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Edward
11-07-2002, 03:25 PM
the basic's for these tutorials will work for df2,lw,tfd,bhd,c4 and have been compiled from different df resource sits enjoy if i have missed a tutorial or you have 1 that should be included please add it here . please keep this thread only tutorials no question's in this thread . start a new post for any questions thx Ed

Step #1
editor is nowopen, but you see the black screen in the center, this is normal you have not picked a terrain yet. Goto the top left corner you seet his
[ File Edit Page Info ] under this you see show : this is the stuff stuff that will be seen on your map.


Step #2
Ok Goto edit in the upper lefthand corner click it and now a window will drop down. goto general info window now you may begain your map. choose your mission name, maptype, your name as mission designer. now move your mouse to the mission terrain window, hit the arrow. choose a terrain in the drop down window, click ok on bottom of general info box. now you will see the terrain that you just picked. Ok After you placed what you want on your new map if youwish to see it LOL. You want to look at your map and you still have to save it, do this upper left corner hit file,click save in the drop down window. this opens another small window towards bottom you will see file name with a blank box put your mission or mapname here. then click save, you are not done yet still one thing to do. go back up to the left corner click file again now click export binary mission then the same window opens just place your map name again and then click save. Yea you just made a saved and exported your First map. you must save and export all maps even when you add somethings to a map you allready. Hint " Save mis + export to .bms often incase your computer crashes for any reason. then your hard work is saved LOL"

[Edited on 11/7/02 by Edward]

[Edited on 11/7/02 by Edward]

[Edited on 11/7/02 by Edward]

Edward
11-07-2002, 03:26 PM
Tunnels and Fences/Walls on uneven ground:
IF you're placing any objects on flat and uneven ground:
First, place one object on the flat ground and keep it highlited. Go into the item attributes for it and click on ABSOLUTE HEIGHT. Take note of the number - Write it down!

Now then, place your other objects as you wish and if they fall on higher ground, don't worry about it till you are done.

Once you complete, highlite all of the objects you wish to adjust, and then in the item attributes box, click ABSOLUTE HEIGHT, then place that number you wrote down, then unselect all.

What happened is that all of the pieces you had highlited are now set to the same level. When you enter the map, you will see that some of your objects have sunken into the raised areas and will be still even with the other items through out.

This works for tunnel sections also, the only difference is that you have to subtract 5 or 8 from that number in order to equal your stairs or ramp doing down from the entrance. If you are unsure of the height of the stairs, there's 2 types: one with only 2 landings - this one goes down 5 meters, and one with 3 landings, this one goes down 8 meters. Also, the 2 landing stairs, when you get to the bottom, your direction will be 180 degrees from the direction you started with at the top, where as with the 3 landing stairs, you'll be going the same direction at the bottom as the top. Also, look closely as you place some tunnel parts in the map, they may have a - 8 right there in the piece, this tells you that this item must be placed at - 8 meters below the ground.

Edward
11-07-2002, 03:26 PM
Adding Custom Terrains:
When you download custom terrains for DFLW, you do NOT need to pack them to your Terrains PFF file in order to make them work in the editor or the game.

There's a simple command that you add to your DFLW and DFLW MED desktop shortcut's that will allow you to utilize them when they're not packed. This goes for any version of the DFLW Mission Editor too (note: I am unsure as to whether this will work for DF2 and definately don't know about DF1).

First off, you need to have a shortcut on your desktop for each.

Second, right click the shortcut - either one, in the popup window, click on properties.

In the TARGET LINE after the last " place a space and then add /d and that's it. Do that to both the Game and MED shortcut's target lines and once that's done, you simply need to only copy all of the terrain files to your MAIN DFLW folder and you're set to go.

Here's an example: "C:\Program Files\NovaLogic\Delta Force Land Warrior\Dflw.exe" /d

If you add custom sound DBF, BIN and PWF files, the same goes for them, just place them in the main folder and that /d will make them work both in the editor and game.


Copy and Paste Instructions

You want a object provided from page 2 ontop page 1 new mappers pay close attention here. for the bldg's + tunnels choose aflat spot big enough to compleaty contain the object to find the flat pacts of terrain upper left corner of the editor your see a [c][h][d] C = Color H = hieght and D= Depth.
Hit D now you see blk and brown. on the editor all the black is you flat spots. To highlite an object you must left mouse click and push shift on your keyboard now just drag mouse this makes a blue box drag mouse untill the wanted object is within the box now release the mouse button + shift, whala the item is now highlited. Now zoom in on the object with page up on your keyboard and page page down zooms out. Zoom in makes sure your object is highlited and all with in it.now right click the mouse when the object is highlited and hit copy. now hit page 1 left click the mouse. here is your map you want tthe object on. now right click the mouse again and hit paste you just have transferred an object from page 2 to page 1 of your editor Yea!. plus i just told 1 good hint most map makers do [the copy and paste 1] Lol this Copy and Paste method works great for placeing more of the same objects in differnt spots of you map.

Edward
11-07-2002, 03:30 PM
"#3.How do i get the wave sounds to play. I want the wave to go off when 1 of the choppers gets blow up. I made a event for it. Said when grupe#6 is all dead.then play wave list #3. But nothing happend."

Ok, in the game there are 5 lists of sound events - king 6 and all of them. The file names are DFDLGCS, DFDLGJA, DFDLGJB, DFDLGKW, DFGLGSM

In the DFLW.PFF file they're named PDW files.

These FIVE files contain the numbers and sound events for king6 giving directions, snakebite and those calling out things, ect.

Othello has a program - DFLW dialog referance player, it allows you not only to read but also to hear the speech and see what item number it is.

In the Genral Information window in the VER 1.92b Editor you will see a DIALOG box on the left side, you enter the catagory (DFDLGKW) and then in the events you'd add your PLAY WAVE FILE #109 or what ever. " IMPORTANT" dont mix the different dialog group's you canot have 1 wav from dfdlgcs and 1 from dfdlgja your wav will not play. you must stick to 1 file group and the wav's w/in it , to obtain othello's dialog referance program you may obtain it at my web pg or jackyl's-arena.com or novasheep.com hope this is what ya wanted [ THIS IS ONLY FOR DFLW ]


eiditor short cut

- 1) Goto my computer on the Desktop
- 2) goto the Drive you have installed Delta force landwarrior on (default is the C: drive)
- 3) Next is Double Click on the "Program Files" folder or the folder you have installed DFLW
- 4) Next is to go into the "NovaLogic" folder then into the DFLW folder
- 5) Look for DFWMED.exe right click it and create shortcut
- 6) Right click the shortcut then hit cut
- 7) Now goto your desktop right click and hit paste

Now all you can do is Double Click the shortcut on the desktop to open it up.
Ok now your map editor is open.




Possible causes for Lag (Frame Rate Loss) in an online map:
(Note, the quoted lines are from Slasher - they were reposted to answer his questions)

"#1.Will sounds,AI's and choppers lag the map up?"

No, but they might cause Frame Rate loss...

It depends on how much you have in the map as a total item count, how closely you have them packed together and how many large items (like the hanger or Castle parts).

I was in a map on h2o's server that was foggy (maybe level 3?) and had quite a few city blocks, some trees and no sounds and parked vehicles. I had no frame rate loss what so ever - difficult map too LOL

Basically, if you have more than say 2 choppers, and they're not very far apart
and there's quite a few items total in the map, those on lessor machines/vid cards may experience some frame rate loss.



"#2=What is a good frame rate to have when makeing a map.I have a 32 mb video card.So i take it thats the best frame rate i will get.But what is a ok level of frame rate,30,20...17?"

The human eye can't distinguish anything over a frame rate of either 16 or 20, I can't remember exactly. Natually the higher the frame rate the better the video quality.. I would say that you should try to achieve the highest rate you can but on someone with a lower version Vid Card. If you have any old cards, you might switch to that one to make the map, get it so that it runs great on that card, then you know you'll have no problems on your newer card. Either this or take it online and test it for a few days, when people enter, ask them to tell you when they encounter problems, what type and where on the map - take notes, this way you can go back later and find and fix them.In generally answering your questions, too many things will cause frame rate loss, but you can have quite a few things as long as they are spread out over a large area.



[Edited on 11/7/02 by Edward]

Edward
11-07-2002, 03:30 PM
ok i'll try to lay it out for peeps to understand lol.ok to make a vehicle move ya must follow a few easy step's.step 1 [choose the vechile ya want and place it,now let me open my editor an walk ya through this he he.upper lft corner ya see edit click it,move mouse to highlite group's ok .slot 1 n 2 are for blue and red team's use # 3 or below.type in the vechile name click ok.now for your WPL.place a user way point,now the nxt step go bck to edit then waypoint's, click it a window will open type in the name of vechile in the # 1 slot for WPL #1 if ya want the vechile to not drive the WPL over n over just click does not loop, now go bck to the waypoint ya just layed highlite it u/will see it's info pop up lower lft screen click it, this is item's attribute's window. under ai varribel's ya see different slot's w/window's top is for group click it, scrool dwn find the group for your vechile click it,now that way point is assigned to your vechile.ok the fun just start's to place more waypoint's just highlite the waypoint rght click mouse hit copy go to where ya want another waypoint and rght click agian and hit paste now with this waypoint still highlited,click the items attribute's and in the wpl slot ya see # change it from 0 to 1.all WPL must start w/0 1-2-3-4 son on so forth continue to place waypoint's untill ya are done i belive only 32 waypoint's may be assigned to a WPL.now for the events helo's wont do what i want them to but trucks and zodaic's will lol,now lets say ya want to ride in the pick up ok do this place 2 area triggers around the truck give them the same # ya will now see a box around the truck this is your trigger erea.now for the event to make it move go bck to edit upper lft scroll dwn to event's click it,a new window pop's up ok click 0 type in truck moves,now go to the right under the window if [triggers]click it now for this i have all start dm set to blue player's so i can trigger it but ,click new trigger, hit trigger type make it group,now trigger condition hit erea trigger now assigne it when blue plyer enters trigger erea for truck,it will now say when group 1 is with in erea 1.now go to below for then [action's],now click it new window ,click action type make it redirect group to then group truck the the WPL,now it will say redirect grp 3 to WPL 1 click then again,now ya need it to move click action type again and assigne it to group velocity action varrible's assigne it the truck,now velocity [kph]scroll dwn and say 10 kph click ok .will if i explained this right and yall can understand this then your truck will move when ya jump in bck. GL hope this help's
btw this will work for truck's helo's zodiac n AI bad guys g/l

Edward
11-07-2002, 03:32 PM
Understanding X, Y and Z in the editor:
X/Y/Z are the positions on the map.
X and Y tell the computer to put it left, right, center, top, bottom, or variations there of. Z is the elevation.
When placing items in/on buildings, you need to use the Z Value. Z values are the height of the object from the relative ground under the building. Absolute Height is the height of an object from sea level, so when using this option, it's best to place an object on the ground first, examine it's absolute height then make your adjustments to placing it at a higher level in the building.

The first box in the Z value is in Meters, full meters. The second box is the meter broken down into smaller sections. A full meter in the second box would be 256, a half would be 128 and a quarter meter would be 64 and then smaller fractions continue on..

Say your building is at an absolute height of 56.128 and you want to place a bunk on the second floor. You have to add 5 meters to the bunk to get it there so your absolute height would be 61.128...

Some people will point you to a tutorial for absolute height made a while ago.. it's not right, it's more confusing than you can believe.

I use absolute height all time when placing tunnels in maps, but only the regular z values for items in/on buildings.









Where do you edit the Z values?
In DF2 and DFLW stock editors as well as the modified editor foDF1-2- DFLW, once you place an object on the screen, keep it highlited and get out of INSERT mode.
You'll notice on the lower left side of the screen, that some text and numbers appeared in the large window box. Click on that and it will bring up the ITEM ATTRIBUTES Window for that item. (note: make sure that you only have one item highlighted as any changes you make will affect all other items along with the one you are changing - UNLESS - they are the same type of item and you're going to place them in similar locations.

