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ViewsMap Tutorial - Armada IIFrom Star Trek Game InformationVersion 1.00 - 21st November 2001 By Matthew "theNord" Nordhaus - With help from Ian Davis, Steve Nadeau, Mike Ryan, The Dominion, ChessMess, and everyone who has made maps for Star Trek: Armada.
By Rassilon - Added additional information on pathing and Width/Height map feature limitations. Also additional update on HTML coding.
By Trickster - Added images.
By Trickster - Added to the Modding Wiki.
By Trickster - Added to Star Trek Gaming Universe's Games Wiki.
[edit] Enabling and Launching the EditorExplore your Star Trek: Armada II CD and under D:\Setup\Editor you will see the following files:
[edit] Map SettingsPressing CONTROL-R will get you to the Map Settings Dialog Box:
[edit] Map TypeShould be set to mp-regular
[edit] Width and HeightThe typical map that shipped with Star Trek: Armada II was 12,800 by 12,800. (Each Grid in the game is 100 "units" square)
[edit] Rule File, Script File, TechTreeUnused in Multiplayer and Instant Action. Values here are set by the Shell.
[edit] BackgroundThis changes the appearance of the background "skydome" around the map.
[edit] StarfieldsChanges the number and appearance of stars in the background of the "skydome"
[edit] StardateLogging for the Admirals Log will begin at this stardate for any game played on this map, and will slowly advance as the game is played. This info is collected for when ships are created, destroyed, when planets are colonized, etc.
[edit] Max OfficersOfficers are a way to limit the total number of ships on a map. Each ship and station uses up a specific number of officers. There is no way to increase this number once the map is saved. This value applies to all teams, human and AI.
[edit] Map Specific ParametersTime needed to defend base to win if this is a Assault map. Amount of Latinum needed to win if this is a Collect Latinum map.
[edit] Start Location InfoUnused in Multiplayer and Instant Action.
[edit] Start LocationsWhen bringing up the map properties by hitting Control+R, you will notice player properties to the right of the dialog box. There will be a list of buttons from top to bottom... 1 to 8. When creating a map with a certain amount of players, make sure you set the individual drop down boxes to be 'empty' so that the game engine will not place additional markers in the centre of the map.
[edit] Saving MapsTo save the map hit Control+S. You can name it anything you want. Make sure you never exit from edit mode, then re-enter and save. Since much of the AI and game engine initialisation is done when you exit edit more, a map saved after exiting edit mode, even for the shortest time, will not be reliably saved.
[edit] Objects[edit] Placing ObjectsObserve the edit menu listed along the left side of the screen. You can enter sub-menus and place objects by hitting the appropriate function key (F1- F12). TAB will take you back up a level.
[edit] Selecting an ObjectWhen over an object Left Click to select the object. You can also Left Mouse Drag around multiple objects or hold down Shift and use Left Mouse Drag on multiple objects to select them all.
[edit] Cut Copy and PasteSingle or Multiple selected objects can be cut, copied, and pasted with the Control+X, Control+C, and Control+V keys respectively.
[edit] Editing an ObjectDouble clicking on an object (or using Alt+P) brings up the object settings dialog box. The object properties dialog box lets you set parameters for all objects in the game. Not all parameters are appropriate for every object.
[edit] LabelThis is how the game recognizes objects for scripting calls. Unused in Multiplayer and Instant Action except for specific wormhole functionality (See: Fun with Wormholes)
[edit] Display NameName of the object shown when it is selected in the game.
[edit] Health/ Max HealthHull strength of the ship.
[edit] Crew / Max CrewHow many crew are on the ship.
[edit] Shields / Max ShieldsShield strength.
[edit] PositionAllows you to set exact coordinates for the object position. Objects may also be moved parallel to the grid plane by selecting and Left Mouse Drag. Groups may be selected and moved together. When over a selected object Control+Left Mouse Drag to adjust the height.
[edit] Roll Pitch YawAllows you to set exact orientation for the object. Objects may also be rotated by selecting and Right Mouse Drag.
[edit] RaceSets the object race. Ignored if not valid (i.e. for a nebula)
[edit] Special Energy / MaxSets the unit's special energy level.
[edit] Team / Perceived TeamWhat team is the object on. These values should be the same. You can use Shift+Up Arrow and Shift+Down Arrow to change the team number before you create an object. Any objects placed will be set to the team displayed. Some objects, like dilithium moons and nebulas, are on Team 0. These objects will always be placed on Team 0 regardless of whether the edit menu has another team selected. Changing the team of these resources will have undefined results.
[edit] Resource StuffEdit the amount of resources an object has here. Setting the Is Infinite flag will make the resource infinite. Set the type of resource you want to add to the object by selecting it from the list box. Enter the amount of the resource you want the object to have from the Resource Content edit box. Adding resources to objects which don't expect them (i.e. adding metal to a dilithium moon or latinum to a starbase) will have undefined results.
[edit] Planet StuffChange the civilian population of a planet.
[edit] Deleting an ObjectAfter you have selected an object, hit the Delete key to delete it.
