(Updated 3/30/03)
On starting the editor, you will be presented with the
following choices:
CAMPAIGN EDITOR -
Allows the user to create and edit Campaigns.
LEVEL EDITOR
- Allows the user to create and edit Mission
Maps.
ENTITY EDITOR
- Allows the user to create and edit
Entities.
MAP BUILDING GUIDE
- General rules for good map building.
OPTIONS
- Allows configuration of game options.
CREDITS
- See the credits! Hold SHIFT or CTRL to reveal
the Developer Quotes and Caption Competition.
EXIT -
Exits the editor.
Home
CAMPAIGN EDITOR
USING NEW MAPS AND CAMPAIGNS
MENUS
FIELDS AND WINDOWS
EDITING MODES
To construct a campaign, it is recommended that you work
within a different folder to core. Create a new directory
in the same location as core. Then when you run your
tools, use the -path command line option. Eg: FT Tools.exe
-path MyPath You can then make your own version of
campaigns\bos.cam You can also add / modify your own
missions and entities and so on, and keep your new
versions within your custom folder. Once you need to
distribute your mod or campaign to users, you may do the
following:
1) Can compress all your files within "MyPath" into one
.bos file using WinZip or WinRAR, path names must be
preserved.
2) Distribute your mod as a compressed file or installer
that installs to the tactics install path, inside the
folder called "MyPath" or whatever your custom path is
called.
3) Users can then run your mod or campaign by running:
BOS.exe -path MyPath
Directory Structure
In order to leave the original game files untouched, but
still make it possible for people to run your campaign and
get your custom item descriptions, and various other
things, here is what you must do.
You must create a new folder in this path:
C:\....\14 Degrees East\Fallout Tactics\
Name it whatever you wish, for this tutorial I will refer
to it as MYCAMP.
This what you want your BOS.EXE file to point to when
running your campaign. So if you want to run your campaign
with all of your custom item descriptions etc, you want to
run "BOS.EXE -PATH MYCAMP".
Inside of MYCAMP you want to make new folders with these
names:
Locale
Tables
Inside of your new Locale folder you want to create new
folders with these names:
Game
Gui
This will now enable you to edit probably all of the .TXT
files you would want to.
For an example we will use the ITEMS.TXT file where many
descriptions for items, recruits, etc reside. You can
create your own ITEMS.TXT file from scratch, or copy the
one from the original game and edit it. You want to put
your ITEMS.TXT file here:
C:\....\14 Degrees East\Fallout
Tactics\MYCAMP\locale\game
When running "BOS.EXE -PATH MYCAMP", it will use this
ITEMS.TXT file instead of the original games ITEMS.TXT
file. If you don't have an ITEMS.TXT file here, the game
will automatically use the ITEMS.TXT file that is
here:
C:\....\14 Degrees East\Fallout
Tactics\core\locale\game
This goes for all files. If you are running your
campaign, and it is looking for a certain file, it will
first look through your folders. If it can't find it, it
will look through the original game folders. If it cannot
find it there, it will look in the .BOS files. If it is
still unable to locate it, something bad will probably
happen. :)
You can use any .TXT file located in the folders of the
original game that correspond with the folders you created
in your MYCAMP folder. As I said earlier, the folders I
had you create have the .TXT files you will probably want
to edit. The only one in the GUI folder you will probably
want to edit is the credits, so you can tell everyone who
worked so hard on your campaign! :)
Now you will be able to manipulate and use various things
in the .TXT files without corrupting the originals, and
also allow people who want to play your campaign, retain
their original game files.
Using New Maps and
Campaigns
Under the SINGLE PLAYER button there are now two new
options:
CUSTOM CAMPAIGN
- This will bring up a Load screen, displaying a list of
available Campaign
files.
- From here the user can select a custom Campaign file.
- Upon selection, the file will load and the game will go
straight into the
Character Selection screen.
CUSTOM MISSION
- This will bring up a Game Configuration screen, similar
to the Multiplayer
Game Configuration.
- From here the user can select a custom Mission file by
clicking on the MISSION
button.
- Once a Mission has been selected, the user can press
START GAME to begin the
mission.
!!!! Please note that all Multiplayer specific options in
this screen will have
no affect on the Mission to be played !!!!
General Definitions
- Campaign File
- A Campaign in Fallout: Tactics is a way of presenting
the player with a group
of Mission Maps.
Each separate Campaign is stored in a .CAM file. The
.CAM file contains all of
the campaign data, including Mission placement, Random
Encounters, the World Map
Image, etc.
- World Map Tiles
- The World Map is divided up by squares or Tiles for the
purposes of assigning
random encounters.
- Mission
- Missions are placed in the Campaign by first assigning
them tags in an
external campaign text file and then importing it.
Missions include both Core
Missions (Single Player Mission Maps) and Unique
Encounters
- Campaign Text File
- To change any data within a .CAM file, the data must
first be changed in the
Campaign.TXT file and then imported. Theis file can be
found in
TABLES\Campaign.TXT
- Random Encounter
- Random encounters are different to Missions in that they
may only be entered
due to chance. They are also allocated in a different
manner to normal
Missions, using a percentage chance per World Map Tile as
opposed to a direct
location.
Menus
File menu
- New (CTRL-N)
- Create a blank .CAM file.
- Open (CTRL-O)
- Open an existing .CAM file
- Save (CTRL-S)
- Save the current .CAM file
- Save As
- Save the current .CAM file under a new name
- Quit (CTRL-Q)
- Quits the editor out to the main menu
Edit menu
- Undo (CTRL-Z)
- Undo the last action. Currently has infinite undos.
- Redo (CTRL-Y)
- Redo the last action that was undone.
- Block Undo (ALT-Z)
- Undo a block of similar actions. Basically checks the
last action, and undoes
all actions of that type, until it finds an action
which is dissimilar.
- Block Redo (ALT-Y)
- Redo a block of similar actions that have been undone.
- Undo Options
- Set the options for Undo (number of undos, buffer
size)
View menu
- Show Totals (ON/OFF)
- Toggles visibility of the total average chance of a
random encounter within a
square.
Tools menu
- Import Image
- Imports the World Map Image. This image must be in PNG
format. This first
opens the Tile Size dialogue (leave as default if your
map is the same size as
Fallout: Tactics), and then opens an file window.
- Import Data
- Imports the entire Campaign.TXT file.
- Import Core
- Imports only the Core Mission (mission maps used for
Core Missions) data from
the Campaign.TXT file.
- Import Special
- Imports only the Special (Unique Encounter) Mission
data from the Campaign.TXT
file.
- Import Random
- Imports only the Random Encounter data from the
Campaign.TXT file.
- Import Landscape
- Imports only the Landscape (mission maps used for
Random Encounters) data from
the Campaign.TXT file.
- Import Prefabs
- Imports only the Prefab Characters data from the
Campaign.TXT file.
- Import Recruits
- Imports only the Recruits Pool data from the
Campaign.TXT file.
- Import QM List
- Imports only the Quarter Master inventory data from
the Campaign.TXT file.
Fields and
Windows
Status field
- File Path
- Displays full path for current .CAM file.