In the item attributes window on the upper left side you'll see 3 sets of boxes, X, Y, and Z. The X and Y will already have numbers in them - these place the object on the map, the Z boxes are the elevation - on the ground, above or below ground .. depending on the numbers placed on them. For example, placing an explosive barrel at a z value of -2.32 will just place it underground, you'll hear it if you step on it.

The 2 boxes, the one on the left is for FULL meters, the second box is for partial meters, like 1/2, 1/4, and so on.

To break up 1 meter you have to remember that 1 meter = 256, so any fraction of this would have to be a smaller number. Example: 1/2 meter would be 128, 1/4 meter would be 64, 3/4 meter would be 196 and so on. This is more for fine tuning.

Now if you're placing a fence on uneven ground, then you'll have to use the ABSOLUTE HEIGHT check box.

ABSOLUTE HEIGHT is the height of an object from mean sea level. This means that your item, when this box is checked will have a number like 53.124 instead of the 0 that it would show with out the box checked. This means that the item is 53.124 meters above the water level of the map.

Edward
11-07-2002, 03:34 PM
IP: Logged

Othello
A Captain
Posts: 172
Registered: Nov 1999
posted 10 January 2000 05:42
--------------------------------------------------------------------------------
Yes you can, but that's a secret... (shhhh) j/k
Some facts about the Z-value for an Area Field (I prefer it calling that name, it's less confusing than the name Area Trigger):

you have to consider an Area Field as a 3d cube (important);

setting Z=0 for the Area Field means a 3d box with the lowest elevation at 0 (from ground level) and an highest elevation with no limit;

setting up an event for an Area Field with Z=0 (standard) will trigger the event wherever you are in the space of the Area trigger (low or high).

To proof to you that the Z-value for an Area Field works, I have put up an example:

Put up a new mission and create the items I did (start marker is group 1 and the bad guys are group 2). Also make group 2 blind and deaf (for testing purposes).
Create an event that states:

IF
(0)Group 1 is whithin area 1
THEN
(0)Eliminate group 2

What will be the result?
You may walk on the ground floor wherever you want, nothing will happen.
Now go upstairs. Walk towards the bad guy that is on the 1st floor. When you are in the Area Field (at the door opening), the bad guys will die.

Conclusion:
Put up 2 different Z values for the Area Field.
The lowest value is the bottom-height of the 3d cube and the highest value is the top-height of the 3d cube (both measured from ground level).
Whatever (in the example: Group 1) causes that event to trigger MUST be in the 3d cube (partial is enough though).

Tip: use only the left Z-Box (it's easier).

Let the boobytrapping begin...



wanna see inside of bldgs from outside

If you are talking about the kbldga (trailer), assign it a Blink Group number and check Parent A. If you are talking about the des3 (comm center), just check both Parent A & Parent B. If you are talking about the kbarak & kbaraki (Barracks exterior & interior), assign both the same Blink Group number and check Parent A. If you are talking about Hq2 and Hq2i (HQ exterior & interrior), just check Parent A & Parent B. If you are takling about the Air Tower, just check Parent A & Parent B.

This should allow players to see inside all of these buildings from a distance.

Edward
11-07-2002, 03:35 PM
End to the black hole syndrome



The first thing to do is to make sure you have your tunnels all aligned pixel perfect(see answer 3, this is very important because you might get pop outs to the surface)
Save the mission. dnld a unlocked editor here http://www.checkpointdelta.net and you may assigne blink groups w/out haveing to open .mis in notepad to edit blinkgroups

Now You have to tell the game which things need to be visible/invisible while on the surface. So open the .mis file with note pad. You'll see all kinds of stuff. The first part is the General information, groups, events, layers, ect. What your looking for is the items you put in. Should look something like this.



Lets start with the tunnel entrance. This has to be seen both into from above ground and from within the tunnels. So to be seen above ground you have to set it as a Parent. The actual text goes "blink_parent_@ #" (@ being a {the primary visibility group} or b {the secondary visibility group} {a/b helps with frame rate and I'll explain this a little further down](correction, a/b alows one object to have two blink-groups) , # is a number 1 - possibly 127 (I know NL has used up to 63). For this, lets put it as blink_parent_a 1. You just type the listing right after "edistances 16 1024" and before "end item". Should look like this.



Now, you have to tell the tunnel entrance to be part of the rest of the tunnels. You do this by assigning it a group. The text is "blink_group_@ #" (the @ and # can be different from the parent, but has to be the same as the adjoining piece of tunnel) You place this text before the parent listing. So now your item text should look like this.



Now the entrance is set. Lets move on to the next piece of the tunnel. It has to be seen from the entrance and any other pieces that are connected to it. So you have to set it's "group" to the same number as the entrance. So locate this piece in your .mis file and add it the same way you did before with the entrance. Looking like this:

edistances 16 1024
blink_group_a 1
end item

Now if you have a small tunnel complex and your not worried about degrading frames rates, then all you have to do is set the rest of your tunnel pieces to "blink_group_a 1" and any other entrances to "blink_parent_a 1". Save the .mis. DO NOT "Save as" a text file. Just click "Save". Then go to your MED. Reopen the Mission. Export it and your done.

But if you have a super large tunnel complex with multiple levels and people are always complaining about lag in your map when you know that there is none with your duel 1.5G P-IV, thats not hooked to the internet because your part of the back bone. Then what is happening is that you have so many pieces to the tunnel that the poor little 2 mg video card that everyone seems to play with is having a stroke because it can't draw all those triangles and polygons or what ever and keep track of your perspective to them. So read on!

Lets first break down the actual command of blink.

blink_group_ - This is just a command like "open" or "save" or if you know anything about HTML then it's like {img src=}

a - this tells the computer to "draw all this first".
b - this tells the computer to "draw all this second".

# - the numbers designate all things alike. So if you set ten tunnel pieces to "1" then you have ten tunnel pieces that the computer will draw all at the same time.

To cut down on the degradation of frames rates you need to have many "numbers" and where they over lap in fields of view. you assign them "blink_group_a" and "blink_group_b". This way you can look down a long tunnel and still see every thing, but the computer is not drawing the floor above you or below you or things around five corners that will take 30 seconds to get to.

The pictures below are straight from one of the single player maps. It shows three blink groups.



The light blue is "blink_group_a 1"
The dark blue is "blink_group_a 2"
The red is " blink_group_a 3"

Now standing in the room of the light blue group, all you would need to have ready to see is the dark blue group. You wouldn't need to see what's going on in the red group. So what you have to do is set all the items in the light blue group to "blink_group_a 1" and "blink_group_b 2" looking like this



While in the dark blue group it will be "blink_group_ a 2". As the dark blue nears the red, you have start getting ready for it. So in the areas nearest red group you put in the additional line of "blink_group_b 3". Here's how the picture above breaks down by room.

1- group_a 3/ parent_a 1 13 - group_a 2/ group_b 3 25 - group_a 2
2 - group_a 3 14 - group_a 2/ group_b 3 26 - group_a 2/ group_b 3
3 - group_a 2/ group_b 3 15 - group_a 2/ group_b 3 27 - group_a 2
4 - group_a 2/ group_b 3 16 - group_a 2/ group_b 3 28 - group_a 2
5 - group_a 2/ group_b 3 17 - group_a 2/ group_b 3 29 - group_a 1/ group_b 2
6 - group_a 2/ group_b 3 18 - group_a 2/ group_b 3 30 - group_a 1/ group_b 2
7 - group_a 2/ group_b 3 19 - group_a 2/ group_b 3 31 - group_a 1/ group_b 2
8 - group_a 2/ group_b 3 20 - group_a 2 32 - group_a 1/ group_b 2
9 - group_a 2/ group_b 3 21 - group_a 2 33 - group_a 1/ group_b 2
10 - group_ a 3 22 - group_a 2 34 - group_a 1/ group_b 2
11 - group_ a 3 23 - group_a 2 35 - group_a 1
12 - group_a 2 group_b 3 24 - group_a 2 36 - group_a 2 group_b 3 see note below

I ran across Item 36 while making this page. It's very interesting because I don't think anyone has mentioned that objects could be set to blink groups too. Item 36 is an Armory Cabinet. I don't know if every Item can be set to a blink group, but still every little bit will help in cutting down frame rate degradation.


Here's another break down:


So in review:
blink_group_ - is a command that allows you to see everything underground.
blink_parent_ - is a command that allows you to see every thing above ground.
a - tells the computer to draw this when I'm in this area because I need to see it
b - tells the computer to draw this too, but with not as much emphasis, because I'm not exactly in the area but I'm coming up to it or it's so far away that it's to blurry to tell what it is anyway.
#'s - this is what is actually a group reference. It is what tells the computer that all these apples are in this basket.

Othello posted this in DF3.net and I thought It would compliment this page nicely.
Athough I have some observations about the blink group feature, I think you've done a nice job there.
Using blink_group_a 1 or blink_group_b 1 means just the same.
There is no difference (apart the character) between them. They are both contained in the same blink group # and therefore have the same transition.
The transition directly depends on the blink group # and not on the "a" or "b" label.

Ex: if you have a 10 element tunnel of the SAME blink group # with alternating "a" and "b" labels, the result will be just the same as if you were using 10 times label "a" OR 10 times label "b".

Why label "a" and "b"?
The only reason is, that it permits 1 item to have 2 different group numbers!
An item having blink_group_a 1 AND blink_group_a 2 is INPOSSIBLE.
An item having blink_group_a 1 AND blink_group_b 2 is POSSIBLE.

I agree with you that it's less memory consuming to draw only the parts of the tunnel that are visible to the player than to draw parts that are visible AND hidden to the player (behind a corner).

Examine the blink groups numbers and labels in this image:


While the player is in the red zone, he will SEE the red AND yellow zone. The blue zone will not be drawn.
If the player is in the yellow zone, he will see the yellow, red AND blue zone.
If the player is in the blue zone, he will SEE the blue AND yellow zone. The red zone will not be drawn.
Note about the yellow blink group:
it could also be blink_group_a 1 + blink_group_b 2


[Edited on 11/8/02 by Edward]

Edward
11-07-2002, 03:36 PM
dftfd z values

Delta Force Task Force Dagger- Z Value

Delta Force Task Force Dagger Z Value By Linker
linker_pinoy@hotmail.com <mailto:linker_pinoy@hotmail.com>

This Document was made to be a quick guide to position items and objects inside and on top of buildings. They are not all correct down to the last pixel and they are likely to change depending on the terrain. This Document Does Not Include Tunnel Z Values, or the Oil Rig.
If you have a document useful and you have a website, please make it available for download so others people can benefit as well. If you do put it on your site, some recognition would be greatly appreciated.
This idea came form a forum StevieB made
<mailto:StevieB@who-the-daddy.co.uk>