[edit] All Objects DialogPressing Control+Shift+A in the editor will bring up the All Objects Dialog. This will allow you to view and edit all the objects on the map. The dialog will show you the handle, race, team and class of each object.
[edit] FilteringClicking on the Show radio buttons will allow only Ships/Stations, only Background Objects (moons, nebulas, etc) or only Paths to be shown in the list above. If you check the Show Only Team checkbox, then enter a team number, only objects from that team will be shown. Both filters may be used at once (i.e. only show Ships/Stations on team 3).
[edit] EditSelect an object and hit the Edit button to bring up the Object Settings dialog box. If multiple objects are selected, only the first will be edited.
[edit] GotoSelect an object in the list and click Goto. When you close the dialog box the camera will centre on the selected object. If multiple objects are selected only the first will be shown.
[edit] DeleteAll objects selected in the list will be deleted.
[edit] Paths/Points/Nebula's/Asteroids[edit] Laying Down PathsAlt+Left Mouse Click lays down a 3D point. Additional Left Mouse Click's will add points to the path. Right Mouse Click closes and deselects the path.
[edit] Editing PointsYou can move points with Left Mouse Drag. You can raise and lower points by Control+Left Mouse Drag. You can delete points with Left Mouse Hold+Delete.
[edit] Path Dialog BoxDouble clicking on any point on a path brings up the path dialog box:
[edit] Path NameUsed by the game to reference paths for missions. Unused in MP and AI except for starting positions... (See: Player Starting Positions)
[edit] Editing Individual PointsYou can edit the position of individual points along the path by entering the number of the point you want to edit, then changing the X, Y, Z values under Point Info.
[edit] Making an Asteroid PathAfter placing down a path, Double Click on one of the points and select the Asteroid Belt option. The editor will automatically create an asteroid belt along the path. You can also place down individual asteroids one at a time. The Speed parameter is unused. All asteroid belts are stationary (a change from Star Trek: Armada).
[edit] Making a Nebula FieldAfter placing down a path, Double Click on one of the points and select the Nebula Field option. The editor will attempt to fill the area the path encloses with nebulas. This works best with a path that is enclosed like a loop. You can change the type of nebulas created by changing 'Type' box under Nebula Field Parameters Make sure that the Nebula Type is a valid range between 6 and 12 or the editor will crash.
[edit] Making Asteroid Fields and Nebulas that fill the map from top to bottomHit the Alt and the + key on the number pad after you have placed the objects in the editor. This will make all asteroid belts and nebula fields span the map from top to bottom. This is necessary for appearances in tactical mode.
[edit] Player Starting PositionCreate a point in the map at the desired start location. Double Click on the point and name it Camera_1 This sets the starting position for the first player. Continue this practice for each starting positions by incrementing the number, i.e. Camera_2 etc. Left Mouse Drag can be used to move the point around. The number of Camera's that are appropriately named will determine the number of players that can play on a given map.
[edit] Fun With WormholesPlacing wormholes in pairs will automatically link them.
[edit] Wormhole PartnerThe Handle (not the display name) of the object connected to the other end of the wormhole. Setting this to be a non-wormhole object (i.e. a Starbase) will have unpredictable results.
[edit] Delete Buddy LabelThe Handle of the Delete Buddy. If this object is destroyed, the wormhole is also destroyed.
[edit] Expire on CloseRemove the wormhole the first time it is used.
[edit] Delete Craft on TransportShips going in will simply be deleted instead of transported.
[edit] Compatible TeamWhat team is allowed to use this wormhole.
[edit] Cheating to use the AI's Building CapabilityIn the RTS_CFG.h file, set the following values as listed below:
float HARD_AI_COST_HANDICAP = 0.05; float HARD_AI_SPEED_HANDICAP = 0.05;
[edit] Easily Edit Large MapsIn the RTS_CFG.h file, set the following values as listed below:
[edit] DebuggingOnce you have enabled the editor, you can use the following keys to help you debug the AI
[edit] AI Debugging DisplayPress Alt+Shift+A to cycle through the four screens of the AI Debugging display. Each will display information about an AI team along the left hand side of the screen. Included will be the AIP values for various goals, amount of resources, AIP loaded, build list status, and so on. As you cycle through the modes, the mini-map will display four different sets of information
[edit] Adjusting the Map LightingYou generally light a map by setting its Ambient value (in the Map Dialog box) and then placing two directional lights down, one pointed up and one pointed down. Lights are accessible in the edit menu under;
Red: 67 Green: 67 Blue: 67 Directional Light (Up Angle) Red: 0 Green: 74 Blue: 150 Directional Light (Down Angle) Red: 255 Green: 255 Blue: 255
Red: 89 Green: 116 Blue: 91 Directional Light (Up Angle) Red: 249 Green: 0 Blue: 0 Directional Light (Down Angle) Red: 112 Green: 142 Blue: 107
Red: 94 Green: 98 Blue: 107 Directional Light (Up Angle) Red: 0 Green: 165 Blue: 0 Directional Light (Down Angle) Red: 196 Green: 151 Blue: 202
[edit] Map Editing Controls
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