- Res:
- The first two numbers define the resolution of the
area of effect (in tiles)
that will be affected by a left/right click in the
Main Window.
The third number defines the percentage amount
raised/lowered by each click.
- FPS:
- The frames per second.
Modes field
- Contains the buttons for the different editing
modes: Pos, Core, Special,
Random and Landscape
Mode-functions field
- Displays different information and functions
depending on the Editing Mode
chosen.
Main window
- Contains a visual representation of the current .CAM
file.
- Missions and Encounters are placed and manipulated
in this screen.
- Operations within this screen differ between the
different Editing Modes.
- Any operation involving a percentage will have that
percentage displayed per
tile, as well as have that tile color-coded dependent
on the percentage (Green
for 0% up to Red for 100%).
Editing Modes
Pos mode
- Allows you to select the starting position for the
campaign (the place where
the player will start when they first enter the worldmap).
- Left-click in the main window to select the starting
position.
Core mode
- Contains a list of defined Core Missions.
- By left clicking on an entry in the list, you can then
left click in the main
window and position that Core Mission.
Special mode
- Contains a list of defined Special (Unique) Missions.
- By left clicking on an entry in the list, you can then
left click in the main
window and increase the percentage chance of the player
encountering that
mission per tile.
- The % chance is displayed in the main window per tile.
Random mode
- Contains a list of defined Random Encounters.
- By left clicking on an entry in the list, you can then
left click in the main
window and increase the percentage chance of the player
encountering that
mission per tile.
- The % chance is displayed in the main window per tile.
Landscape mode
- Mission Maps
- Each single mission in Fallout: Tactics takes place
inside a Mission Map.
Each separate Mission Map is stored in a .MIS file. The
.MIS file contains all
of the mission data, including Tile and Entity placement,
Scripting, etc.
- Regions
- Each Mission Map is split into areas defined as Regions.
A region is 256 World Units on a side (approximately 43
Floor Tiles)
A World Unit is equal to 25cm in the real world, and is
the smallest
measurement possible in the Level Editor.
- Tiles
- The geometry of a Mission Map is built up out of Tiles.
Tiles are single
pieces of geometry that can be placed together to form
landscapes, buildings and
other objects.
Different Tiles have different physical properties. Most
can be stood on by a
character, but others can be seen through, shot through,
climbed or even walked
through.
Each tile has a bounding box. This box is a
three-dimensional representation
of the space that tile takes up. This space is translated
into collision data,
meaning that tiles can block the way, stop bullets, etc.
Tiles should not be allowed to occupy the same space as
eachother. If tiles
have intersecting bounding boxes, they will be displayed
in pulsing red, as an
indicator that there is a problem.
- Clips
- A selection of Tiles in the Mission Map can be copied
into the clipboard, and
then saved out for future use. This selection is called a
Clip. Clips can be
saved, then loaded and pasted into a Mission Map. Due to a
limitation in the
editor, the clipboard is not usable between different
maps, that is where clips
come in handy.
- Tile Set
- A selection of Tiles in the Tile List Directory can be
built up and saved for
future placement. This selection is called a Tile Set.
Tile Sets can be saved,
then loaded and used to place tiles into a Mission Map.
- Entity
- Any object in a map that requires active interaction is
an Entity. Entities
can be of many different types and have wildly differeing
properties depending
on their purpose.
Example Entities include Actors (the player characters
and non-player
characters), Weapons (from knives to mini-guns), Chemicals
(including First Aid
Kits and Mentats), Miscellaneous Items and Breakables.
Menus
File menu
- New (CTRL-N)
- Create a blank .MIS file. This opens the "New Level"
Dialogue.
- Open (CTRL-O)
- Open an existing .MIS file
- Open Tiles Only
- Open an existing .MIS file without loading entities.
- Save (CTRL-S)
- Save the current .MIS file
- Save As
- Save the current .MIS file under a new name
- Quit (CTRL-Q)
- Quits the editor out to the main menu
Edit menu
- Undo (CTRL-Z)
- Undo the last action. Currently has infinite undos.
- Redo (CTRL-Y)
- Redo the last action that was undone.
- Block Undo (ALT-Z)
- Undo a block of similar actions. Basically checks the
last action, and undoes
all actions of that type, until it finds an action
which is dissimilar.
- Block Redo (ALT-Y)
- Redo a block of similar actions that have been undone.
- Undo Options
- Set the options for Undo (number of undos, buffer
size)
- Cut (CTRL-X)
- Copy (CTRL-C)
- Paste (CTRL-V)
- Select All (CTRL-A)
- Selects ALL visible tiles.
- Unselect (CTRL-U)
- Selects nothing
- Delete Entities
- Removes all entities from the map
- Delete Leaked Entities
- A Development utility that has little use for map
creation.
View menu
- Origin (ON/OFF)
- Toggles visibility of the center of the .MIS file -
Red Lines
- Region (ON/OFF)
- Toggles visibility of the region boundaries - Blue
Lines
- Camera Boundary (ON/OFF)
- Toggles visibility of the area that camera movement is
restricted by - Yellow
Lines
- Place Height Guide (ON/OFF)
- Toggles visibility of the current tile's bounding box
extended to the 0 level
- Light Blue Box
- Show Floor Tile Grid (ON/OFF)
- Toggles visibility of the 6x6 unit grid that
represents the correct placing of
Floor Tiles - Light Green Lines
- Placement Bounding Box (ON/OFF)
- Toggles visibility of a bounding box around the tile
currently selected for
placement - Light Green Box
- Selection Bounding Box (ON/OFF)
- BROKEN (this is supposed to toggle the little green
box displayed on the
cursor and the dragged out selection box to on or off,
but appears broken or the
option disabled - why would anyone want it off anyway)
- Show Tile Graphic (ON/OFF)
- Toggles visibility of the actual bitmap graphic of all
tiles
- Show Tile Bounding Box (ON/OFF)
- Toggles visibility of bounding box for all tiles -
Black Box
- Show Invisible Objects (ON/OFF)
- Toggles visibility of all otherwise invisible entities
(such as lights, spawn points)
- Level Ghosting (ON/OFF)
- BROKEN (used to turn
- Level Color Ghosting (ON/OFF)
- Colorises the tiles according to their position within
the colored sections of
the Height Field.
- Only show tiles on current level (ON/OFF)
- Toggles visibility of only the tiles one the currently
selected Level
- Reveal Cursor Position (ON/OFF)
- Removes tile graphics in front of the cursor, relative
to the cursors position
on the current level. Tiles are replaced by their
bounding boxes.
- Stipple Reveal (ON/OFF)
- Works as Reveal Cursor Position, but stipples (draws
every second pixel) the
tile graphics instead of removing them.
- Enable Roof Popping (ON/OFF)
- Pops roofs above the cursor, relative to the cursors
position on the current
level.
- Floor Hiding (ON/OFF)
- Toggles visibility of all tiles that fall into the
"floor" category (6x6
units, 1 unit tall)
- Enable Occlusion (ON/OFF)
- Toggles visibility of tiles that are hidden by the
generation of occlusion
data (any tile that would not normally be seen without
roof/wall popping).