Buildings Z Values
Amodump*Dagger* Roof 4,200
Amodump2*Dagger* Roof 4,0
Bayou 1 Floor 1,0
Bayou 1 Roof 5,0
Bayou 2 Floor 2,0
Bayou 2 Roof 5,0
Bayou 3 Floor 0,100
Bayou 3 1st Story 4,200
Bayou 3 Roof 9,0
Bayou 4 Floor 0,100
Bayou 4 Roof 4,0
Bridge 1 (Big) 25,0
Bridge 2 (Small) 8,0
Bridge 3 (Small) 4,0
Casbah Building 1*Dagger* 1st Floor 6,50
Casbah Building 1*Dagger* Roof 10,0
Casbah Building 10*Dagger* 5,0
Casbah Building 11*Dagger* 4,0
Casbah Building 12*Dagger* 10,0
Casbah Building 13*Dagger* 4,100
Casbah Building 14*Dagger* 10,0
Casbah Building 2*Dagger* 5,0
Casbah Building 3*Dagger* 1st Floor 3,100
Casbah Building 3*Dagger* Roof 7,100
Casbah Building 5*Dagger* 5,0
Casbah Building 6*Dagger* (Height)
Casbah Building 7*Dagger*
Casbah Building 9*Dagger* 1st Floor 3,150
Casbah Building 9*Dagger* Roof 7,150
Cause A (Wall) 2,100
Cause B (Wall) 2-3
Chemical Bunker*Dagger* Roof 2,0
Chemical Factory*Dagger* Roof 10,100
City Embassy*Dagger* (Wall) 4,150
City Embassy*Dagger* (Building) 15,0
City Hotel*Dagger* 1st Floor 4,0
City Hotel*Dagger* 2nd Floor 9,0
City Hotel*Dagger* Roof 14,0
City Low Building 1*Dagger* Roof 5,100
City Low Building 2*Dagger* Roof 4,0
City Low Building 3*Dagger* Roof 4,0
City Low Building 4*Dagger* Roof 4,0
City Low Building 5*Dagger* Roof 4,0
City Low Building 6*Dagger* Roof 4,100
City Low Building 7*Dagger* Roof 4,0
City Low Building 8*Dagger* Roof 4,100
City Low Building 9*Dagger* Roof 4,100
City Market*Dagger* Roof 4,0
City Planter*Dagger* Top 0,100
City Block Roof With Sign 9,0
City Block Medium Roof 20,0
City Block Highest Roof 27,0
City Building 2 *Dagger* Roof 4,0
City Building 3 *Dagger* Roof 4,0
City Building 4*Dagger* Roof 4,0
Des 1*Dagger*1st Floor 5,0
Des 1*Dagger* 2nd Floor 10,0
Des 1*Dagger* 3rd Floor 14, 150
Des 1*Dagger* 4th Floor 18,100
Des 1*Dagger* (Very Top) 20,100
Des 2*Dagger* 1st Floor 4,200
Des 2*Dagger* 2nd Floor 9,100
Des 2*Dagger*(Outside Ledge) 12,0
Des 2*Dagger*(Top Level Near Windows) 14,0
Des 2*Dagger* Roof 16,0
Des 3*Dagger* Floor 0,150
Des 3*Dagger* 1st Floor 5,100
Des 3*Dagger* 2nd Floor 7,150
Des 3*Dagger* 3rd Floor 12,0
Des 4*Dagger* (Height) 28,0
Des 6*Dagger* (Height) 4,200
Eihead (Height) 6,0
Farmhouse 1*Dagger* 3-5
Gtown 1 Floor 1,0
Gtown 1 1st Floor 4,100
Gtown 1 Roof 7,150
Gtown 2 Floor 1,0
Gtown 2 Roof 4,100
Gtown 3 Floor 1,0
Gtown 3 1st Floor 4,100
Gtown 3 Roof 7,150
Gtown 4 Floor 0,150
Gtown 4 1st Floor 5,0
Gtown 4 Roof 6,0
Gtown 5 (Tower) 9,0
Guardshack*Dagger* (Height) 2,0
Hanger*Dagger* Walk Way 8,100
Hanger*Dagger* Roof 9-19
Headquarters*Dagger* Roof 4,0
Hhtwr (Bottom Window) 2,0
Hhtwr 1st Floor 10,150
Hhtwr 2nd Floor 26,100
Hhtwr Roof 30,0
Hhwall (Lowest Part) 11,0
Hhwall (Middle Part) 12,100
Hhwall (Highest Part) 19,0
Hq2 3-7
Hq2 (Small Window On Side) 6,200
Hq2i (1st Floor) 4,0
Ifbunker (Window) 1,100
Ifbunker (Roof) 3,0
Iftower 7,100
Indo 1 Floor 1,200
Indo 1 Roof 8,0
Indo 3 Floor 1,200
Indo 3 Roof 8,0
Indo 4 10,100
Jarmory Floor 1,0
Jarmory Roof 8,0
Jbridge (Walk Way) 8,0
Jbunk 1 (Window) 1,0
Jbunk 1 (Roof) 3,200
Jhut Floor 1,200
Jpan 1 Floor 1,0
Jpan 1 Roof 8,0
Jpan 2 Floor 0,100
Jpan 2 1st Floor 4,0
Jpan 2 2nd Floor 9,0
Jpan 2 Roof 12,0
Jpan 3 (Height) 4,0
Jpan 5 (Gate Height) 3,0
Jpan 5 (Wall Height) 6,0
Jpan 6 Floor 0,150
Jpan 6 1st Floor 4,0
Jpan 6 (Height) 10,150
Jpan 7(Height) 4,0
Jpan 9 (Height) 4,0
N_baraka*Dagger* 8,0
Kbarakm*Dagger* 4,0
Kbuilda*Dagger* Floor 0,150
Kbuilda*Dagger* Roof 4,150
Kcomm*Dagger* Roof 5,150
Lanrn (Height) 2,100
Mine Shaft 25,0
N City1 (3Story New)*Dagger* 13,100
N City10 (3Story New)*Dagger* 13,100
N City11 (3Story New)*Dagger* 13,100
N City 2 (3Story New)*Dagger* 13,100
N City3 (3Story New)*Dagger* 13,100
N City4 (3Story New)*Dagger* 13,100
N City5 (3Story New)*Dagger* 13,100
N City8 (3Story New)*Dagger* 13,100
N City9 (3Story New)*Dagger* 13,100
N_baraka*Dagger* 8,100
N_barakb*Dagger* 8,100
N_barakc*Dagger* 8,100
N_barakl*Dagger* 4,100
N_barakOb*Dagger* 4,100
N_barakOc*Dagger* 4,100
Obunk (Entrance Wall Heights) 2,0
Obunk Floor 2,0
Obunk (Top Level) 3,200
Obunk Roof 6,0
Outpost*Dagger* (Height) 3,150
Pqarch (Height) 2,200
Pqbld 1 Floor 2,150
Pqbld 1 Roof 8,0
Pqbld 3 Floor 0,100
Pqbld 3 Roof 7,0
Pqbld 4 Floor 2,200
Pqbld 4 Roof 8,0
Pqblok (Height) 1,0
Pqrock (Height) 1,0
Pqtmpl (Room At Top) 27,150
Pqtmpl Roof 35,0
Pqtwr Floor 1,0
Pqtwr 1st Floor 6,100
Pqtwr 2nd Floor 10,150
Pqtwr 3rd Floor 15,150
Pqtwr Roof 21,0
Pqwl01 (Height) 5,100
Pqwl02 (Height) 5,100
Pqwl03 (Height) 3,100
Pqwl04 (Height) 3,0
Qopen 1*Dagger* (Height) 5,0
Qopen 2 (Height) 4,100
Scud Warehouse*Dagger* Roof 12,0
Sphinx (Legs) 2,0
Sphinx (Back) 11,0)
Sphinx (Head) 21,0
Superbnk (Window) 1,0
Superbnk Roof 4,0
Supertwr Walk Way 17,0
Tbunk Floor 2,0
Tbunk Roof 5,0
Torii (Height) 9,100
Vehicle Mateniance*Dagger* (Height) 12-18
Wac130*Dagger* (Wings) 5-6
Wbridge (All Types 1,200
Wrktwn 1*Dagger* 1st Floor 4,100
Wrktwn 1 *Dagger* Roof 8,0
Wrktwn 3*Dagger* 1st Floor 4,0
Wrktwn 3*Dagger* Roof 7,150
Wrktwn 4*Dagger* 1st Floor 4,100
Wrktwn 4*Dagger* Roof 8,0
Wrktwn 5*Dagger* 1st Floor 3,0
Wrktwn 5*Dagger* 2nd Floor 6,0
Wrktwn 5*Dagger* Roof 8,150
Wrktwn 6*Dagger* 1st Floor 4,0
Wrktwn 6*Dagger* Roof 7,100

Edward
11-07-2002, 03:37 PM
fog color code's





DFFL GAMING CENTER: TOOLS & MODS - FOG COLOR RESOURCE

Source: =BSS=Assmunch

I played around with the fog colors for awhile and came up with these. I used these in DF2 and they work for DF:LW as well. They can add some interesting aspects to your map. For instance, I used the olive green color in a swamp map, and the tan color in a desert map to give it a sand storm effect. Worked really well.

Ocean Blue= 120-25-255

Orange = 255-120-25 or 210-105-21

Teal = 25-100-100 or 8-211-96

Pink = 255-100-100

Olive Green = 25-100-25

Deep Blue = 0-25-120

Pale Green = 100-255-120

Bright Green = 100-255-0 or 0-255-25

Deep or Dark Red = 105-0-0

Bright Yellow = 255-255-25

Military Brown = 105-96-31 or 105-84-47

Purple = 106-19-114

Deep or Dark Purple = 59-21-112

Clay Brown = 115-63-52

Deep or Dark Olive = 90-84-47

Dark Grey = 105-105-105

Pale Yellow = 255-255-110

Dark Blue = 0-0-105

Tan or Sand = 255-200-130 or 255-192-160 or 255-210-160

Bright Red = 255-0-0 (standard in editor manual)

Medium Green = 0-120-0 (standard in editor manual)

Dark Blue = 0-0-25 (standard in editor manual)

Yellow = 0-100-100 (standard in editor manual)

Black= 0-0-0 (standard in editor manual)

White = 255-255-255 (standard in editor manual)

Edward
11-07-2002, 03:39 PM
the mission editor tool requires a min screen res of 800x600.for best results set res to 1024x768. it is also recomended that ya have at least 160 meg free ram when useing the editor.
total # of decorations and bldg's = 1024
total # of vechiles and objects = 1024
total # of marker's [ snds wp and triggers] = 512
total # of ppl AI or player = 256
if you exceeded the #'s then a error will appear when you try to export it sometimes it will allow ya to export anyways and game will only render the max amount for the item. if you place stuff outside the big green square you may experince problems also.

Edward
11-07-2002, 03:42 PM
Exp sound insertion tutorial by Edward/MajorPotHead

1st- you will need this list of exp sounds there are 29 new sounds from the terranova crew

expxtraw.dbf
Here are the available sounds:

Wav.file # 1 : Thunder 1
Wav.file # 2 : Thunder 2
Wav.file # 3 : Thunder 3
Wav.file # 4 : Thunder 4
Wav.file # 5 : Thunder 5
Wav.file # 6 : Thunder 6
Wav.file # 7 : Thunder 7
Wav.file # 8 : Thunder 8
Wav.file # 9 : Crow
Wav.file # 10 : Gull 1
Wav.file # 11 : Gull 2
Wav.file # 12 : Dino
Wav.file # 13 : Dino 2
Wav.file # 14 : Owl 1
Wav.file # 15 : Owl 2
Wav.file # 16 : Dog Bark
Wav.file # 17 : Large Dog
Wav.file # 18 : Bird 1
Wav.file # 19 : Bird 2
Wav.file # 20 : Airplane pass over
Wav.file # 21 : Jet Flyby
Wav.file # 22 : Harbor ronk 1
Wav.file # 23 : Harbor ronk 2
Wav.file # 24 : Smoke Det
Wav.file # 25 : Small Explosion 1
Wav.file # 26 : Explosion 1
Wav.file # 27 : Large Explosion 1
Wav.file # 28 : Large Explosion 4
Wav.file # 29 : Siren

2nd-you will need 1 of the unlocked dflw map editor's here http://www.checkpointdelta.net

ok after the proper installation of 1 of the unlocked map editor's this is how i get the exp sound's in my map's. open the unlocked map editor go to { edit } upper left hand corner. click it and scroll to general information this window is where ya select gm type trn for map and other stuff includeing for and dialog wav's default or new exp. look for this box
Dialog file (*.dbf ) enter this in that box { expxtraw.dbf } . ok you want jet fly by or for any other 1 exp sound do this . place 1 erea trigger now highlite it and hit item attribute's . ok under sub type upper right corner is waypoint list box only the number may be changed. make the trigger #1 if it's the 1st trigger in map. ok now with tirgger still highlited right click and hit copy and paste place the new trigger any where on map now you will see a blue box this is your trigger erea. for a jet fly by i would place erea trigger caddy corner from each other in map to make trigger erea to cover whole battel erea.

