance,
Idle, Difficulty, Initially Hidden
NAME: This is just to name the actor so
you can easily refer to it when scripting later.
CLASS: Here you select the actors appearance
and skill. This it what you select in the Actors list before
placing an actor on the map. But it can be changed afterwards.
KIT: Here you select what weapons the actor
should have.
START: This shows the actors starting coordinates.
They are automatically set when you place the actor on the
map.
STANCE: Here you select the actors starting
stance. Select between UPRIGHT, CROUCHED, SITTING and PRONE.
By using this you don't need to give a team the stance order
in a Plan unless you want the team to change stance during
the mission.
IDLE: Here you can select a behaviour for
the actor if you want. Something that he's doing. Like COOKING,
DRINKING, ITCHY and a couple of other alternatives.
DIFFICULTY: This setting selects on which
game difficulties the actor should participate in the mission.
INITIALLY HIDDEN: Here you select if the
actor should be hidden at the start of the mission. To later
make the actor shown to the game world, you will have to script
this by using the response SHOWTHING. This is used to reduce
lag during game play.
3.3 VEHICLE Properties
Properties: Name, Class, Start, Difficulty,
Initially Hidden
NAME: This is just to name the vehicle so
you can easily refer to it when scripting or planing later.
CLASS: Here you set the vehicle type. This
it what you select in the Vehicles list before placing an
actor on the map. But it can be changed afterwards.
START: This shows the vehicles starting
coordinates. They are automatically set when you place the
vehicle on the map.
DIFFICULTY: This setting selects on which
game difficulties the vehicle should participate in the mission.
INITIALLY HIDDEN: Here you select if the
vehicle should be hidden at the start of the mission. To later
make the vehicle shown to the game world, you will have to
script this by using the response SHOWTHING. This is used
to reduce lag during game play.
4 - Know about PLANS.
4.1 Basics about PLANS?
There is basically two types of plans. For
actor teams and for vehicles.
These can be created in two ways. Directly
linked to the team/vehicle or as a trigger plan and then assigned
to a team/vehicle. The basic difference is that the directly
linked plan is executed when the team/vehicle enters the game
world. That's at the mission start for most teams/vehicles,
but if they are hidden from start, it's when that team/vehicle
is shown to the game world. The trigger plan on the other
hand is created without team/vehicle connection and has to
be attached to a team/vehicle through scripting to be executed.
When creating a plan you have to think about
how you give your orders. Each step has to be completed before
the team/vehicle moves on to the next. That's why you can't
have any infinity orders in the middle, because they never
get completed. These are good to put at the end of a plan.
All orders that can be given a duration,
can be set to infinite by choosing the time 0.
Some orders have three alternatives that
determines how you want the team to use the order. SET executes
it directly but it might change automatically by the AI. LOCK
forces the team to remain in this mode. UNLOCK gives the team
AI free will.
4.2 Know about your ORDERS
This is a list of the different ORDERS you
can assign in a plan. Some are for vehicles only and some
are for teams only.
ADD ZONE:
Properties: Shape
- This marks a zone that you want the team/vehicle to do something
in. Often used with the order PATROL. And you set the shape
the same way as with normal zones.
ALERTNESS:
Properties: Bored, Alert, Combat, Panicked
- Here you set the behaviour of the team/vehicle. And I don't
think I need to explain them more then that.
ANIMATION: (teams only)
Properties: Motion
- Here you can set a motion that you want the team actors
to perform.
COMBAT ROE:
Properties: Recon, Assault, Suppress
- This works the same way as your orders in the game so I'll
leave it at that.
COVER:
Properties: Duration
- Here you can set a sector for the team/vehicle to cover.
The arc angle is controlled by holding down the SHIFT key.
And just set the duration as you want.
DESTROY TARGET:
Properties: Target
- Here you can order a team/vehicle to destroy a vehicle or
a map object.
DISENGAGE:
Properties: Flee
- This is used to make a team/vehicle disengage a target and
move on. You can also set the option FLEE if you want.
ENTER VEHICLE: (teams only)
Properties: Vehicle, Driver
- This is used to order a team to enter a vehicle. In the
original GR you can only get actor into a truck, not the Humvee.
You can also order one of the team members to take the drivers
seat by checking DRIVER.
EXIT VEHICLE: (teams only)
- This simply tells the team to exit the vehicle.
FOLLOW: (teams only)
Properties: Target, Range
- Here you can order a team to follow a TARGET team or vehicle.
Notice that this does not work between vehicles to create
a convoy. Also, you can set the RANGE you want the team to
hold behind the target.
FORMATION: (teams only)
Properties: Wedge, Single-file, Scattered
- This simply orders the team the hold a certain formation
while moving.