- Antialiased Sprites (ON/OFF)
- Toggles the alpha-channel for sprites.
- Antialiased Tiles (ON/OFF)
- Toggles the alpha-channel for tiles.
- Dynamic Lighting (ON/OFF)
- Toggles the visibility of dynamic lighting, including
light entities and
ambient light settings.
- Smooth Shading (ON/OFF)
- Toggles smooth shading for dynamic lighting.
- Dynamic Shadows (ON/OFF)
- Toggles dynamic shadows within the map.
- Show Mini Map
- Opens the mini-map window. The mini-map cannot be
turned off using this
option.
- Show Tile Info Pop-Up (ON/OFF)
- Toggles the visibility of the Tile Information Pop-Up
display.
Tools Menu
- New Occlusion Data
- Forces the generation of new occlusion data. Occlusion
data is used to hide
any tile that would not normally be seen without
roof/wall popping, increasing
display speeds.
- New Group Data
- Forces the generation of new occlusion data. Group
Data is used in levels and
roof-popping.
- Re-Sort Tiles
- Refreshes the tile sorting data.
- Output Tile List
- Creates a text file [with no extension] that lists all
tiles used in the
current .MIS file, including the full path name.
- Copy Min Tile Set
- Copies all of the tiles in use in the current .MIS
file to the folder
\FALLOUT-BOS\CORE\MIN_TILE_SET.
- Make Picture
- Outputs a full size JPG of the map, using whatever
settings are active [ie, if
you have invisible objects on, they will be part of
the render]. Saves the JPG
in the same place as the .MIS file. Been known to
crash on certain machines.
Having your virtual memory settings set to something
large (400MB or more) will
help.
- Import Sound File
- Imports a text file that describes all the ambient
sounds & music for the
mission (.txt extenstion)
- Import Sound Zones
- Import a sound zones file (.szn) Only really useful if
you want your sound
designer to be working on the ambient sounds while you
are working on triggers
etc so you can both work on the same missions at once.
- Export Sounds Zones
- Exports any zones marked as sound zones so they can
imported at a later date
or into a alternate version of the mission.
- Update Tiles Used
- Reloads all of the tiles in the current .MIS file.
Useful for updating
corrected tiles.
- Refresh Border/Grids
- Updates the fading from black that appears at the edge
of a map, relative to
the camera boundary.
- Allows Shadow/Don't Allow Shadow
- Flags the tile as allowing shadows to be cast on to
it, or vice versa.
- Allow Popping/Don't Allow Popping
- Flags the tile as not popping [never removed by the
roof popping code], or
vice versa.
- Ethereal/Not Ethereal
- Flags the tile as transparent but not solid, or vice
versa. Default flag for
Floor tiles with large holes in them.
- Window/Not Window
- Flags the tile as transparent but solid, or vice
versa. Default flag for
Window Tiles.
- Climbable/Not Climbable
- Flags the tile as climbable [i.e., a character will be
able to grip and climb
it], or vice versa. Default flag for Ladder tiles.
- Invisible/Not Invisible
- Flags the tile as invisible [will not be displayed in
the game], or vice
versa. Most used for plugging large holes in floor
areas to assist the roof
popping.
- Exit/Not Exit
- Flags the tile as part of the exit grid for this
level, or vice versa. The
- exit grid is toggled on/off in the game using
Triggers.
- Dump Actors
- Exports a list of Actor entity attributes to a text
file on the root of C:.
Only used as a rough guide to calculating the entire
XP value for a mission.
Fields and
windows
Status field
- File Path
- Displays full path for current .MIS file.
- Coordinates
- Shows the coordinates of the cursors current position,
relative to the
currently selected level.
- Res:
- The resolution of the "snap-to" grid that new tiles
will snap to when placed.
Entering a value of 99 allows the user to drag out a
region to be filled with
randomly spaced tiles.
- FPS:
- The frames per second.
Modes Field
- Contains the buttons for the different editing modes:
Select, Tile, Entity,
Entity Edit, Auto Group, Man Group, Level (explained
elsewhere)
Mode-functions field
- Displays different information and functions depending on
the Editing Mode
chosen.
Main window
-
Left-Click selects a height level to edit.
- Left-Click-Drag moves between height levels
With space held down:
- Left-Click-Drag (UP/DOWN) shifts the visible range up or
down
- Right-Click-Drag (UP/DOWN) changes the scale of the
visible range
- PGUP moves the height level up one unit.
- PGDN moves the height level down one unit.
- HOME moves the height level up one entire level.
- END moves the height level down one entire level.
Tile info pop up
When the cursor is placed over a single tile and left
for a short time, the Tile
Info Pop-Up is displayed.
- Tile Details:
- Displays the full name of the tile.
- Bounding Box v1:
- Displays the coordinates of the tile's bottom, closest
corner.
- Bounding Box v2:
- Displays the coordinates of the tile's top, farthest
corner.
- Ycoord:
- Displays the Level the tile has been placed on.
- Flags:
- Displays any flags that the tile has built into it.
- MGrp:
- Displays the name of the Manual Group that the tile is
a part of.
- AGrp:
- Displays the name of the Auto Group that the tile is a
part of.
- UGrp:
- ???? For debug only.
- Occl:
- The group that must be popped for this tile to become
visible.
Mini Map Window
Displays the map for the current level, built from
tile data. Different tile and
entity types are displayed using different colors.
- Map
- Walls - Bright Green
- Objects - Dark Green
- Stairs - Yellow
- Actors - Team Color
- Vehicles - Blue
-
- Scale
- Displays the current scale of the map. Useful values
range from 0.1 to 5.
- OK Button
- Closes the Mini Map Window.
Editing Modes
Select mode - F1
Select allows the user to manipulate tiles that have
been placed in the world.
Hidden tiles cannot be selected, even as part of a
Drag-Select operation.
Displays the following buttons in the Mode-Functions
Field.
- Load Clip
- Loads a clip from an external .CLP file into the
clipboard. From there it can
be pasted into the world (CTRL-V).
- Save Clip
- Saves the clipboard to an external .CLP file. A
selection of tiles must first
be selected, then copied (CTRL-C) into the clipboard.
- Update Bad Bounding Box Info
- This option searches for all the "bad" intersecting
tiles and tells you how
many there are. They will be highlighted in pulsing
red on-screen.
- Delete all bad tiles
- This option deletes the "bad" tiles that have been
found.
There are two selection modes available:
- Use Bounding Box
- Left-Click selects the tile on the current level in
the cursors position.
- Left-Click-Drag selects tiles on the current level
within a rectangular
selection area.
- ALT-Left-Click-Drag selects all tiles on all levels
within a rectangular
selection area.
- Use Visible Check
Left-Click selects the tile the cursor is over,
irrespective of the level the
tile is on.
- Editing Tiles
- CTRL-DEL will delete any selected tile.
- CTRL-C will copy any selected tile.
- CTRL-V will paste any selected tile.
Holding CTRL and using the arrow keys will move the
selected Tiles. To change
the number of units that the Tiles are moved, type a
new number in the "Res:"
field.
- CTRL-PGUP will move selected tiles up one unit.
- CTRL-PGDN will move selected tiles down one unit.