3rd- go back to upper left corner and hit edit and scroll down to { Wav file name's } a new window opens when you click it enter this in the new window on right hand side enter this in the description box top 1 { Wav.file # 21 : Jet Flyby } or any other file name make sure you copy it excactally like it read's or sound wont work. under discription box is
{ file name } enter this {expxtraw.dbf } now hit ok. almost ready to hear the new sound .

4th- event set up [ if ] trigger type use group, trigger conditation use any alive,trigger variables i use blue player's [ i make mainly dm maps and have all start dm set to blue team blue players ] now for [ then ] action type use play wav list, action varriables hit wav list number and scroll down to #29 click ok. well if i didnt confuse ya lmao you will have the exp sound in your new map if ya wish for the event to replay then check the reset after (second's) and add the time in second's ya wish. i have made a map useing 5 exp thunder sound's with only { 1 } trigger erea each thunder has the same reset but the delay took some time to set up lol all 5 thunder sounds roll almost like 1 he he. G/L to whom ever need's it lol and have fun with the new exp sound's


[Edited on 11/8/02 by Edward]

Edward
11-07-2002, 03:45 PM
It can be perplexing 1st time around...

To get your Aircraft flying happily in DF2/DFLW/ tfd only certin aircraft follow wpl (same-same) - you need to do the following.

1) Create Group for the individual aircraft [which will give the Group both a Name and a #].

2) Create its "Waypoint List;" and set out it's "flight-path" with the waypoints.
Be SURE they are numbered correctly - [0, 1, 2, etc].

3) Create the "Event" to make it fly - which has two parts.
a) Set the Trigger Condition (Area Trigger/Reached Waypoint, etc).
b) Set up TWO "ACTIONS" for That "Event."
b1]* "Redirect Group" (Air-mobile) to waypoint list "X".
b2]* "Group Velocity."
You MUST tell it what speed you want it to move. This can be anywhere from 1-100 kilometers per hour.

That's all you need.

In DF2 - only the C-130 and Helo's will fly.
For some Comic relief - try to make the MIG fly!

what prots to open to play df through a fire wall

It can be perplexing 1st time around...

To get your Aircraft flying happily in DF2/DFLW (same-same) - you need to do the following.

1) Create Group for the individual aircraft [which will give the Group both a Name and a #].

2) Create its "Waypoint List;" and set out it's "flight-path" with the waypoints.
Be SURE they are numbered correctly - [0, 1, 2, etc].

3) Create the "Event" to make it fly - which has two parts.
a) Set the Trigger Condition (Area Trigger/Reached Waypoint, etc).
b) Set up TWO "ACTIONS" for That "Event."
b1]* "Redirect Group" (Air-mobile) to waypoint list "X".
b2]* "Group Velocity."
You MUST tell it what speed you want it to move. This can be anywhere from 1-100 kilometers per hour.

That's all you need.

In DF2 - only the C-130 and Helo's will fly.
For some Comic relief - try to make the MIG fly!


what prots to open for df on line play through a fire wall

DF1 and DF2- 3568 UDP
LW and TFD- 17478 UDP
BHD beta demo was 17478 UDP




[Edited on 11/8/02 by Edward]

Edward
11-07-2002, 03:46 PM
this is for dflw

SKY HEIGHTS
or the height of the clouds

set parachutes under these values
and over 100

day 1 - 300
day2 - 200
day3 - 250
day4 - 250
day5 - 250
NIGHT1 - 200
NIGHT2 - 200
NIGHT3 - 200
NIGHT4 - 200
OVERCST1 - 200
OVERCST2 - 100 - No para here
OVERCST3 - 150
OVERCST4 - 150
OVERCST5 - 150
SUNRISE1 - 300
SUNRISE2 - 200
SUNRISE3 - 150
SUNRISE4 - 200
SUNRISE5 - 200
SUNRISE6 - 200
SUNSET1 - 200
SUNSET2 - 200
SUNSET3 - 250
SUNSET4 - 300
SUNSET5 - 200

by smoken@4:20bud

Edward
11-07-2002, 03:48 PM
--------------------------------------------------------------------------------
Teleporting
Creating a Teleportation Event is Not as difficult as many of the so-called “tutorials” on this subject would have one believe.
I’m not knocking them, since without them I’d still have no idea how to Teleport. – but it’s still worth the while making an attempt to explain this simple event a little more clearly for the novice Mapper.

To Teleport, you really don’t need anything more than is required for any other type of “Event:” with the exception of a “Teleport Target.”
The “Teleport Target” is just another “Marker” in the now familiar list of Map “markers.” Or is it?

It is, and it’s not. This sucker let’s you do some pretty cool stuff.

Go to your Map (your *.mis file) in the Editor, get in Insert Mode and go to the “Markers” list.
Down towards the bottom you’ll see one named: “Teleport Target.”
Select that and place it on your Map in the usual way with markers.
This guy though, you want to place where you intend the Teleport Materialization to occur. Not the location from which he will Teleport …

Place this Marker in the desired location and determine “whom” it is you’ll be teleporting. It’s a good idea to get that established now.

You can Teleport either yourself (or Any “Player”) or an AI.
For the present, let’s deal with AI Teleportation.

Select the AI you’ll be teleporting. Create a “Group” designation for him and assign him to that Group in his “item attributes.”

Just after doing this is a really good time to go and set the Same “Group” designation to the “Group” ID in the “Item Attributes” of the Teleport Marker, too.
Remember that these must Always, always be the same; identical.
AI Group must be the same as that assigned to the TT Group. (TT / Teleport Target).

You’ll notice that in the “Waypoints” segment of the TT “Item Attributes” – Waypoint “Name” is grayed out. Makes sense, since you can’t name this marker.
Above it, however, in the TT’s Waypoint List Number – you MUST put the number – “1”

Just – 1.

From here forward for “this” Map – each new TT you place must be numbered sequentially from this basis.
i.e. The next will be numbered, “2,” after that, “3,” etc …

After you’ve done this, go to “Events” to establish the “Teleportation” Event.
Here you’ll notice there’s no “Teleport” option in the Events list of possibilities. That’s Ok – don’t worry about it now.
Just Name the Event whatever you like and then, to the right, determine and select which “Event Condition” you’ll use to trigger the Teleportation.
Below that, for the Event Action – select “null.”
You can’t leave this literally “blank,” and you can’t establish it as anything else: it Must be “null.” unless you are useing a unlocked editor then the event action would read group teleport group X to TT X thus no need to open .mis in note pad obtain a unlocked editor here http://www.checkpointdelta.net

Ok … Done with those steps?
Cool.
Now Save your *mis file in the Editor.
Open the *.mis file in a Text Editor – such as Notepad or WordPad.

Scroll down through all the coding looking at the “Event” Codes, until you come to That Event #.
All these Code segments begin in the same manner: “begin event #.”
Once you locate the one you’re looking for, you’ll see the attributes at the bottom of that Event code-block..
It should look something like this: *

begin event 37
name "teleport example - a"
begin triggers 1
0 1 10 1 9 -1 -1 0
end triggers
begin actions 1
0 18 10 1 -1 -1 -1 0
end actions
end event

See the line that says – “begin actions 1” - and the string of numbers just below it?
There’s your “null” action.
To transform that “null” into the “Teleport” Action for this Event – all you need to do is modify a few of the numbers in that string.

The Teleport “begin action 1” string Must be written in a precise way in order to work.
The line of code needed for this string is easy to remember: it’s simply *

0 18 X X –1 –1 –1 0

(Zero eighteen ex ex negative-one negative-one negative-one zero).

Here, the two “X’s” always represent the same values.
The first “X” is your “Group” number; the second “X” is the “Teleport Target” number.
Remember you numbered this TT - “1” – since it’s your first one on this Map.

In the Above example, the “Group” number is “10” and the TT# is “1.”

Change all the relevant values to match your Event string to this code and you’re all set.

If your desire is to Teleport yourself – or any “Blue Player” who triggers the Event in Game-Play, just remember that since “Blue Team” is always Group 1 by default, your code will always be written the same way: *

0 18 1 1 –1 –1 –1 0

..Supposing, of course, that this is your first Teleport Target and Teleport Event for the Map in question. If it’s not, just modify the 4th number in the string to correspond to the TT# as it is assigned in your *.mis file viewed from the MED.

With this code string all modified accordingly – just save this “page” now as a *.mis and then re-open the file in your MED again.
If you return to the “Events” window and look at this one, for “Action” it will now say something like:

“Teleport Group 10 to teleport target 1.”

Save this *.mis file again from the MED – just to lock that code; then export the binary and go give it a look in Game Play mode …
You’ll be Teleporting – I guarantee it…

Don’t forget, too – that Telporting is the way to set up “Paratroops” for your SP/Co-Op Mission/Maps.
Just set the Z value of the Teleport Target marker to a number higher than “99” – and watch those tall hills and mountains!

Good luck and happy mapping…

- Bad Company -


[Edited on 11/8/02 by Edward]

Edward
11-07-2002, 03:50 PM
Yes, I'm happy, why? Simple.. In DFTFD there's 2 missions where you have either a B52 or a F16 fly in and drop bombs on your targets you hit with the laser. Since the game came out I know that many map makers, including myself, have tried to figure out how to make it work in our maps and were fighting a losing battle.

Recently Smokin posted a note on being able to use the F16 finally through help from Pappy at Novasheep.com but the problem was that you HAD to name it with the generic map file name in order for it to work.

NOT ANY MORE!!

Now when you make your map, add d_dialog.dbf in the dialog box - this IS required, make sure you allow for how ever many artillery calls you need and fill that number in that box too, and then do as follows:

For the B52 to fly in your maps when you use the laser add D06M11_ to the begining of your map name. That's the letter D, number 0 (zero), number 6, letter M, number 1, number 1, UNDERSCORE and then your map name.

For the F16, do the same as above but put D06M23_ in the begining.
D06M18_ F18
I've tested both of these and it does work.





[Edited on 11/8/02 by Edward]

Edward
11-07-2002, 03:51 PM
--------------------------------------------------------------------------------
Here is some info for mission makers about timers en engagement distances. The following applies to DF2 and DFLW/tfd.
Both items are visable in the unlocked editor. Although you can change the values in the boxes, they will be reset when hitting the OK button. The timers have always the same values and the engaments distances have various values depending on the weapon you choose.

The only timers that you should care for are the "move" and "crouch" ones, you may disregard the others.

A normal AI action depends on a certain logical priority cycle:
1. Perception (value can be changed during mission with events)
2. Alert State (value can be changed during mission with events)
3. Engagement Distances (CANNOT be changed during mission with events)
4. Timers (values can be changed during mission with events)
Attention: I used the word normal because deviant AI behaviour can be forced by using one or more options in the AI Attributes frame (like ignore, guarding, etc...).

It all begins with the perception of an AI. The moment he has spotted you, his alert condition becomes red and stays that way until he is wasted or is changed by an event.
Upon becoming (red) alerted, his actions can be predicted by the values found in the edistances and crouch/move timers.

Edistances are the range within the AI will engage you (min-max). Attention: the AI will in NO way engage if you're further away than the max value, even if he sees/hear you and therefore is in a red alert condition.
If you choose the value 0 for min, the min value will be 16 by default. If you delete the edistances line, the values will be 16-1024 by default.

