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Map Tutorials
-Introduction
-Foreword by RVMECH
(Getting Familiar)
Chapter 1: Part 1
Chapter 1: Part 2
Chapter 1: Part 3
(Sculpting Tools)
-Chapter 2
(Texture Tools)
-Chapter 3
(Object Tools)
-Chapter 4
(
Misc. Map Tools)
-Chapter 5
(
String Files)
-Chapter 6
(
Scripting Teams)
-Chapter 7
(
Making Trains)
-Chapter 8

FIRST MAP
-Part 1
-Part 2
-Part 3
-Part 4
-Part 5


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Map Staff
-RVMECH



 


Chapter 5: Misc Tools

 

This section will get us familiar with the Build List tool, the Waypoint tool, the Polygon tool, and the Border tool (Screenshot 39).

The Build List tool is used for single player missions and defines a custom build list for the various factions (Screenshot 40). Those of you familiar with base nodes in RA2 will find this to be similar. Selecting the tool will bring up 2 menus, the build list itself and a menu to pick a unit. First decide what faction to create the list for in the "Side" box. Then click on "Add Building", this will bring up the second menu that allows you to pick the unit you wish to build. The selected unit will be attached to the build list cursor, place it by clicking on the area of the map where you need it (Screenshot 41). The structure will now appear in your list and a translucent outline of the structure will be created on the map. After placing the structure you can change the z-axis and the angle by clicking on the name of the structure in the list (Screenshot 42), you can also delete it or determine the amount of rebuilds for the structure . There are several other options, import and export, that are not enabled with this version of WB. Notice the graph at the bottom of the Build list, this lets you view the amount of power that is currently being used. If more than one structure is listed then you can change the building order, or priority, by moving them up or down along the listing.

The Waypoint tool is fairly straight forward in its use. Selecting the tool brings up the "Waypoint Options" menu (Screenshot 43). In this menu there are various boxes, providing information and custom entries. The current waypoint is given a number, by the program, or you can rename it to suit. It also lets you determine the player starting locations (Screenshot 44) and the initial camera position (for single player mission). The waypoint location is also listed and can also be found by looking at the status bar (lower left in the isoview) and hovering over the waypoint. A list of current waypoints is available when the arrow in that box is clicked on. This will list all the waypoints currently placed on the map. "Waypoint Path Labels" is where you can enter custom names for waypoint paths. These can then be employed when scripting units to move along a particular path. The last item on the menu is a small check box used for making the path Bi-directional, or functional in two directions. The direction of a path can easily be determined by looking at the arrows on the path. Arrows going in two opposite directions mean it is bi-directional. To place waypoints on the map select the tool, then click an area to place the waypoint. To create a path select the tool, click on the waypoint and DRAG the cursor to the next location and release it. You can then make another waypoint in the same path by doing the procedure again, don't forget to name the path.

The Polygon tool is used to make trigger areas. These are areas that are used for scripting AI actions and other trigger functions. When making skirmish maps several areas are needed in order for the AI to function properly. If you do not include them then your map will be worthless in the skirmish mode. To make an enclosed trigger area select the tool, place a polygon on the map, place another, place two more forming a square, now click on the original poly to enclose the square (Screenshot 45). You can now name the area or use the computer assigned name. You can drag the individual polys around the map to enlarge or shrink the area. You can also drag the whole area around by clicking on the trigger area BORDER and dragging it to a location. It is now ready for your script to use. There are three types of trigger areas that need to be created for a skirmish map to work properly. These are the "Skirmish World" area, the "Outer Perimeter" area, and the "Inner Perimeter" area (Screenshot 46). The Skirmish World area encompasses all of the visible area of the map. You need to make an outer and inner perimeter for EACH player!. The inner perimeter encompasses the core of the starting, or building area. The AI will construct its major structures here and defend them. The outer perimeter determines the area of base defense and also "Hold the line" strategies. Without these areas incorporated into the map the AI will not build, defend, offend, eat, drink, or be merry.

The Border tool is a simple tool used to resize the border of the map to the working border (Screenshot 47). In other words, You want to view the border of the map while you are working with it. You would check the "view map boundaries" box in the view menu. If you then decide to change the size of the map you will need to move the orange boundry out, or in to the new location. Select the border tool and then click and hold the NorthEast corner of the boundry and DRAG it to the new NorthEast corner of the map and release it.

The last tool to cover are the "Look" tools (Screenshot 48). By clicking on these tools the map snaps to a view of either North, South, West, or East up.

 

« Chapter 4 (Object Tools) | Chapter 6 (String Files) »