- CTRL-HOME will move selected tiles up one entire
level.
- CTRL-END will move selected tiles down one entire
level.
Tile mode - F2
- Selected for Placement:
- The number of tiles currently selected for placement.
By holding shift and
selecting multiple tiles, you can build up a selection
of tiles [a Tile Set] to
place.
- Load Tile Set
- Loads in a previously saved .TSE Tile Set file.
- Save Tile Set
- Multiple selections of tiles can be saved out for
future use as a .TSE file.
- Tile Screening Toggles
- To speed up the display and navigation of the Tiles
List, the user can screen
which ones are displayed.
- ALL: Shows all tiles in the directory selected.
- N/S/E/W: Shows only the tiles that face a particular
direction.
- NONE: Shows no tiles
- Tile List Scale
- This number represents the size at which tiles are
displayed. Default is 0.5.
Full size is 1.0.
- Tiles List/Directory Structure
- A list of directories and the tiles within them.
- Left-Click on a tile selects a single tile to be
placed in the world.
- Shift-Left-Click multiple tiles allows the user to add
to their selection.
- Double-Left-Click on a directory opens that directory.
- The UP button moves up one level in the directory
structure.
- Placing Tiles
- Tile placement occurs in the Main Window.
- Left-Click in the editor places a single tile.
- Left-Click-Drag in the editor places multiple tiles.
Placing one tile over another tile with the same
bounding box dimension will
replace the latter tile.
!!!! PLEASE NOTE: There are occasional errors where
the flags attached to Tiles
are not brought in when that tile is initially placed
in the map. To fix this
problem, ALWAYS use the TOOLS\UPDATE TILES USED and
then the TOOLS\NEW OCCLUSION
DATA tools (IN THAT ORDER) before saving a map for
public consumption !!!!
Entity mode - F3
- Player Index
- This number refers to the player controller [found in
the LEVEL MODE].
The name to the right of this field is the name of the
relevant controller.
All entities will be placed as part of the controller
that this number is set
to [ie, if it's set to 0, the entities will be placed
as part of the Scenery
controller].
The Player Index number can be edited using the ENTITY
EDIT MODE.
- Tag Field
- Allows you to place entities with a tag already
attached to them.
- Entity List/Directory Structure
- A list of directories and the entities within them.
Use the UP button to move upwards through the
directory structure. Note that
you cannot move outside of the BOS\ENTITIES directory.
- Placing Entities
- Entity placement occurs in the Main Window.
Left-Click in the editor places a single entity.
Note that the entity will only be placed on "valid"
positions within the map.
For example, it cannot be placed on open space where
there are no tiles for it
to rest on.
Entity edit mode - F4
- Overview
- Every entity has different properties, so this window
will reflect the
properties of whatever entity is selected.
- Editing Entities in the Main Window.
- To select a placed entity, Left-Click on it.
To drag an entity around, Left-Click and drag it. Note
that the entity will
only move to "valid" positions within the map.
Auto group mode - F5
Displays the groups that are automatically generated
by the code. Each group has
a number and name.
By default, these automatic groups should be left
alone as generated by the
TOOLS/NEW OCCLUSION DATA option.
- Select Tiles in Current Group
- Selects all tiles in the currently selected Group.
- Enabled All Groups
- Turns the visibility of all Auto Groups to on.
- Auto Groups List
- Double-Left-Click toggles the visiblity of the
selected group.
Man group mode - F6
NOT USED - Displays groups manually created by the
user. These groups were
originally used as editing tools.
- Add Selected Tiles To Group
- Adds all currently selected tiles to the currently
selected group.
- Remove Selected From Group
- Removes all currently selected tiles from the
currently selected group.
- Select Tiles in Current Group
- Selects all tiles in the currently selected group.
- Enabled all Groups
- Turns the visibility of all Manual Groups to on.
- Manual Groups List
- Double-Left-Click toggles the visibility of the
selected group.
- New Group
- Creates a new group with a name defined by the user.
All currently selected tiles will automatically be
added to the new group.
- Delete Group
- Deletes the currently selected group, never to be seen
again (no undo!). This
DOES NOT delete the tiles associated with that group.
Level mode - F7
- Set Top
- Left-Click in the Main Window sets the top-most limit
of the Camera Extents.
- Set Bottom
- Left-Click in the Main Window sets the bottom-most
limit of the Camera
Extents.
Time
- Force Start Hour
- When this option is check on, the map is forced to
start at the hour in the
Start Hour field when the player enters the map.
- Start Hour
- Defines the start hour (in a 24 hour clock) and thus
the light level of a
mission.
To test a level's lights at night, set this field to
22 and click on the Force
Start Hour toggle, then refresh the screen (by
pressing R).
- Game Type
- Used to define the type of Mission Map.
Single Player Mission Maps are flagged as custom by
default. Multi Player
Mission Maps must be flagged as the appropriate type
of mission desired.
- Max Players (Multiplayer)
- Sets the number of players (not characters) that can
join this map in Multi
Player.
- Nuke Triggers on Exit
- For Single Player Missions Maps. When the player
leaves the mission map, all
scripting triggers are removed.
- Is Bunker
- For Single Player Mission Maps. Flags this map as a
Bunker Map.
- Allow Vehicles
- Allows the player to enter this map with any vehicles
that they have taken
into the World Map.
All Mission Maps flagged as Bunkers should also have
this flagged.
- Minimap
- Opens the Minimap window, where the user can select
and configure a map for
the PipBoy (see elsewhere for details)
- Team
- Allows you to set the alignment matrix for different
teams.
- Player
- Allows you to create, edit and remove Player
controllers.
- Speech File
- Allows you to select the appropriate speech file for
the mission. The Chat and
Speech nodes used in Speech are built from this file.
The current speech file is displayed at the bottom of
the LEVEL MODE area.
- Speech
- Allows the user to create, edit and remove Chat and
Speech nodes. These nodes
are then assigned to different actor entities within
the map.
- Triggers
- Contains the Triggers used for scripting. All Triggers
are made up out of
Conditions [which must become true before the rigger
will execute] and Actions
[which will execute once the conditions become true].
- Speech File Display Field
- Displays the name of the speech file for the current
mission map.
Only one speech file can ever be assigned at one time.
Zone mode - F9
- Allows you to create, edit and delete Zones.
- A zone is a 3D volume used for scripting purposes.
They appear as colored
boxes in the Main Window, with the name of the zone
displayed in the bottom-most
corner.
- It is best to place a zone on the same height as the
floor tiles for a
particular level.
-
- Add
- Add a new zone at the center of the screen.
- Remove -
Remove the currently selected zone.
- Top
- Set the top-most corner of the zone.
- Bottom
- Set the bottom-most corner of the zone.
- Height
- How tall the zone is. A setting of 1 is usually
adequate for a single-level
zone.
- Name
- Enter a name for the currently selected zone.
- Color
- Select a color for the currently selected zone.
- SoundZone
- This flags the selected zone as one that interacts
with ambient sound.
Entity list window - F8
Lists all of the entities placed in the level (and I
mean ALL, down to the non-
removable punch entities used by the actors).