There are 6 preset edistances values for DF2:
1. None - only upon creation of a new AI, also default (16-1024)
2. M16 (100-500)
3. A74 (400-800)
4. Uzzi (100-300)
5. RPG (5-100)
6. Colt 45 (5-100)

There are 5 preset edistances values for DFLW:
1. None - only upon creation of a new AI, also default (16-1024)
2. P - SOCOM .45 Suppressed (100-300)
3. SR - PSG-1 (100-500)
4. SR - M82AL Barret (100-500)
5. MG - M249 SAW (5-100)

When you select one of the weapon presets, you will not be able to regain the default (16-1024) values.
When you choose a non-preset weapon, the edistances will be those of the last values that you confirmed in the editor (after hitting OK).
Eg. for DFLW: if you attribute 1st a SAW to an AI and hit OK, then you reopen the attributes sheet and change the weapon to an AT4 (rocket), the edistances will be the same as for the SAW (5-100). This means that the AI will NOT fire a rocket if you are more than 100 m away from him (easy to kill eh?)!

As long as the AI hasn't reached the first edistance value (measured between the AI and you), the AI will react following the crouch and move timers. Once reached the minimal edistance, the AI will stay on his attack position.

The crouchtime is the time during which the AI will fire at you in his stand/crouch/prone position. After that, the AI moves the time you gave in the movetimer.
If you enter the value 0 for the crouch and/or move timer, or you delete those lines, the default value will be 5.

The only way to change those values to custom ones, is to edit (with a text editor) the mission file of your mission and apply the changes yourself.

Enjoy
tutorial by Othello df-arena forum member

Edward
11-07-2002, 03:54 PM
BHD stuff

Scripting BHD maps Lightening & Earthquakes
original post by smokinbud@420
this is for the MP demo



I was just playing with the
TDMM_01a.WAC
i added this to the end

;************Lightening Test**********************

If groupalive(1) and past(15) then
flash
lightning(255,255,25)
endif


;************EarthQuake Test**********************

If groupalive(1) and past(25) then
quake(50)
endif



i got a bunch of yellow flashes (color 255,255,25)
and a EarthQuake
Both last way to long
i dont know how
to end the Lightening and Earthquakes
but this will make for some very interesting mapping
once i get into it more

Place a Teleport label it with a # and a effect

Out of 13 effects only 6 Effect work

The Best one is AIREXP that’s Big Fire

2 are Splashes (I can see a teleportation chamber using them could look cool)

and 3 of them look alike and show up as a ball of light

this process is done as like the teleport event

its a little different in BHD
theres no velocity like other DF games
instead they need to use
if - null

then - redirect to WP list
then - change AI
use combat or patrol speed

and in AI varibles
AI Textfile
pick G Jeep for the Humvee
pick H_BHAWMP for the Chopper

Edward
11-07-2002, 03:54 PM
BMS MAP ORGANIZER
AND DESCRIPTIONS!
Created by =BSS =Assmunch
Copyright (c)2000 =BSS=Assmunch this is for DFLW

If you have used the PFF extractor program and are now using the BMS to MIS
converter made by =BSS=Pappy, and were wondering which BMS files were what maps, here is a list
that catagorizes them into there respective game types, and gives a brief
description of what it is about or has in it. If it is in bold, underlined, or in a different color,
it is worth checking out. This will hopefully make your map making alot easier.


Quick Mission Maps Map Notes

DO1MO1.BMS Training Course, targets, obstacles, grass terrain, nice base map.
DO5MO6.BMS Destroy Power Plant, night mission.
DO5MO9.BMS Destroy Helicoptors, nice base map or A&D map.
DO5MO2.BMS Raid South America, swamp map, cool boat ride, destroy weapon crates.
DO5MO4.BMS Defend Com. Center, Tuff map, dull. Grass setting.
DO6MO3.BMS Destroy Weapons Cache At Dig Site, Desert setting with underground tunnels.
DO6M10.BMS Grass terrain, great setting for an A&D map.
DO6MO9.BMS Eliminate hostiles in mining camps, desert setting with mining tunnels
DO6MO1.BMS PYRAMID MAP very nice map with tunnels in pyramid and sphinx.
DO5MO7.BMS Island Underground Tunnel Complex, good for tunnels, but best as quick mission.
DO6M16.BMS Very nice A&D map, and great tunnels.
DO6M12.BMS Jungle setting, could be a nice A&D map, towers, crates, trucks.
DO6MO7.BMS Night Map, Tunnels, very tuff as quick mission.
DO6MO2.BMS Desert Map, very dull.
DO6M15.BMS Desert map, ghost town setting.
DO5MO1.BMS Snow map, could make a very nice A&D map.
DO6MO6.BMS Desert setting, possible A&D map, very good buildings.
DO6MO8.BMS Grass setting, Temples and ruins, very nice map.
DO6M14.BMS Grass Island map, possible A&D map,bridges across water, underground tunnels.
DO5M10.BMS Snow grass setting, free the hostages, awesome prison camp building a must see.
DO6MO4.BMS Grass setting with alot of pine trees, cool buildings.
DO5MO8.BMS Night mission, tunnels in buildings.
DO6M13.BMS Destroy Convoy, very dull map, cloudy with grass setting.
DO6MO5.BMS OIL RIG night map, solid water, nice boat ride, very nice map, a must see.
DO6M11.BMS Night mission, grass setting, good for a deathmatch game.
DO6M19.BMS Swamp setting, foggy, island with underground tunnels.
DO6M18.BMS Night mission, swamp setting, good landscape, few buildings, half moon sky.
DO5MO3.BMS Grass setting, alot of pine trees, hanger buildings, dull map, but good sounds.
DO5MO5.BMS Desert setting, very dull, some buildings.
DO6M17.BMS 5 Minute time limit to difuss bomb, really cool prison camp, very fun mission.

Death Match:

DO8M13.BMS Night Mission Oil Rig set in the water, very fun.
DO8M15.BMS Grass setting, some trees, some buildings, basic map.
DO8M11.BMS Desert setting, few buildings, dull map.
DO8M10.BMS Snow map laot of pine trees, some buildings, nice map.
DO8M12.BMS Desert setting, few buildings, dull map.
DO8M16.BMS Desert setting lots of shrubs, few buildings, nice map.

Team Deathmatch:

DO8M25.BMS Grass setting, several trees, few buildings, good map.
DO8M20.BMS Grass setting, lots of pine trees great landscape for TDM or A&D, towers, good map.
DO8M24.BMS Desert setting, lot's of cactus, but dull map.
DO8M21.BMS Desert setting, good sounds, palm trees, buildings, good map.
DO8M22.BMS Snow grass setting, several pine trees, twoers, nice landscape.
DO8M23.BMS Grass, lots of pine trees, water map, few buildings, nice map.

King Of The Hill:

DO8M41.BMS Desert setting, few buildings, easy hidding in zone, nice map.
DO8M40.BMS Grass setting, lots of trees, nice buildings, easy hidding in zone.
DO8M42.BMS Desert map, few pine trees, difficult zone, not many places to hide.
DO8M44.BMS Desert setting, few bush's, large buildings, good hidding spots in zone.
DO8M43.BMS Night desert setting, cactus, some buildings, easy hidding spots in zone, nice map.

Team King Of The Hill:

DO8M54.BMS Snow grass setting, few pine trees, fog, large city, easy zone, nice map, could be A&D
DO8M52.BMS Desert setting, 50/50 zone fun map.
DO8M51.BMS Desert setting, ghost town setting, far respawn.
DO8M55.BMS Desert setting, nice sky color, not many places to hide in zone, tuff map.
DO8M53.BMS Grass setting, rain, far respawn, lots of trees, easy hiding spots, good map.
DO8M56.BMS Grass setting, air drop, few palm trees, few hiding spots.

Capture The Flag:

DO8M36.BMS Grass setting, some trees, very basic.
DO8M34.BMS Desert setting, bright sky, very dull map.
DO8M30.BMS Desert setting, some shrubs, nice map for capture the flag.
DO8M32.BMS Grass setting, lots of pine trees, some buildings, good map.
DO8M35.BMS Desert setting, prison camp map, very nice map to pull objects out of, could be A&D.
DO8M33.BMS Grass setting, bright sky, pine trees, nice map, bunkers with cool underground tunnels.

Search And Destroy:

DO8M71.BMS Grass setting, some pine trees, dull basic map.
DO8M70.BMS Grass setting, nice map with cool bunkers and underground tunnels in them.
DO8M76.BMS Snow map setting, some pine trees, very far respawns, dull basic map.
DO8M75.BMS Grass setting, palm trees, some buildings, bunkers withtunnels, nice map.

Attack And Defend:

DO8M60.BMS Grass setting, some pine trees, dull basic map.
DO8M63.BMS Grass setting, thick fog, some pine trees, few buildings in fenced area, dull map.
DO8M62.BMS Snow map setting, fog, base on hill, one building, very dull map.
DO8M61.BMS Grass setting, pine trees, very nice A&D map,could be used for other types.

Team FlagBall:

DO8M80.BMS Desert setting, shrubs, dull basic map.
DO8M84.BMS Snow setting, some pine trees, nice flagball map.
DO8M83.BMS Snow setting, some pine trees, nice flagball map alot like DO8M84.BMS
DO8M81.BMS Grass setting, few pine trees, fog, few buildings, ok map, could be used for other types.

Cooperative:
Most of the cooperative bms files are the sames as
the quick mission bms files except without the briefing before the mission.

DO5MO6.BMS
DO5MO9.BMS
DO5MO2.BMS
DO5MO4.BMS
DO6MO3.BMS
DO6M10.BMS
DO6MO9.BMS
DO6MO1.BMS
DO6MO7.BMS
DO6MO2.BMS
DO6M15.BMS
DO5M01.BMS
DO6MO6.BMS
DO6MO8.BMS
DO6M14.BMS
DO6MO4.BMS
DO6M13.BMS
DO6M05.BMS
DO6M11.BMS
DO5MO3.BMS
DO5MO5.BMS
DO6M17.BMS
DO5MO8.BMS
DO6M16.BMS

These files would not have been possible without the help of the PFF extractor, and =BSS=Pappys map converter, making it possible to edit these maps to our liking. Thanks guys.

Copyright (c)2000 =BSS= Assmunch

[Edited on 11/8/02 by Edward]

Edward
11-07-2002, 04:39 PM
bhd full ver helo fleight

here is a layout for the bhd helo fleight should work on trucks and the boat's just done raise the wp off the ground



{if} delay is set 10 seconds dont check reset
ssn#29 is in erea1 or
grp1 is in erea1 or
grp2 in erea1

{then}
change grp #ai:combat speed = what ya wish
change grp# ai: patrol speed=what ya wish
change grp# ai: red alert
change grp# ai: use waypoint z
change grp# ai: ai state to follow wp
redirect grp# to wpl 1-0

1st helo landing is as follows no delay no reset box checked

{if}
group # helo is with in erea2

{then}
change group# ai: ai state to land
reset event 3
reset event 0

helo return to start delay is 10 seconds dont check reset box
{if} group helo is in erea3

{then}
change grp #ai: ai state to follow wp
change grp #ai:combat speed = what ya wish
change grp #ai:patrol speed = what ya wish
change grp #ai: red alert
redirect grp helo to wp 2-0

helo land at start point delay 0 dont check reset box

{if}
grp helo in erea 4

{then}
change grp #ai: ai state to land
change grp #ai: combat speed 0
change grp #ai: patrol speed 0
change grp #ai: stop useing waypoint z
change grp #ai: green alert
reset event 1
reset event 2


group # is group your helo is in also at bottom of event pg is this
{ and x or } i checked the or my ssn 29 is start deathmatch i belive the ssn#'s are assigned by the order the items are placed my start dm was item #29 placed . now if yall follow the instruction's right yall will have helos flyn in any type of m/p gm . WITHOUT the use of the wac file . thx to swordfish whom ever he is .
erea trigger's must be placed where helo takes off from base , where helo lands 1st time and then where he land's at base when helo returns . i have a .mis .bms and the original tutorial by SwordsEdge . i will have it uploaded to our database in the dnld's section for BHD

[Edited on 6/17/03 by Edward]

[Edited on 10/21/03 by Edward]

[Edited on 10/21/03 by Edward]

Edward
11-07-2002, 06:12 PM
want cool colors for your server's name

~0 = white
~1 = green
~2 = red
~3 = dark green
~4 = yellow
~5 = light blue
~6 = gray
~7 = dark blue
~8 = dark red
~9 = light blue

with the command's above you may add color to your server name, where ya pick the room name. then in the N/L lobby all will see your color name.