GRENADES: (teams only)
Properties: Available
- This gives the team AI the choice to use grenades. It also
requires that you arm the actors with a kit that has grenades.
MOVEMENT ROE:
Properties: Hold, Advance, All Costs
- This works the same way as your orders in the game so I'll
leave it at that.
ORIENTATION: (teams only)
- This can be used to select the direction you want a actor
to look.
PACE: (teams only)
Properties: Shuffle, Walk, Run
- This determines the speed that you want the team to travel
by.
PATH:
Properties: Once, Track, Loop
- This determines how the path will be used. ONCE makes the
team/vehicle follow the path once, TRACK makes the team/vehicle
follow that path and when they reach the end they follow it
backward, and it continues for eternity. LOOP makes the team/vehicle
follow the path and when at the end, they take the shortest
way back to the beginning to start over. Remember the see
to it that the team/vehicle can turn around at the end of
the path if you want it so go back.
PATROL:
- This orders the team/vehicle to start patrolling. Before
this you have to set a area or path for the team/vehicle to
patrol.
RESTART:
- This restarts the entire plan.
SPEED: (vehicles only)
Properties: Speed
- Here you set the speed you want the vehicle to use during
a movement. To see what the max speed is for a specific vehicle,
you open it in the vehicle editor.
STANCE:
Properties: Upright, Crouched, Sitting, Prone
- Here you can change the stance or a team. Remember that
you primarily do this for each actor in it's own properties.
TOGGLE AI:
Properties: Enabled
- This turns the AI on and off. All AI are initially on and
if you turn it off, their behaviour becomes totally passive.
VOICE:
Properties: Sound
- You have to select the .wav file to be played here.
WAIT:
Properties: Time
- Just use it to set a hold in the plan. I don't use this
at all. Instead I use the cover order.
WEAPON SELECT:
Properties: Primary, Secondary, None
- This sets the weapon that the team should initially use.
4.3 How do I get ACTORS TO USE FIXED
WEAPONS?
This is seams to be the thing that all newbies
have a problem with. But it's really quite simple.
You create a fixed weapon and a actor as
usual. Then you create a plan for the actor and set him to
hold and cover. Set the cover arc by holding down SHIFT and
modify it so it's under 90 degrees.
Then create a defense station where the
cover arc is. This should also be under 90 degrees but larger
then the cover arc. Now this should work.
The reason that you can't have a arc that's
larger then 90 degrees is the turning of the fixed weapon.
It's limited, and if you set a arc larger then the fixed weapons
turning angle, the actor will not use the weapon.
4.4 How do I get ACTORS TO USE VEHICLES?
First, the only vehicle in the original
GR that you can get actors into is the M35 Truck.
Then, after you've created a truck and one
or two teams (the truck can hold 8 actors), you assign a plan
to the team. Use the order ENTER VEHICLE and set vehicle to
your truck. Also check the box DRIVER for the team that you
want a driver from.
Also remember to not give the order when
the team is too far away from the vehicle.
To get actors out of the vehicle you have
to create a plan with the order EXIT VEHICLE. This is best
set up as a TRIGGER PLAN that's activated by the vehicles
proximity to a certain place where you want the actors out.
And that has to be done by scripting.
5. Know about EFFECT TYPES?
The most common question is, "Where
do I find the effect types?" And the answer is that you
can't. They aren't listed in any support and have to be entered
manually.
But, here is a list of some effects that
has been found by the modding community. Special thanks to
Commander Squinks for his huge contribution to this list.
Types that work without settings:
- EXPLOSION_LARGE_DIRT
- EXPLOSION_LARGE_ELECTRICAL
- EXPLOSION_LARGE_TYPE1
- EXPLOSION_LARGE_TYPE2
- EXPLOSION_LARGE_TYPE3
- EXPLOSION_LARGE_WATER
- EXPLOSION_MEDIUM_DIRT
- EXPLOSION_MEDIUM_ELECTRICAL
- EXPLOSION_MEDIUM_TYPE1
- EXPLOSION_MEDIUM_TYPE2
- EXPLOSION_MEDIUM_TYPE3
- EXPLOSION_MEDIUM_WATER
- EXPLOSION_SMALL_DIRT
- EXPLOSION_SMALL_ELECTRICAL
- EXPLOSION_SMALL_TYPE1
- EXPLOSION_SMALL_TYPE2
- EXPLOSION_SMALL_TYPE3
- EXPLOSION_SMALL_WATER
Types that use X=Delay, Y=Duration:
- FIRE_LARGE_TYPE1(X)(Y)
- FIRE_LARGE_TYPE2(X)(Y)
- FIRE_LARGE_TYPE3(X)(Y)
- FIRE_MEDIUM_TYPE1(X)(Y)
- FIRE_MEDIUM_TYPE2(X)(Y)
- FIRE_MEDIUM_TYPE3(X)(Y)
- FIRE_SMALL_TYPE1(X)(Y)
- FIRE_SMALL_TYPE2(X)(Y)
- FIRE_SMALL_TYPE3(X)(Y)
- SMOKE_LARGE_TYPE1(X)(Y)
- SMOKE_LARGE_TYPE2(X)(Y)
- SMOKE_LARGE_TYPE3(X)(Y)
- SMOKE_MEDIUM_TYPE1(X)(Y)
- SMOKE_MEDIUM_TYPE2(X)(Y)
- SMOKE_MEDIUM_TYPE3(X)(Y)
- SMOKE_SMALL_TYPE1(X)(Y)
- SMOKE_SMALL_TYPE2(X)(Y)
- SMOKE_SMALL_TYPE3(X)(Y)
- GENERAL_TYPE14(X)(Y) - Explosion Napalm
Fire and Smoke can be used without settings for a infinite
effect.