Building Levels
Introduction
This is a guide to creating new levels and modifying
those that are already
built.
In general, the measurements in this document are based
on floor tiles.
Starting a New Level
- Number of Regions
- When creating a new mission, use the default 10x10
regions. Regions with no
tiles in them take up no space.
- Boundary Tiles
- Allow for 12 tiles on each side of your map to be
sacrificed to the camera
boundary. Place your boundary on the inside of these
tiles, essentially in the
middle of the 13th tile.
- The 66/33% Rule
- Ideally, the floor-space of any room should be at least
66% clear and free for
gameplay [i.e. clear so that a character can walk around
in it]. The other 33%
can be taken up with objects, walls that obscure the
floor, etc.
Remember that the front wall on most rooms takes up
about 10% of the room
[dependent on size, obviously].
- Think Bigger
General
- One of the overall problems is the amount of floor-space
we have and the sizes
of rooms. So we need to think bigger.
- The 66/33% Rule helps, but in general buildings need to
be larger than you
would logically expect them to be. Reality has no place
here :).
- Corridors
- Corridors must be a minimum of 5 tiles wide.
Underground, natural corridors [like caves] should be 5
tiles wide, except for
deliberate choke points.
- Wall Heights
- If you want a 2-story-tall room [for example, a
warehouse that is 2 stories
tall but has no 2nd-floor floor tiles], then you'll need
to compensate for the
amount of space that the second story obscures by
enlarging the room.
- Road Width
- Roads need to be a minimum of 8 tiles wide, a maximum of
12.
- Catwalks and Walkways
- Must be a minimum of 2 tiles wide.
- Stairwells
- Stairwells should be a minimum of 2 tiles wide and 3
tiles long.
Allowing for the roof-caps that will cut into the space
this provides, it
still means that there is 10 world units of width to a
staircase, just enough
for 2 people to walk past each other.
Always facing the camera. Never build stairs that slope
away from the camera
[and thus conceal themselves from the player].
Fleshing the level out
Less Clutter
- Keep the 66/33% rule in mind when populating a level
with objects. Remember,
you probably only have 20% left of the floor-space to put
objects on.
Keep it subtle: 2 bookcases will usually do the work of
3.
Floor Tiles
- Because we can't take up floor-space with objects, we
need to take it up with
interesting floor-tiles instead.
If a room is looking a little bare and plain, use some
of the various floor
tiles to flesh it out.
Changing Existing
Levels
Reclaiming the Floor
- If you need floor-space back, don't just delete your
objects. See if there is
a way to enlarge the room that they are in instead.
Expanding the Level
- If you need larger rooms but cannot get them into the
space you have, then
expand your level to take up another region.
General rules
- Avoid Line-Up
- Corridors that are one floor unit wide are too thin.
Corridors that are three
units wide will visually have the top of the front-edge
wall line up with the
bottom of the rear-edge wall in a confusing manner. Avoid
this at all costs!
- Lights
- All lights should be tagged with the "night only" tag,
unless they are
underground or otherwise out of direct sunlight. This is
to avoid the bleaching
affect that lights have on daylight maps.
Setting up actors
An actor is any living (or once living) object in a map.
Robots, Raiders, Human
characters, anything. It also includes corpses if you want
to add a few to a
special map. Actors are controlled by an AI Controller and
also by their
Nature.
Player Index
- The Player Index is a way to group several actors
together under one type of
AI. If you have a group of raiders on patrol they
would be one player index,
the guards at the gates would make a second index, and
so on.
- The human player is always player index number 1
(Human).
- Player index 0 is a special index for any scenery
entities such as lights,
waypoints and spawn points
- Name each player index something informative and
make sure it is set to
computer control (except for index 0 and index 1)
- Setup each index AI as needed.
AI Controllers
- Each player index has a controller type, changed by
using the "Setup AI"
button.
- Any AI setup under this button will affect any actor
using that player index.
- Controller Type defines what the actors do when they
are not in combat. This
can be following a set of waypoints, standing still,
wandering around, etc.
- Move Target Tag is used when the controller type is
set to waypoints or random
waypoints. It tells the AI which waypoints to use.
- Move Type Priority tells the actor how determined
they are to do what the
controller tells them too. If you set this high the
actor will ignore anything
around them to try to follow its orders. If set above
8 an actor will run
rather than walk.
- Working Zone is the area the actor spends most of
his time in. This is not
mandatory.
- Retreat Zone is where the actor will flee too if in
trouble. If this isn't
set they will flee to the edge of the working zone.
- Never leave zone. If this is set an actor will NEVER
leave the working zone.
Be careful about using this, as it can cause some
strange AI behavior, such as
refusing to take that last 2 steps so they can punch
the player.
- Aggression states how likely the actor is to attack
an enemy, and how likely
they are to chase them down if they try to flee.
- Communicate dictates how far around them the actor
will inform friends when
they are attacked or when they see an enemy. 10 means
the entire map, 0 means
the group doesn't communicate.
- Mobility dictates how often the player will move
when set to waypoints/random
waypoints/perimeter. If set at 10 they will constantly
walk the path, 1 means
they will take a few small steps towards their next
point and wait before moving
again.
Entity Edit
- After placing the actors in the map it is possible
to refine their AI more.
- Click on entity edit, and select an actor.
- Level is a base added to the characters current
level. This modifies skills
as well so a higher level actor will have higher
skills.
- Race Type is the type of actor. There is little need
to change this flag.
- Gender should be fairly easy to understand. If not,
seek help :)
- Start Posture is what pose you want the character to
default to. Useful for
solid emplacements or ambushes. Note that some
characters done have the ability
to go crouched or prone.
- Random Speech is the actors floating text. I'll go
into more detail in the
speech section.
- Click Speech is an actors speech when talked too.
- Enable Scripted Events sends a message to the
trigger handler any time this
actor performs an action using a skill. More details
in the trigger section.
- Is Recruitmaster/Quartermaster are both fairly
self-explanatory, and shouldn't
be played with.
- Can Barter/Can Gamble once again is to enable
Bartering/Gambling for a
specific character
- Tag Name is used to track specific actors and
entities. Can be used in
triggers to select a single special actor in an
otherwise normal player index.
It is also used to link keys to doors and switches to
anything else. More in the
trigger section
- Broken
- Player Index lets you change an actors player index
inside the editor. The
name associated with this player index is also
displayed at the top of the
entity edit column.
- Animation Rotation is the direction a character is
facing. Most useful in
stationary actors to have them facing a useful and
realistic direction.
- Base/Skin/Hair/Team let you change an actor's colour
clowning so that not
everybody looks the same.
- Nature is used to make a character behave in a
certain way. See natures
section
- Tactic is also covered in the natures section
- Use Cover defaults to on. When checked this actor
will seek out cover when
attacked.
- Use Sneak defaults to off. When turned on the actor
will try to sneak if out
of LOS from the human player.
- Sleeping defaults to off. This AI will sleep until
woken by an Alarm, damage,
or close proximity to the player.
- Item Tag is used for "looter" type characters. It
specifies the tag name of
the item the character should try to get. Rarely used.