Edward
11-07-2002, 06:15 PM
DF2 z values

These 2 posts is taken from a file that I have stored on my comp, think it was originaly posted on the df2hq forums.


------------

I assume a text file like this doesn't exist?
So I'm currently working on obtaining all the Z values for all buildings. It will include roof tops, stairwell landings and floors. I'll post it when its done. Then I'll work on the rest, objects etc.
I've come up with great techniques to get accurate heights.
Here are the first 10 buildings. Enjoy.

adobe building #1
Ground Floor=0,166
Roof=4,215

adobe building #2
Ground Floor=0,166
Lower Roof Platform=4,9
Upper Roof Platform=4,170

adobe building #3
Ground Floor=0,166
Roof=4,215

air control tower, w/ramps
First Ramp Landing=4,125
Second Ramp Landing=8,231
Third Floor=13,90
Rooftop=17,58

air control tower, Large
Ground Floor=0,26
Roof above Entrance=3,90
Roof of Room with windows=6,167
First Stairway Landing=2,2
Second Stairway Landing=3,235
Third Stairway Landing=5,206
Fourth Stairway Landing=7,185
Fifth Stairway Landing=9,156
Sixth Stairway Landing=11,133
Lower Tower Platform including Exterior Walkway=14,82
Upper Tower Platform=17,65

apartment building, 4 storey, Large
Ground Floor=0,130
Stairwell Landing=2,110
Second Floor=4,90
Stairwell Landing=6,71
Third Floor (no access except landing)=8,49
Stairwell Landing=10,30
Fourth Floor=12,7
Stairwell Landing=13,247
Low Roof=12,12
High Roof=15,228

ARMORY
Ground Floor=0,166
Roof=7,59

armory, small
Ground Floor=0,90
Roof=4,193

building, one story, single room
Ground Floor=0,122
Roof is not flat.

building, trailer
Ground Floor=0,190
Roof=3,187


-------------

Found this on the Freezers site (sorry, forget URL). hope it has copy and pasted ok.

The z-values will vary depending on which terrain you’re using, that’s why several z-values are listed for the same object. To make a perfect map still requires several turns with the editor until perfection. This document will however give you some hint at which value to use (less guessing :-). There’s also quite a big difference when inserting inanimate objects (decorations, objects, markers...) and people. Use the smaller value listed when inserting decorations and objects, and the larger value when inserting people.

Example: Adobe building #2 (floor), use z-value 0,182 when inserting for example a wooden table. Use z-value 1,0 when inserting an enemy.

You are hereby granted permission to spread, post, print and whatever this document, just give me some credit. If you make changes in this document, add more values, deleting errors etc. then please post it somewhere where people can make use of it.
BUILDINGS
BUILDING Z1,Z2
Adobe building #2 (roof) 4,200 4,130
Adobe building #2 (floor) 0,182 1,0
Adobe building #1 (floor) 0,200 0,182
Adobe building #3 (floor) 0,200 0,182
Desert building, large, w/open courtyard (first floor) 0,107
Desert building, large, w/open courtyard (second floor) 4,225 4,224 5,0 8,0
Desert bunker 1,0
Snow building, large, round (second floor) 6,0
Metal hangar, open, door entrance 0,110 0,108 0,100 0,128 0,120
Research building, access to roof & tower (floor) 0,168
Research building, access to roof & tower (tower) 10,0
Guard tower, open w/ramps (top floor) ?? 14,0 16,0 13,0 13,128
Rock building, large 1 story 0,40 0,60
Rock building 0,86 0,90
Air control tower, w/ramps (top floor) 13,86 13,110 15,110 16,0
Concrete building, small, square 0,156
Concrete building, small, round 0,156
Hut, small, thatched roof #2 1,100 1,0 1,122
Wood building, 1 story, tile roof 0,96
Wood building, lg. 1 story, tile roof 0,46 0,55 0,70
Hut, small, thatched roof #3 (first floor) 1,0
Hut, small, thatched roof #3 (tower) 10,0
Guard tower, w/ladder 8,40 8,0 9,0
Hut, small, thatched roof #1 2,6
Metal building, small raised 1,0
Concrete building, 2 story (second floor) 4,20 4,10 4,0 4,30 5,0
Concrete building, 2 story (roof) 8,20 8,0 14,0
Concrete building, 2 story (first floor) 0,55 0,113 0,100
Concrete building, 2 story (stairs) 3,0
Concrete building, open 0,50 0,30 0,51 0,80 0,60
Guard tower, concrete (top floor) 11,20
Oil refinery building, 2 towers w/stairs (first floor) ??? 11,75
Oil refinery building, 2 towers w/stairs (top floor) ??? 15,60 15,65 15,90
Oil refinery building, 1 tower (? floor) ??? 19,128
Oil refinery pipe B (platform) ??? 4,0
Oil refinery building, tower w/platform (platform?) ??? 6,0
Ruin, brick building, open 0,70
Ruin, brick building, long, open 0,70
Storage shed, small, open door 0,35
Uranium refinery building (second floor) ??? 3,75 6,0
Communications building, large (first floor) 0,128 0,150
Communications building, large (second floor) 5,130 6,0
Wooden house, small, open 0,50
Warehouse w/lights 0,102
Wooden house, 1 story, 2 rooms 0,128
Building, 1 story, single room 0,130
Air traffic control tower, large ??? 8,0 15,0 18,0


DECORATIONS
DECORATION Z1,Z2 (height of object)
Table, metal, papers on top 1,36 1,47 1,54 1,55 1,38
Wood table 1,0 1,5
Wood crate, small 0,168
Crate, small box-shaped 1,100
Lab table, nothing on top 1,42 1,45


VEHICLES
VEHICLE Z1,Z2
Hercules (cargo plane) rear door open (cargo area) 1,100 1,26
EdBro (transport truck) (inside) 1,100 1,0 1,30 1,50
Black Hawk (inside, on ground) 1,100 2,0 0,200
Pickup, tan 1,0
Pickup, blue 1,0

serg-z
11-14-2002, 07:58 PM
:thumb:

action57
04-09-2003, 12:23 AM
Ive been looking for a way to create new terrains or edit old ones (create hills, flatland, cliffs etc.)
dont know if anyone still reads these posts but any clues would be helpful.

Thank you
action57@excite.com

Bluetiereign
04-09-2003, 08:08 AM
Checkpointdelta has a Terrain Building section. Please try posting this question there.
Terrain Forum (http://www.checkpointdelta.net/forum/forumdisplay.php?fid=9)

Also, you might check out the terrain tutorials downloads.
Terrain Building Tutorials (http://www.checkpointdelta.net/cgi-bin/db.cgi?db=file&uid=default&Game=TERRTUTORIAL&sb=5&so=descend&view_records=1&ID=*&mh=15)

Edward
07-23-2003, 08:31 PM
this file has been put together by Edward/Maj.PotHead so you may know the .bms map name's in BHD the information contaned within was compiled with the use of fwo_raven's mission manager 12


ADK_01A.BMS
CrossfireA
ADK_01B.BMS
CrossfireB
ADK_02a.bms
UrbanRaidA
ADK_02B.BMS
UrbanRaidB
ADM_01E.BMS
GroundFireA
ADM_01F.BMS
GroundFireB
ADM_01H.BMS
DustandBonesB
ADP_01A.BMS
LostandDeadA
ADM_02A.BMS
ValkyrieA
ADM_02B.BMS
ValkyrieB
ADM_03B.BMS
SnakePitB
ADP_01B.BMS
LostandDeadB
CTFK_02B.BMS TugO'WarB
CTFK_01a.bms
TheBarrensA
CTFK_01b.bms
TheBarrensB
CTFK_02a.bms
TugO'WarA
CTFM_01H.BMS
DesertTrapB
CTFK_03A.BMS
GroundhogDayA
CTFK_03B.BMS
GroundhogDayB
CTFM_01a.bms
BlockMayhemA
CTFM_01b.bms
BlockMayhemB
CTFM_01e.bms
BurnedAsphaltA
CTFM_01f.bms
BurnedAsphaltB
CTFM_01g.bms
DesertTrapA
CTFM_01i.bms
SnakeEyesA
CTFM_01j.bms
SnakeEyesB
CTFM_01k.bms
StorageSpaceA
CTFM_01l.bms
StorageSpaceB
CTFM_02A.BMS
DeadZoneA
CTFM_02B.BMS
DeadZoneB
CTFM_03a.bms
HitandRunA
CTFM_03b.bms
HitandRunB
CTFM_05A.BMS BadJujuA
CTFM_05B.BMS BadJujuB
CTFP_01A.bms RibcageA
CTFP_01B.bms RibcageB
SDM_01E.BMS
RoofStalkerA
DMK_01a.bms RoadRage
DMM_01a.bms
CityMadness
DMM_01e.bms
Cracked
DMM_01g.bms WalledIn
DMM_01K.bms
StadiumRiot
DMM_02A.BMS
DesertFuneral
DMM_03a.bms DevilDogs
DMP_01A.bms
SquirrelsNest
FBK_01a.bms
ScrimmageLineA
FBK_01b.bms
ScrimmageLineB
FBK_03A.BMS
BlitzkriegA
FBK_03B.BMS
BlitzkriegB
FBM_01a.bms PigSkinA
FBM_01b.bms PigskinB
FBM_01e.bms
WallJumperA
FBM_01f.bms
WallJumperB
FBM_01g.bms
DesertScarabA
FBM_01h.bms
DesertScarabB
FBM_01k.bms
BloodballA
FBM_01L.bms
BloodballB
FBM_02A.BMS SkyFireA
FBM_02B.BMS SkyFireB
FBM_03a.bms
FrontalAssault
FBM_03b.bms
FrontalAssault
FBP_01A.bms
FranticTraffic
FBP_01B.bms
FranticTraffic
SDK_01a.bms
MogMayhemA
SDK_01B.BMS
MogMayhemB
SDM_01A.BMS
FirefighterA
SDM_01B.BMS
FirefighterB
SDM_01F.BMS
RoofStalkerB
SDM_03A.BMS
TrailBlazerA
SDM_01g.bms
SavannahTownA
SDM_01h.bms
SavannahTownB
SDM_01K.bms
StadiumFeudA
SDM_01L.bms
StadiumFeudB
SDM_02A.BMS
SkyRaidersA
SDM_02B.BMS
SkyRaidersB
SDM_03B.BMS
TrailBlazerB
SDP_01A.BMS
TheHiddenA
SDP_01B.BMS
TheHiddenB
SPBHD_00.bms
WeaponsRange
SPBHD_01.bms
MarkaBreakdown
SPBHD_02.bms Bandit'sCrossin
SPBHD_03.bms RiverRaid
SPBHD_04.bms
GasolineAlley
SPBHD_06.bms BESIEGED
SPBHD_13.BMS
UnitedKnights
SPBHD_10.bms RussianUndergro
SPBHD_11.bms ShatteredPalace
TDMM_02A.BMS
HornetsNestA
SPBHD_15.bms Irene
SPBHD_16.bms
LostConvoy
SPBHD_17.bms
ValiantSolider
SPBHD_18.bms SP18LastStand
SPBHD_19.bms
MogadishuMile
SPBHD_20.bms
AididTakedown
TDMK_01a.bms
CultureClashA
TDMK_01b.bms
CultureClashB
TDMM_01a.bms
MeanStreetsA
TDMM_01b.bms
MeanStreetsB
TDMM_01e.bms
PanicAttackA
TDMM_01f.bms
PanicAttackB
TDMM_01g.bms RampageA
TDMM_01h.bms RampageB
TDMM_01K.bms
DoubleBarrelA
TDMM_01L.bms
DoubleBarrelB
TDMM_02B.BMS
HornetsNestB
TKHM_02A.BMS DesertInsertion
TDMM_03a.bms
SidewinderA
TDMM_03b.bms
SidewinderB
TDMP_01A.bms ClueMapA
TDMP_01b.bms ClueMapB
TKHK_01a.bms
MeatGrinderA
TKHK_01b.bms
MeatGrinderB
TKHM_01a.bms
HouseofPainA
TKHM_01b.bms
HouseofPainB
TKHM_01e.bms
EyeoftheDead
TKHM_01f.bms
EyeoftheDead
TKHM_01g.bms
DustDevilA
TKHM_01h.bms
DustDevilB
TKHM_01K.bms
SpiderWebA
TKHM_01l.bms
SpiderWebB
TKHM_02B.BMS DesertInsertion
TKHM_03a.bms
DesertFoxA
TKHM_03b.bms
DesertFoxB
TKHP_01A.bms
TunnelTroubleA
TKHP_01B.bms
TunnelTroubleB
ADM_01A.BMS
RapidFireA