Type that use X=Range (0=3m 1=6m 2=12m),Y=Delay:
- DAMAGE(X)(Y)
Types that use X=Size, Y=Delay:
- DECAL_TYPE1(X)(Y)
- DECAL_TYPE2(X)(Y)
- DECAL_TYPE3(X)(Y)
Types without fully known settings. (The
AMOUNT of settings for them are not fully know either.
- DEBRIS_TYPE1
- DEBRIS_TYPE2
- DEBRIS_TYPE3
- GENERAL_TYPE01 - ?
- GENERAL_TYPE02 - Smoke Low
- GENERAL_TYPE03 - ?
- GENERAL_TYPE04 - Flame Low
- GENERAL_TYPE05 - Debris Large
- GENERAL_TYPE06 - Smoke
- GENERAL_TYPE07 - Smoke
- GENERAL_TYPE08 - Smoke Explosion Small
- GENERAL_TYPE09 - Smoke Explosion Large
- GENERAL_TYPE10 - Debris Medium
- GENERAL_TYPE11 - Blood Explosion
- GENERAL_TYPE12 - Debris Small Dirt
- GENERAL_TYPE13 - Explosion Silent
- GENERAL_TYPE21 - Flame Low w/Bang
- GENERAL_TYPE22 - Flame Low
- GENERAL_TYPE23 - Smoke Explosion
- GENERAL_TYPE24 - Bullet Hits Asphalt
- GENERAL_TYPE25 - ?
- GENERAL_TYPE26 - Bullet Hits Dirt
- GENERAL_TYPE27 - Flame Large
- GENERAL_TYPE28 - Splash Large
- GENERAL_TYPE29 - Splash Small
- GENERAL_TYPE30 - Flame Low
- GENERAL_TYPE31 - ?
- GENERAL_TYPE32 - ?
- GENERAL_TYPE33 - Flame Medium
- GENERAL_TYPE34 - Flame Large
- GENERAL_TYPE35 - Flame Medium
- GENERAL_TYPE36 - Smoke Small
- GENERAL_TYPE37 - Fire Embers
- GENERAL_TYPE38(X)(Y)(Z)(Delay) - Sparks
- GENERAL_TYPE39 - Flame Low
- GENERAL_TYPE40 - Flame Low
- GENERAL_TYPE41(X)(Y)(Z)(Delay) - Debris Large
- GENERAL_TYPE42 - Smoke Light
- GENERAL_TYPE44 - Smoke Large
- GENERAL_TYPE45 - Fire Medium
- GENERAL_TYPE46 - Splash Small
- GENERAL_TYPE47 - Fire Large
- GENERAL_TYPE48 - Smoke Large
- GENERAL_TYPE49 - ?
- LIGHTHALO_TYPE1
- LIGHTHALO_TYPE2
- LIGHTHALO_TYPE3
- SHELL_CASING
- SHOCK_WAVE_TYPE1
- SHOCK_WAVE_TYPE2
- SHOCK_WAVE_TYPE3
- SPOTLIGHT_TYPE1
ATTENTION: Do not try the following types.
They throw you back out to Windows.
- GENERAL_TYPE15
- GENERAL_TYPE16
- GENERAL_TYPE17
- GENERAL_TYPE18
- GENERAL_TYPE19
- GENERAL_TYPE20
- GENERAL_TYPE43
- GENERAL_TYPE50
-------------------------------( Thanks to: )---------------------------------
- Blockus & MONOLITH for their feedback
on this file before the release.
- Commander Squinks for the info on effect
types he's posted.
- UCMJ for trusting me with the creation
of the missions for Cobra Gold.
Visit war-fighter
for more info on that.
- The crew of the Platoon for a great site
and a really great forum.
- The crew of GR Gamerz for a great site
and for putting my mods out.
- The entire modding community for great
exchange of ideas and experience.
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