- Taunts enables combat taunts (should always be set
to racial unless you
specifically need a character to be silent during
combat)
- Trap allows you to add a trap to an item. Useful for
doors and chests. Trap
entities can be found in \weapons\traps
- Always Friendly means a character will never turn on
the player (regardless of
how much you torment them :P)
- Make Dead changes the actor to a corpse.
- Start Burrowed is used for scurry robots only. It
will start them hidden under
the ground, and they will pop up within a 10 metre
radius.
- Death Type lets you specify how a "Make Dead"
character died.
- Unconscious knocks the actor down. If the unconcious
time is set to -1 the
actor stays that way until woken by healing.
Otherwise, it will count in seconds
from when the mission starts
- Immune friendly means that specific character will
not be harmed by friendly
fire.
- Injuries can be added to an actor. Be careful, as a
character cannot walk with
two broken legs, or fire a weapon with a broken arm.
- Hand/Armour overrides allow you to give a different
weapon or armour to vary
your characters a bit more. Be reasonable with this,
don't give raiders power
armour, etc.
- Inventory items can be added to special actors from
here as well.
- Count is the number of the selected item (yellow)
the entity will have.
- Non-lootable is the number of the item that the
player cannot loot. If you
have 30 bullets and you only want the player to see 5,
then this should be 25.
Nature
Each actor can have an individual nature, chosen from the
entity edit menu.
There are currently 8 natures to choose from.
- Default does not affect the way an actor reacts or
acts.
- Dummy makes the actor do nothing, sitting there and
taking blows.
- Critter is used for roaches, rats etc.
- Coward actors are less likely to charge into combat,
and more likely to run
away if they are having trouble hitting the enemy in
combat.
- Aggressor will attack the enemy, no matter how
likely they are to get cut
down.
- Squeelers will run to an alarm the moment they see
the enemy, and then act as
an aggressor. If an alarm is triggered it will wake up
any actors who have the
same player index as the alarm.
- Patrol will investigate corpses that belong to an
ally. They walk over, look
at the corpse, and then walk off in the direction the
ally got hit from. If
they can not find any enemy along that path they
return to whatever they were
doing before they saw the corpse.
- RepairBot is no longer used.
- Turret is used for turrets J
- Looter is used if you want an AI character to try
and loot a specific item.
This should only be used in 1 or 2 places.
Tactics
- Hold means the character will try to remain in it's
current position. There
are certain conditions that will cause a holding
player to retreat, but for the
most part the player will try to hold it's combat
position.
- Advance is for characters you want to charge toward
the player. Good for when
the computer player is attacking something defended by
the player.
- Retreat will cause the entity to run from any
attacker. They will still return
fire, but will be backpedalling
- Flank in will make the entity skirt around the
attacker.
Waypoints
- Waypoints are a way of making actors walk around on
the map in a realistic
way. Anything from patrols walking around a raider
camp, to a citizen going
about their daily chores can be done with waypoints.
- In the editor each waypoint is marked with an
entity. Each waypoint in the
path must have the same player index (Normally 0) and
the same tag name. The
waypoint entity can be found in the Misc directory.
- There are two kinds of waypoint, "waypoint" and
"waypoint_dir"
- Waypoint_Dir will make the entity face in the
direction indicated when they
reach that point.
Ordered Waypoints
- Ordered waypoints are a list where the actor knows
to walk from point A to
point B in a certain order. Each of the waypoints has
an Index, starting at 0
for the first point in the path. When an actor reaches
a waypoint they check against the Next Waypoint list to find where to go
next. Normally ordered
waypoints are in a loop, so that an actor walks from
index 0, to index 1, to
index 2, etc… eventualy ending up back at index 0,
where they start the path
again.
- It is possible to give a list of next waypoints that
the actor can pick from,
instead of a single index. In the Next Waypoint list
field just provide it a
list of different index numbers, each seperated by a
comma. This is good for
creating a random wandering pattern, while maintaining
some form of order.
- For example: At waypoint 3 the next index is set to
4,5,6 which means that an
actor who walks to waypoint 3 will next goto either
waypoint 4, 5 or 6.
- It is possible to weight which waypoint will be
selected next by putting the
more waypoints you prefer the actor to goto in
multiple times, for example:
3,3,3,3,4 will give an actor a 80% chance of going to
waypoint 3, and a 20%
chance of going to waypoint 4.
-
- If a waypoint specifies either -1 or a blank for the
next waypoint, then
actors will stop when they reach it.
Actions at Waypoints
- It is possible to cause actors to perform special
actions at each waypoint
they reach.
- Pause will cause the actors to wait for a specified
amount of time before
moving onto the next waypoint. The time is measured in
seconds.
- Action allows you to force an actor to perform an
animation at the waypoint.
You can use this to make it look like a character is
checking things, opperating
machines or computers, or any other number of tasks.
The actor will perform the
animation once.
- Repeat Action will make the actor perform the action
you specified for the
entire time it is at the waypoint. Good for patrols
who get to the gates of the
town and spend 30 seconds looking around, or similar
tasks.
Alarms
- Alarms are another special type of entity that works
in conjunction with the
Squealer nature.
- Each alarm is attached to a player index. When an
actor with the squeeler
nature sees an enemy they search the world around them
for an alarm. If they
find one it run to it and activate it (using the magic
hands animation). When
activated it will cause any sleeping actor with the
same player index as the
alarm to wake up.
- If the human player uses an alarm before a
computer-controlled actor then the
alarm is disabled, and can no longer be used.
Switches
- Switches are used to trigger certain actions
depending on an on or off state.
More under Triggers.
Scripting
Triggers
- If entities are the bones of scripting then triggers
are the flesh that goes
over the top to make it complete.
- You can use triggers to change how actors react to
each other, to open and
close doors, or just about anything else you need to
do.
- In general the less triggers used the better. A
mission that relies too
heavily on triggers will look and feel forced to a
player. It is normally better
to let the actors run the mission, with triggers only
where needed.
- Triggers are made up of two parts, the Condition and
the Action. When all of a
trigger Conditions are met the Action happens.
- Several triggers and actions affect entire player
index numbers, while others
only happen to a single actor. When a "list" box
appears it contains a list of
all entities with a tag name set. This is how you can
affect a single actor
within a large group.
Actions
- Actions are what happens when a trigger is set off.
There can be as many
actions set off as you want, but as with most things
the less it has to do the
better it looks in the long run.
- A Blocking action is one that will wait until it is
executed before the action
after it in the cue can be executed.
- Center View will center the view for the specified
player on a tagged entity.
Shouldn't really be needed, as Force Speech has
auto-centering.
- Player Retreat Zone will change the retreat zone for
the specified player
index.
- Player Move State - Deactivate will deactivate the
actors of the specified
player index, effectivly removing them from the map.
- Player Move State - Stationary will change the
specified player index to
stationary.
- Player Move State - Follow will make the specified
player index follow a
certain actor. Make sure the actor you specify has a
unique tag name.
- Player Move State - Waypoint will make the player
index follow the waypoints
you specify, starting at index 0.
- Player Move State - Flee will make the player index
flee from where they are,
moving to their current retreat zone.
- Player Priority will change the players priority
settings, ie: move state,
aggression, mobility, etc.