ADM_01B.BMS
RapidFireB
ADM_01G.BMS
DustandBonesA
ADM_03A.BMS SnakePitA
DMM_01H.BMS MinesEye
SPBHD_08.BMS
RadioAidid

sakaluku
08-02-2003, 06:17 AM
if i start my map then it frozes, what is page 2 for?

i wanna make a sniper training map. :brutal173.gif:

Edward
08-03-2003, 12:08 AM
Originally posted by sakaluku
if i start my map then it frozes, what is page 2 for?

i wanna make a sniper training map. :brutal173.gif: which version df is this for ??? and by what is pg2 for do you mean pg2 of the map editor??. pg2 serve's a few purpose's 1 you can build a map on pg1 and pg2 of the editor just save .mis and export .bms for each pg . or build on pg1 of the editor and use pg2 {say for} referance on how a event was done . you can highlit copy from pg2 and paste items on pg1 of the editor also events dont transfer from pg2 to pg1 . but wpl snd marker's player start's and all items/objects/bldgs do

Edward
10-22-2003, 07:18 PM
i found this at NW forum thx TXD-Goonie

I found a list of the available sounds in the MED and an actual description of them, It was made by godfather@ecalpon.com

here it is for your use...

Insert Menu Name (snd: ) My Description
-------------------------------------------------------------------
AC1 Lp Outside HVAC with cover vibration or quiet engine noise
AC2 Lp Inside HVAC with loose metal vibrating vent
Base 2 lp, air wratchet, pneumatics, etc. Distant shop loudspeaker, air impact removing nut, machine noises, air actuator, engine hoist with metallic bumps.
Base 3 lp, air wratchet, pneumatics, etc. Heavy Machine (turbine) air impact and ratchet. Pneumatic lift.
City Crowd1 Distant crowd noise, like a riot
City Wind lp1, and One-shots (ENV_GUSTS1) Steady medium whooshing wind
City Wind lp2, and One-shots (ENV_GUSTS2) Steady Medium whooshing wind, slight gusts. Palm fronds rustling, Crickets
CityNight Lp1 Crickets
CityNight Lp2 Crickets and night bugs, some other intermittent machine sounds. Quieter than CityNight Lp1.
CityNight Lp3 Single apprehensive cricket (stops singing periodically like its startled)
CityNight Lp4 Steady single cricket with a light wind
Desert lp1 lighter, wistle-y wind, Medium/High gusty whistling winds.
Desert lp2-lighter, wistle-y wind, Medium/High Howling and whistling wind with heavy gusts.
Desert lp4 Heavy wind with gusts howling in waves (could pass for wave noise at the beach)
Desert winds-crits (Flys only) with lp4 Desert lp4 wind with buzzing flys
Desert wind-gusts2, with lp4 Medium wind with heavy gusts – frogs in background.
Drips-Underground Cave drips (intermittent)
ENV_BASE1 Air Impact wrench, metal thumps, air ratchet, air blasts, and other weird air tool sounds.
ENV_BASE2 Air Lift, thump, air actuator, weird air tool sounds
ENV_BASE3 Close and distant Air ratchets and air lifts. Heavy metallic thumps.
Fly buzzes, BZZZZZZZZZ1 (place no less than 200m apart) Fly Buzz, distant crickets
Frog1 Little frogs
Hull Slaps1 Water splash every so often (every 20-30 secs)
Hull Slaps2 Drop splash like a round stone hitting the water. It even has a water-thumping noise!!
Loudspeaker Propaganda Somali loudspeaker/radio news/propaganda
Lp Loudspeaker Chant from Somali Radio2 Muslim Call to prayer
LpAirBase Activity1 Actuators, air lifts, various air tools, Choppers and Jets and a guy yelling like he dropped something on his foot. THIS SOUND IS VERY LOUD.
LpAirBase Activity1, and One-shots (ENV_BASE3) Same as 2,2 but has a loudspeaker and voices off in the distance.
LpAirBase Activity2 Same as 2,1 but has a turbo prop plane.
LpAirBase Activity2, and One-shots (ENV_BASE2) Same as 3,1 but has air ratchets.
LpBAD SOMALIS-SP10 (bad guys in war room. Interrrupt w) 3-4 men arguing in Somali, one is in English “We must use this information to anticipate their attacks on Adid and ourselves.” Machine gun burps a few times way off in the distance.
LpEngineRoom Generator turbine with rotational squeaks, clicks,
machine gun and gun burps in distance.
LpENV DeepTunnel1 Heavy cave wind with a deep howling voice. Machine guns in the distance
LpENV DeepTunnel2 Heavier cave wind with a deep howling voice. Machine guns in the distance
LpENV DeepTunnel3 Heavy cave wind with no guns
LpENV Tunnel Entrance1 Heavy cave wind with a medium howling voice. Good for haunted effect.
LpENV Tunnel Entrance2 Heavy cave winds with a medium howling voice, multiple tunnels. Good for haunted effect.
LpENV Tunnel Entrance3 Heavy cave wind with a medium howling voice. Repeats in a quick loop.
LpHangerLg 1 Deep wind with background (loudspeaker) voices and tool noises
LpHangerSm 1 Turbine sound with night frogs and very distant crickets.
Nght1 Lp (outside town. Use CityNight for in town) Rustling wind with night frogs and crickets.
Nght2 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets.
Nght3 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets. Metallic clicks and noises from men.
Nght3 Lp (outside town. Use CityNight for in town) Night critters, surf, crickets, frogs, other movement noises like men sneaking around.
NghtBug1 Night critters, surf, crickets, frogs – light wind and surf
Ocean lp1 High steady wind with surf
Somali Radio1 Lp (pop muzik) Somali pop radio music (sounds like disco/world beat or somewhat like Miami vice’s song)
Somali Radio2 Lp (chanting-Arabic) Mosque call to prayer – loudspeaker
Somali Radio3 Lp (propaganda-English) Short-wave Somali news about the Americans, helicopters, Mohammed Fada Aidid, fighting to the last man to drive the gutless Americans out.
Somali Radio4 Lp (propaganda-Somali) Same Short-wave news as 4,8 but in Somali
Somali Radio3 Lp (Static, off the air) Static, distant gunfire
War Fog 1-shots A Sniper and machine gun fire sounds
War Fog 1-shots B Machine guns, burps, heavies, some stuff is kinda distant sounding

the sounds below have two names, one on the insert menu and a different one on the items selected menu...

Insert Menu | Name (Sound: ) | Items Selected Name | My Description
-----------------------------------------------------------------------------------
747 Idle Walla: Food! SP 5 men and one Woman pleading for food.
“HELP US!!” different from 6,2
Arctic loop 1 Lion
(Night, 1-shot) More distant or quieter version of 4,1
Arctic loop 2 Howl1 (1-shots) Animal calls, echo’s of same, bird twitters, general critter sounds

Arctic sound marker 1 Eagle, Squawking birds
Arctic sound marker 2 Elephant (Distant) Bird calls, Lion with squawk, could be used as a crocodile growl
Base sound 1 Base 1 lp, and 1 Machine turbine noise – air tools, air ratchet, air blasts, air impact
Beach Loop 1 Beach lp1, Various machine gun fire, water splashes – sounds like lake shore waves
Beach Loop 2 Beach lp2, Lake waves, burping gunfire, sniper fire
Desert critters 1 Desert wind-critters Medium gusty winds, howls a bit, machine gun fire
Desert critters 2 Desert wind-gusts Heavy howling winds with gusts
Desert loop Desert lp3 Medium howling winds with gusts
Forest critters 1 Bird A (1-shots) Tweeting birds
Forest critters 2 Bird B (1-shots) Medium steady wind like on a steppe plain, birds
Forest loop Cicaida Lp Medium gusty wind & night locust –(twittering insect) ---
HVAC 1 HVAC1 Lp Turbine sound – drops off rather quickly (no range)
HVAC 2 HVAC2 Lp Waterfall & crickets – drops off quickly (no range)
Jungle critters 1 Dock Creak1 Odd machine noises & crickets, bounce noise, then scrape.
Jungle critters 2 Dock Creak2 Scrapes and bumps, assorted intermittent machine noises.
Jungle critters 3 Mtl Roof-Gusts1 Metal bump, a rumble, then surf on a dock or wind noise.
Jungle critters 4 Mtl Roof-Gusts2 Intermittent wind gusts.
Jungle loop Katydidish (1-shot) Light wind, insects
Ocean loop Ocean lp2 Light to medium wind with no insects
Ocean sound marker 1 Ocean lp1, and ?? Light to medium wind with seagulls
Ocean sound marker 2 Ocean lp2, and ?? Light to medium wind with seagulls, surf and waves
River loop 1 River1 lp Babbling brook or stream
River loop 2 River2 lp Running water
River sound 1 River1 lp, Splashing water like someone taking a bath
River sound 2 River2 lp, Babbling brook with splashing
Silo Steam loop Large Steam Steam escaping
Tarmac Walla: Food!! SP 10 or so men and one woman yelling for food. Different from other walla food parts. (4,3)

Edward
03-29-2004, 01:18 PM
sound and sound loop available in the DFBHDMED thx to
ruthless shadow for hunting this down


Well I never found the original post but I found the same info on NovaWorld. I think the list was originally compiled by GodFather but I'm not sure.

