ofp:missions:mission_editor_ui
Differences
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ofp:missions:mission_editor_ui [2009/04/16 11:34] – created mission_editor_ui initial page. snakeman | ofp:missions:mission_editor_ui [2024/07/31 15:01] (current) – links added. snakeman | ||
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====== OFP Mission Editor User Interface ====== | ====== OFP Mission Editor User Interface ====== | ||
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+ | [[https:// | ||
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+ | **Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA) | ||
**OFP Mission Editor User Interface** | **OFP Mission Editor User Interface** | ||
- | This section will take you on a tour of the standard | + | This section will take you on a tour of the standard OFP mission editor interface, explaining the menus and how to use them. |
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In the weather section, the first slider controls the current weather conditions. All the way to the right is fine sunny weather, all the way to the left is a thunderstorm. The slider underneath controls the current fog levels. Fully left is no fog, fully right is almost zero visibility. The two ' | In the weather section, the first slider controls the current weather conditions. All the way to the right is fine sunny weather, all the way to the left is a thunderstorm. The slider underneath controls the current fog levels. Fully left is no fog, fully right is almost zero visibility. The two ' | ||
- | Note that OFP is highly accurate in its rendering of seasonal patterns. Thus the days will be shorter in Winter, the constellations are seasonally correct as are the moon phases. Tides are also simulated. | + | Note that OFP is highly accurate in its rendering of seasonal patterns. Thus the days will be shorter in Winter, the constellations are seasonally correct as are the moon phases. Tides are also simulated. |
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Choosing Countdown means that once the trigger' | Choosing Countdown means that once the trigger' | ||
- | Choosing Timeout means that the trigger' | + | Choosing Timeout means that the trigger' |
**Type** - there are several types of trigger. | **Type** - there are several types of trigger. | ||
- | * Guarded by - this creates an area to which the side specified will go when an enemy is detected within them. Units or groups given a Guard waypoint will automatically support these areas. | + | * Guarded by - this creates an area to which the side specified will go when an enemy is detected within them. Units or groups given a Guard waypoint will automatically support these areas. |
- | * Switch - this is useful for breaking units or groups out of looping waypoints. | + | * Switch - this is useful for breaking units or groups out of looping waypoints. |
* End # - this type of trigger will end the mission once the conditions are met. There are 6 winning endings plus a losing ending. | * End # - this type of trigger will end the mission once the conditions are met. There are 6 winning endings plus a losing ending. | ||
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A note on MOVE (and most other WPs, if not all) WP: If you put the WP on certain buildings (on the map: lighter boxes and select churches) there will be a new box that states what position that unit goes to inside the building. it will be under the " | A note on MOVE (and most other WPs, if not all) WP: If you put the WP on certain buildings (on the map: lighter boxes and select churches) there will be a new box that states what position that unit goes to inside the building. it will be under the " | ||
- | * Destroy - unit or group will move to this point and destroy whatever the waypoint is placed upon. Do not expect units to obey this waypoint if they are incapable of destroying the target (rifleman vs. tank). The waypoint will not be complete until the target is destroyed or if the unit refuses the order. | + | * Destroy - unit or group will move to this point and destroy whatever the waypoint is placed upon. Do not expect units to obey this waypoint if they are incapable of destroying the target (rifleman vs. tank). The waypoint will not be complete until the target is destroyed or if the unit refuses the order. |
- | * Get in - if placed over a vehicle with extra room, the unit will attempt to board it. If synchronized with a vehicle’s waypoint, the vehicle will stop and wait to be boarded. | + | * Get in - if placed over a vehicle with extra room, the unit will attempt to board it. If synchronized with a vehicle’s waypoint, the vehicle will stop and wait to be boarded. |
- | * Seek & Destroy - unit or group will move to this point and begin searching for enemies. | + | * Seek & Destroy - unit or group will move to this point and begin searching for enemies. |
- | * Join - When synced with another unit’s waypoint, this individual will become part of that unit's group. | + | * Join - When synced with another unit’s waypoint, this individual will become part of that unit's group. |
- | * Join & Lead - Same as above, but the individual becomes that group’s leader. | + | * Join & Lead - Same as above, but the individual becomes that group’s leader. |
- | * Get out - unit or group controlling vehicle will disembark. | + | * Get out - unit or group controlling vehicle will disembark. |
- | * Cycle - very useful waypoint; orders the unit to consider the nearest waypoint its next waypoint, creating a waypoint loop. Good for patrols. | + | * Cycle - very useful waypoint; orders the unit to consider the nearest waypoint its next waypoint, creating a waypoint loop. Good for patrols. |
- | * Load - vehicle will wait for units to board in cargo. | + | * Load - vehicle will wait for units to board in cargo. |
- | * Unload - vehicle will wait for units in cargo to leave vehicle. | + | * Unload - vehicle will wait for units in cargo to leave vehicle. |
- | * Transport Unload - vehicle will wait for units which began in vehicle to leave cargo. | + | * Transport Unload - vehicle will wait for units which began in vehicle to leave cargo. |
- | * Hold - unit or group will stay at this position. Only a ' | + | * Hold - unit or group will stay at this position. Only a ' |
- | * Sentry - The unit will hold position until any member spots an enemy. At that point, the unit will proceed to their next waypoint. If the unit is not set to hold fire, they may engage the enemy on the way. | + | * Sentry - The unit will hold position until any member spots an enemy. At that point, the unit will proceed to their next waypoint. If the unit is not set to hold fire, they may engage the enemy on the way. |
- | * Guard - if a ' | + | * Guard - if a ' |
- | * Talk - Used in combination with the “effects” button on the bottom of the waypoints screen. If you set the sounds: | + | * Talk - Used in combination with the “effects” button on the bottom of the waypoints screen. If you set the sounds: |
- | * Scripted - executes the script that is in the “script” box on the bottom of the waypoints screen. You can not use individual script commands, you must refer to an external script file. This waypoint is not a destination, | + | * Scripted - executes the script that is in the “script” box on the bottom of the waypoints screen. You can not use individual script commands, you must refer to an external script file. This waypoint is not a destination, |
* Support - A very useful waypoint; any unit given this waypoint will remain here until another unit calls for support. At this time, the waiting unit will proceed to the location where support was called for. Only medics, ambulances, fuel and ammo supply vehicles can use this waypoint. You can tell medics to board vehicles prior to this WP, and they will drive to the support call. | * Support - A very useful waypoint; any unit given this waypoint will remain here until another unit calls for support. At this time, the waiting unit will proceed to the location where support was called for. Only medics, ambulances, fuel and ammo supply vehicles can use this waypoint. You can tell medics to board vehicles prior to this WP, and they will drive to the support call. | ||
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**Text** - any text you wish to appear next to the marker. | **Text** - any text you wish to appear next to the marker. | ||
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ofp/missions/mission_editor_ui.1239881647.txt.gz · Last modified: 2009/04/16 11:34 (external edit)