- Set Variable will set a variable that can be used in
the conditions. All
variables are strings, with a unique name. If the
Campaign Variable box is
checked then the variable is stored in the campaign
data and can be checked in
other missions. All campaign variables should be
prefixed with C_<variable
name>
- Set Timer can either start a timer or add/subtract
time on a current timer.
All times are measured in seconds, and timers can
either increment or decrement
as needed.
- Stop Timer will halt the specified timer.
- Wait will cause a pause in your list of events, so
you can have an event that
will happen over a period of seconds or minutes as
needed. Make sure this event
type is set to Blocking or it will do nothing.
- End Mission will drop the player out of the mission
to whichever screen you
specify in the drop down menu.
- Toggle Exit Grids will turn the exit grids on or
off, letting players leave
the level if they are turned on.
- Set Speech ***redundant DO NOT USE ***
- Set Click Speech changes the speech node the
character will use when clicked
on.
- Set Random Speech will change the floating text that
appears above the
specified entity.
- Set Mission State will change which missions are
open for players to visit.
Don't use without consulting with Ed.
- Play Wav will play a sound file that you specify,
centered on a tagged entity.
- Kill Entity will kill an actor in the manner that
you specify. Good stress
relief - set all actors to explode when you start the
map when you need to blow
off steam.
- Set Object Script State can be used to set object
state to true or false.
Covered later on..
- Set Team Alignment Matrix will change the
relationship between two teams. The
change is one way, so to make two teams take a dislike
to eachother you need to
do this twice, reversing the teams each time.
- Display World Text will make a popup window appear
in the players screen with
a message on it. The message is a tagged string from
the speech file. See
speech for more details.
- Start Combat Mode only works in turn based mode, and
it forces the game to
switch to the turn based combat style rather than
normal real-time movement.
- Add experience will add an amount of experience to a
tagged actor. If several
actors have the same tag name each actor gets the
experience.
- Force Speech will A) (for windowed text) center the
camera on the selected
entity and they will say whatever speech node you
specify. Or B) (for floating
text) simply force the entity to float the specified
text.
- Entity Speek ***Redundant DO NOT USE ***
- Change team changes the team index for a player.
Perfect for traitorous
dogs/turncoats.
- Entity Chat ***Redundant DO NOT USE ***
- Give Item to NPC will take a specified item from the
player, and give it to an
NPC. (make sure the condition checks to see if the
player has that item first…)
- Give Item from NPC to Human does the opposite. Great
when you want a side
quest to reward a player.
- Play Bink Movie does exactly that. Shouldn't be
needed bar some specific
missions.
- Lock/Unlock Door will do just what it says. It will
not Open or Close a door
however.
- Jam/Unjam Minimap used in Mis23 to prevent use of
the minimap.
- Ping on minimap will "ping" a circle of a specified
color from a specific
location. Good for indicating objectives, but keep in
mind the player may not
rely on the minimap at all.
- Add Items to Quartermaster list is used to update
the quartermaster's
inventory at BOS bunkers.
- Add text to debrief text list will add some specific
text regarding a mission
objective in a certain order.
- Display debrief window and text will popup the
debrief and and text that has
been added to it.
- Modify RecruitPool List is used to change the Pool
of recruits a t the BOS
bunker.
Conditions
For a trigger to "go off", all of a set of
conditions must first be met.
There is no limit to the number of conditions you
can assign to each trigger
(within reason :) ).
All of the conditions in the list must assign as
true before the events will
occur.
The various conditions are:
- Always. This trigger is always considered true, so
the event will go off.
Useful for a trigger that is meant to happen at the
start of a mission.
- Never. The opposite of always. This trigger will
never go off. Useful when
testing something and you need to disable the trigger
without deleting it from
your list.
- Speech Occurred is called when an actor says the
matching speech node. More
details in the Speech section.
- Skill Used. When the tagged actor uses the specified
skill the trigger
occurs.
- Variable. You can set and check variables inside the
editor. This can be
used for when a player talks to actor X they are now
allowed to do something
new. Variables are set as strings. If the campaign box
is checked, then it
checks against campaign variables, otherwise only
variables local to the map are
checked against.
- Timer is called when the timer you specify matches
the values you set in the
drop down menu.
- The Most is mostly used for multi-player maps. You
can specify this to go off
when a player index has the most of a wide range of
factors, such as the most
alive, the most kills, the most hit points, etc…
- The Least works the opposite to The Most.
- Quantity - Team works similar to The Most, checking
if the team specified has
a certain number (or more than/less than) of a
specified type.
- Quantity - Player is the same, except it checks each
player index rather than
each team.
- Quantity - Unit is the same, expcept checks against
tagged units rather than
team or player index.
- Object Script State checks the state of tagged
entities or containers to check
if they are open or closed.
- All Alive at exit grid checks to see if all player
characters left alive are
at the exit grid.
- Can See checks to see if one player can see another.
Use with caution, as Can
See has a range of 100 metres, and doesn't take LOS
into account.
Speech
What fun is it having a world where nobody will talk to
you? A world where
nobody can tell you how nice you are to save them, or
where nasty raiders can
not tell you to go shove a cucumber up your bunghole? Well
here's how to make it
happen. It may look complicated at first, but its quite
simple when you get into
it, and lets you bring a level to life.
Setting Up a Speech File
A speech file is a simple text document that contains
all the spoken text for
a mission, as well as the brief/debrief messages and any
tags for the minimap.
The format for a speech file must be followed closely so
that the editor can
read it in correctly.
Each line of text, or node, is done in the format:
Speech_node_name = { speech }
For example:
M01_Hawkeye_A00_W= { WAZZUP! }
Mission No.- Character-Variation
- Window(blank for floating)
= {WAZZUP!}
- The speech needed for each mission can be found in the
mission speech files,
found in
- \bos\core\locale\missions\
- Each node is auto wrapping, and will delete any
end-of-line characters it
finds. To add in an end-of-line use the special text: \n
Loading Your Speech File
The next step is to load the text file into the editor.
This is a simple task: go to the levels tab and select
speech file. Browse to
your speech file and double click on it.
Creating Speech Nodes
Now that the speech is loaded into the editor you need to
assign each line of
speech to a node. Briefing and debriefing text are done
automatically, so there
is no need to assign them.
- In the levels tab select Speech.
- Click on add..
- Make sure you rename the node to something obvious and
informative by
selecting the field above the Chat box.
For Floating Text:
- Check "Floating"
- Each node has a random chance of being selected. Use the
scroll bar on each
box to select the appropriate line of speech.
For Conversations:
- Check "Windowed"
- The nodes are picked at random from these boxes. In most
cases you will only
need a single line.
- If you want an event to happen when the character speaks
a certain line of
text then add a unique name in the event field. These can
be used in the "speech
occurred" condition. This can be used in conjunction with
the change speech
event to form a conversation tree.
- If there are not enough lines to fill all the boxes then
leave empty spaces as
is.
Assigning Speech Nodes
Once all the speech nodes are in place you can assign the
actual speech to the
actors. Each actor can have one dialog node and one chat
node assigned at a
time, and if they do not have anything set they simply
will not talk to the
player.