Insert Menu Name (snd: ) My Description
-------------------------------------------------------------------
AC1 Lp Outside HVAC with cover vibration or quiet engine noise
AC2 Lp Inside HVAC with loose metal vibrating vent
Base 2 lp, air wratchet, pneumatics, etc. Distant shop loudspeaker, air impact removing nut, machine noises, air actuator, engine hoist with metallic bumps.
Base 3 lp, air wratchet, pneumatics, etc. Heavy Machine (turbine) air impact and ratchet. Pneumatic lift.
City Crowd1 Distant crowd noise, like a riot
City Wind lp1, and One-shots (ENV_GUSTS1) Steady medium whooshing wind
City Wind lp2, and One-shots (ENV_GUSTS2) Steady Medium whooshing wind, slight gusts. Palm fronds rustling, Crickets
CityNight Lp1 Crickets
CityNight Lp2 Crickets and night bugs, some other intermittent machine sounds. Quieter than CityNight Lp1.
CityNight Lp3 Single apprehensive cricket (stops singing periodically like its startled)
CityNight Lp4 Steady single cricket with a light wind
Desert lp1 lighter, wistle-y wind, Medium/High gusty whistling winds.
Desert lp2-lighter, wistle-y wind, Medium/High Howling and whistling wind with heavy gusts.
Desert lp4 Heavy wind with gusts howling in waves (could pass for wave noise at the beach)
Desert winds-crits (Flys only) with lp4 Desert lp4 wind with buzzing flys
Desert wind-gusts2, with lp4 Medium wind with heavy gusts – frogs in background.
Drips-Underground Cave drips (intermittent)
ENV_BASE1 Air Impact wrench, metal thumps, air ratchet, air blasts, and other weird air tool sounds.
ENV_BASE2 Air Lift, thump, air actuator, weird air tool sounds
ENV_BASE3 Close and distant Air ratchets and air lifts. Heavy metallic thumps.
Fly buzzes, BZZZZZZZZZ1 (place no less than 200m apart) Fly Buzz, distant crickets
Frog1 Little frogs
Hull Slaps1 Water splash every so often (every 20-30 secs)
Hull Slaps2 Drop splash like a round stone hitting the water. It even has a water-thumping noise!!
Loudspeaker Propaganda Somali loudspeaker/radio news/propaganda
Lp Loudspeaker Chant from Somali Radio2 Muslim Call to prayer
LpAirBase Activity1 Actuators, air lifts, various air tools, Choppers and Jets and a guy yelling like he dropped something on his foot. THIS SOUND IS VERY LOUD.
LpAirBase Activity1, and One-shots (ENV_BASE3) Same as 2,2 but has a loudspeaker and voices off in the distance.
LpAirBase Activity2 Same as 2,1 but has a turbo prop plane.
LpAirBase Activity2, and One-shots (ENV_BASE2) Same as 3,1 but has air ratchets.
LpBAD SOMALIS-SP10 (bad guys in war room. Interrrupt w) 3-4 men arguing in Somali, one is in English “We must use this information to anticipate their attacks on Adid and ourselves.” Machine gun burps a few times way off in the distance.
LpEngineRoom Generator turbine with rotational squeaks, clicks,
machine gun and gun burps in distance.
LpENV DeepTunnel1 Heavy cave wind with a deep howling voice. Machine guns in the distance
LpENV DeepTunnel2 Heavier cave wind with a deep howling voice. Machine guns in the distance
LpENV DeepTunnel3 Heavy cave wind with no guns
LpENV Tunnel Entrance1 Heavy cave wind with a medium howling voice. Good for haunted effect.
LpENV Tunnel Entrance2 Heavy cave winds with a medium howling voice, multiple tunnels. Good for haunted effect.
LpENV Tunnel Entrance3 Heavy cave wind with a medium howling voice. Repeats in a quick loop.
LpHangerLg 1 Deep wind with background (loudspeaker) voices and tool noises
LpHangerSm 1 Turbine sound with night frogs and very distant crickets.
Nght1 Lp (outside town. Use CityNight for in town) Rustling wind with night frogs and crickets.
Nght2 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets.
Nght3 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets. Metallic clicks and noises from men.
Nght3 Lp (outside town. Use CityNight for in town) Night critters, surf, crickets, frogs, other movement noises like men sneaking around.
NghtBug1 Night critters, surf, crickets, frogs – light wind and surf
Ocean lp1 High steady wind with surf
Somali Radio1 Lp (pop muzik) Somali pop radio music (sounds like disco/world beat or somewhat like Miami vice’s song)
Somali Radio2 Lp (chanting-Arabic) Mosque call to prayer – loudspeaker
Somali Radio3 Lp (propaganda-English) Short-wave Somali news about the Americans, helicopters, Mohammed Fada Aidid, fighting to the last man to drive the gutless Americans out.
Somali Radio4 Lp (propaganda-Somali) Same Short-wave news as 4,8 but in Somali
Somali Radio3 Lp (Static, off the air) Static, distant gunfire
War Fog 1-shots A Sniper and machine gun fire sounds
War Fog 1-shots B Machine guns, burps, heavies, some stuff is kinda distant sounding

the sounds below have two names, one on the insert menu and a different one on the items selected menu...

Insert Menu | Name (Sound: ) | Items Selected Name | My Description
-----------------------------------------------------------------------------------
747 Idle Walla: Food! SP 5 men and one Woman pleading for food.
“HELP US!!” different from 6,2
Arctic loop 1 Lion
(Night, 1-shot) More distant or quieter version of 4,1
Arctic loop 2 Howl1 (1-shots) Animal calls, echo’s of same, bird twitters, general critter sounds

Arctic sound marker 1 Eagle, Squawking birds
Arctic sound marker 2 Elephant (Distant) Bird calls, Lion with squawk, could be used as a crocodile growl
Base sound 1 Base 1 lp, and 1 Machine turbine noise – air tools, air ratchet, air blasts, air impact
Beach Loop 1 Beach lp1, Various machine gun fire, water splashes – sounds like lake shore waves
Beach Loop 2 Beach lp2, Lake waves, burping gunfire, sniper fire
Desert critters 1 Desert wind-critters Medium gusty winds, howls a bit, machine gun fire
Desert critters 2 Desert wind-gusts Heavy howling winds with gusts
Desert loop Desert lp3 Medium howling winds with gusts
Forest critters 1 Bird A (1-shots) Tweeting birds
Forest critters 2 Bird B (1-shots) Medium steady wind like on a steppe plain, birds
Forest loop Cicaida Lp Medium gusty wind & night locust –(twittering insect) ---
HVAC 1 HVAC1 Lp Turbine sound – drops off rather quickly (no range)
HVAC 2 HVAC2 Lp Waterfall & crickets – drops off quickly (no range)
Jungle critters 1 Dock Creak1 Odd machine noises & crickets, bounce noise, then scrape.
Jungle critters 2 Dock Creak2 Scrapes and bumps, assorted intermittent machine noises.
Jungle critters 3 Mtl Roof-Gusts1 Metal bump, a rumble, then surf on a dock or wind noise.
Jungle critters 4 Mtl Roof-Gusts2 Intermittent wind gusts.
Jungle loop Katydidish (1-shot) Light wind, insects
Ocean loop Ocean lp2 Light to medium wind with no insects
Ocean sound marker 1 Ocean lp1, and ?? Light to medium wind with seagulls
Ocean sound marker 2 Ocean lp2, and ?? Light to medium wind with seagulls, surf and waves
River loop 1 River1 lp Babbling brook or stream
River loop 2 River2 lp Running water
River sound 1 River1 lp, Splashing water like someone taking a bath
River sound 2 River2 lp, Babbling brook with splashing
Silo Steam loop Large Steam Steam escaping
Tarmac Walla: Food!! SP 10 or so men and one woman yelling for food. Different from other walla food parts. (4,3)

Edward
05-10-2004, 11:15 PM
here is a list of the key controls for 3D wire frame mode in map editing

Delta Force – Black Hawk Down Mission Editor Manual – Copyright Novalogic 2003
36 of 40
Appendix C: Additional Key Commands
These keys are in addition to the commands listed in Section 1.
MED Key
Chart
Mode Keyboard Mouse Effect
TILER SHFT+LEFT Rotate selected tiles 90deg Counter-clockwise
SHFT+RIGH
T
Rotate selected tiles 90deg Clockwise
SHFT+CTRL+LEFT Flip selected tiles Vertically
SHFT+CTRL+RIGHT Flip selected tiles Horizontally
2D/3D
CTRL+X Cut
CTRL+C Copy
CTRL+V Paste
CTRL+Z Undo (move, rotate, delete)
CTRL+Y Redo (move, rotate, delete)
D 3D Mode Toggle
M Move
U Unselect
R Reset View/Camera
CTRL+R Reset View/Camera (no scale)
Z Reset Zoom
ENTER Edit Item Attributes
L-click "info"
box"
Edit Item Attributes
LEFT Move Items Left 1 meter
RIGHT Move Items Right 1 meter
UP Move Items Forward 1 meter
DOWN Move Items Backward 1 meter
SHFT+UP Move Items Up 1 meter
SHFT+DOW
N
Move Items Down 1 meter
CTRL+LEFT Move Items Left 1/256 meter
CTRL+RIGH
T
Move Items Right 1/256 meter
CTRL+UP Move Items Forward 1/256 meter
CTRL+DOW
N
Move Items Backwards 1/256 meter

Delta Force – Black Hawk Down Mission Editor Manual – Copyright Novalogic 2003
37 of 40
SHFT+CTRL+UP Move Items Up 1/256 meter
SHFT+CTRL+DOWN Move Items Down 1/256 meter
SHFT+CTRL+LEFT Rotate Items Left 90deg
SHFT+CTRL+RIGHT Rotate Items Right 90deg
SHFT+LEFT Rotate Items Left 1deg
SHFT+RIGH
T
Rotate Items Right 1deg
3D only ESC Back to 2D Mode
G Ground View Toggle
C Ground Collision Toggle
X Axis View Toggle (X is RED, Y is BLUE)
P Perspective Toggle
E Effect Box View Toggle
A Select All Items
], CTRL+N Select Next Item
[, CTRL+P Select Previous Item
S Side Camera View (looking north)
CTRL+S Side Camera View (keep current orientation)
T Top Camera View (North at top of screen)
CTRL+T Top Camera View (keep current orientation)
SHFT+CTRL
+
L Click Center on point (same as 2D 'CTRL+L Click')
CTRL+ L Drag
Horizontal
Move Camera Left/Right
CTRL+ L Drag Vertical Move Camera Up/Down
CTRL+ R Drag
Horizontal
Rotate Camera Left/Right
CTRL+ R Drag Vertical Rotate Camera Over/Under
INSERT/DELETE Rotate Camera Left/Right
HOME/END Rotate Camera Over/Under
SHIFT + R Drag
Horizontal
Zoom Camera In/Out
PAGEUP/DOWN Zoom Camera In/Out
Numpad + / - Zoom Camera In/Out

Delta Force – Black Hawk Down Mission Editor Manual – Copyright Novalogic 2003
38 of 40
Numpad Keys, multiple views
(numlock
on)
CTRL+NUMPAD LEFT Rotate Camera 90deg Left
(numlock
on)
CTRL+NUMPAD RIGHT Rotate Camera 90deg Right
(numlock
on)
NUMPAD LEFT/RIGHT Move Camera Left/Right
(numlock
on)
NUMPAD UP/DOWN Move Camera Up/Down
(numlock
on)
CTRL+ Numpad UP Auto center selected object
(numlock
off)
NUMPAD RIGHT Move Object East
(numlock
off)
NUMPAD LEFT Move Object West
(numlock
off)
NUMPAD
UP
Move Object North
(numlock
off)
NUMPAD DOWN Move Object South
(numlock
off)
CTRL+NUMPAD LEFT Move Object west in small increments
(numlock
off)
CTRL+NUMPAD RIGHT Move Object east in small increments
(numlock
off)
CTRL+NUMPAD RIGHT Move Object north in small increments
(numlock
off)
CTRL+ Numpad DOWN Move Objects south in small increments.

ArcticWolf
07-29-2004, 11:10 PM
Ed?

Did you post a link to the old DFArena Forums Click Here (http://www.dfarena.com/vbforum/forumdisplay.php?forumid=30)

There's a wealth of knowledge there in map editing by you, me and others who are no longer in the games....

Edward
08-24-2004, 10:06 PM
Originally posted by ArcticWolf
Ed?

Did you post a link to the old DFArena Forums Click Here (http://www.dfarena.com/vbforum/forumdisplay.php?forumid=30)

There's a wealth of knowledge there in map editing by you, me and others who are no longer in the games.... right on AW no i didnt have the link