- Select the actor you want to add the speech too using
the Entity Edit mode.
- Use the rolldown menu labelled Random text to add a
floating text node.
- Use the rolldown menu labelled Click Text to add a
dialog node.
Other Uses For Speech Nodes
The speech file you created for your mission also contains
3 other types of
messages apart from speech.
- Mission brief/debrief text. If you have a line in the
speech file with a
lable like: mission_XX_brief = { text } then that text
will be shown to the
player when the first start the mission. For debrief text
use
mission_XX_debrief = { text }
- Minimap Objectives information is also stored in the
speech file. The tags for
these are the same as a line of speech, using
mission_XX_MM_01 = { text }.
Adding these into the minimap is covered in the next
section.
World Text Message should be rarely used, but from time
to time you may need
them. What they are is a popup window with your text
displayed in it. Normally
it would be better to use an actor to give out messages to
players in the form
of speech. The format for them is exactly the same as for
a speech node, but it
is displayed using the event display_world_text.
Killing Text
So that characters don't keep saying the same thing over
and over again, you can
add a "Speech Occurred" trigger that checks for the speech
event, and when it
happens, the Action will change the speech to whatever you
specify. If you want
them to shut up, leave the rollout blank.
Text Codes
Special codes can be inserted in text to add colors or various other
formatting effects.
- Tilde code "~"
- Probably the best known code. When typed
in front of a letter, it'll turn it yellow.
- Bold code
- <b+> Bold on (makes text lighter)
- <b-> Bold off
- Colour Code - Typing this code in before
a sentence will change the displayed colour of the message.
- <C-> = Changes to primary colour
(White in-game, Green in lobby)
- <Cb> = blue
- <Cc> = cyan (light blue)
- <Cg> = green
- <Ck> = black
- <Cm> = magenta (illuminous pink)
- <Co> = orange
- <Cr> = red
- <Cw> = white
- <Cy> = yellow
- COL code - The x represents the RGB number
in decimal form. For those who know about the way colours work in html,
if you have #FFFFFF it would become <col:16777215>.
- <col:%x>
- F Code - This code is a means of placing
your coloured text where you want.
- <Fy> = Sets to "nick" colour
- <Fg> = Sets to "text colour
after nick"
- IMG code - This code allows you to point
to an image (.ZAR files). Large images may not work.
- <img:path>
- Here's an example:
- <img:gui\cursor\move.zar>
- Justification code
- <Jc> = Align text to the centre
- <Jl> = Align text to the left
- <Jr> = Align text to the right
- <Jj> = Possibly a forced justify?
- The P Code - Possibly a Paragragh code,
but it's unknown what effect it has.
- <p-> = ?
- <p+> = ?
- RGB code - The x's represent a 3-digit
numeric value for the Red, Green and Blue colours, split up like this:
<rgb: r, g, b> Each value is spread from 0 to 255 for each colour.
If you enter a number higher than 256, it will simply loop back to 0.
- <rgb:xxx,xxx,xxx>
- Here's some examples of the RGB (Red, Green,
Blue) values:
- Value Colour / Shade
- 255, 255, 255 White
- 000, 000, 000 Black
- 255, 000, 000 Red
- 000, 255, 000 Green
- 000, 000, 255 Blue
- Tabwidth code - The tabwidth code is an
odd one. The "pixels" in the above example is the number of
pixels a tab-press should take. You can't type tab in game, so you'll
need to paste it from the clipboard.
- <tabwidth:pixels>
- Team Circle code - This one displays the
"team circle" character (the little coloured dot before your
nick in the game setup chat thingy).
- ALT-127 (on keypad)
Minimap
The minimap (or Pip Map) is a useful way of giving
players tactical information
before they enter the map.
It can contain a view of the whole map with certain
locations marked in so
players do not go in blind.
Creating and Importing a Minimap
- From the edit menu make sure Show Invisible Objects and
Show Invisible Tiles
are not selected.
- From the tools menu select Make Picture
- When the map has finished rendering and saving to disk
close BOS and browse to
the directory where you have been sacing your map. BOS
will have created a jpg
file of your entire map.
- Open the jpg in photoshop. Goto the Image menu and click
on Image Size. Make
sure the Constrain Proportions button is selected and
reduce the image size to
less than 510x330 pixles. Save the file as a PNG into
\bos\core\locale\missions\ under the
correct mission folder.
- Load BOS and from the main menu select "PNG to ZAR" and
convert the map to a
ZAR file.
- Open your mission and under the level tab select
minimap.
- Click Change Image and select your map. It should load
into the display
window.
- You can now add objective, information and start
position markers to your map.
- Click on Add Objective.
- Drag the new circle into position on the map.
- Use the rolldown menu to select what type of information
is appropriate.
- Use the Text Key menu to select the appropriate node
from your speech file.
Mission Objective text must be written into the speech
text file associated with
the mission.
- Choose a radius for the circle from the menu.
Q&A
TILES
ENTITIES
TRIGGERS
Tiles:
I found where the tiles for stairs and ladders are, but
I have a hard time getting the individual pieces to line
up. Is there a way to copy and paste entire ladders or
stairs?
Look at the area you want to add the ladder to. You will
need to start the ladder at one elevation level higher
than the floor, and end it at a height equal to whatever
it is you're wanting to climb onto. Remember also that a
character cannot go up more than one elevation level, so
if there's something taller in the way, you'll have to
remove it, or put "caps" on the other side so that a
character can climb back down.
The best way I've found to work with ladders is to scroll
over to an unused portion of the map and build the ladder
there. Build your ladder, the tiles for which are found in
Generic Tiles/Ladders. Place each tile one level higher
than the one below it. (A scroll wheel comes in very handy
here, since you can scroll up or down elevation levels
with it.) I recommend switching "Show Tile Bounding Box"
on for this, since it places a box around the tile and
makes them easier to line up. If you happen to misplace
the tile, use Ctrl + the arrow keys to maneuver it into
position while it is selected.
Once you've built your ladder, go into "Select" mode
(either by pressing F1 or clicking on its box near the top
of the screen), set your elevation to the base level of
the ladder, press and hold Alt and drag the selection bow
around the ladder. This will select the entire ladder. You
can then maneuver your ladder into position using Ctrl and
the arrow keys. If you need to change the elevation, press
Ctrl + Page Up/Page Down.
If you're looking to select entire stairs/ladders, find
one that you like, then switch to "Select" mode and use
the "Visible Check" option. This will select one tile at a
time, but you don't have to have the cursor set to the
same elevation as the tile. Press "Shift" to select
multiple tiles. If you click no an already selected tile
while holding "Shift" you will unselect it. If you want to
save things between maps you'll have to copy (Ctrl + C)
the selected tiles, then use the "Save Clip" option. Name
the file something useful, then switch to the map you're
going to place it in and use the "Load Clip" option.
1. I tried to make a mission... when placing the
terrain, if I click and drag my mouse (to put the selected
terrain on a bigger spot.) it colours it in seperate
colors... like they are not on the same level... ???
2. What is the invisible tile for ?
- Different color tiles: Usually the different color tiles
mean that they are on different level