User manual GAMES PC INFIDEL

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Manual abstract: user guide GAMES PC INFIDEL

Detailed instructions for use are in the User's Guide.

[. . . ] It is highly recommended that you walk through this manual in the order that it is written. Many functions will work only if the proper groundwork has been properly laid. The Mission Editor Tool requires a minimum screen resolution of 800x600. For best results, we recommend that you set your resolution to at least 1024x768. It is also recommended that you have at least 160 megs of memory free when using the tool. DISCLAIMER: The Delta Force: Task Force Dagger Mission Editor Tool is provided to the consumer "AS IS". [. . . ] Their friends will shoot at them and AI's will shoot their friends. This is most often used to turn blue NPC's against the player who does too much friendly fire. Move: This is the amount of time an NPC will spend running before deciding to fire or do any other action. Attention Span ­ This is the number of seconds an NPC will continue to approach the last known position of a target after losing sight of them. If the target does not come back into view, they will continue on their original pathing. Crouch ­ The amount of time, in seconds, that an NPC will stay in a crouched position before deciding whether to move. Fire Timer - This number determines how many seconds the unit will spend firing at a target before attempting another action such as changing targets or running. Helicopter Insertions: If you wish to start the mission with the player inside an airborne helicopter, you must set the helicopter to "Hover" and give it a Z rating. Now place the player at the same spot and set their starting Z altitude to a number just slightly higher than the floor of the helicopter. The player falls a short distance when the mission starts and will pass through the floor if their altitudes are a precise match. Inserting Tunnels: Delta Force: Task Force Dagger has a number of special structures that are used to create tunnels and corridors. Placing them can be tricky, and if they are not matched up exactly, the player may warp through a crack and end up on the surface, or stuck in a wall. It shows some of the tunnel names and their blink group assignments to help you follow the process. This disrupts the piece's blink box that allows the player to pass through the ground and into the tunnels. Try adjusting the piece in _ or _ meter Z increments until it works properly. If you do, the player will shift to swimming mode, but the water will be invisible due to the blink boxes. Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02 Page 15 The walls look different from their adjoining rooms - Texture maps do not always match because they are from two different sets of parts. The O series differs slightly in color from the T series of parts for example. You should make an effort match sets so they do not look out of place. Group rotation ­ If you rotate a number of structures at once, you may have to realign them. Z axis ­ Be sure to check your Z axis often, especially after physically moving a tunnel. Blink Groups ­ Try to keep the number of objects in a blink group as small as possible to increase framerate. Be sure to check your line of sight, however. Delta Force Task Force Dagger - Mission Editor Manual - 06/11/02 Page 16 Tunnel Diagram Below is a diagram of a partial tunnel complex showing the blink groups, the piece names, and Z altitudes. The tunnel placement walkthrough explains how to place the first four sections of this complex from sections A to B. A - This is the bunker that leads the player below ground (as is the bunker at D). [. . . ] If he has no waypoints, he will not move, but he will shoot at enemy units. Move Timer: Adjusts the time an AI will spend moving before resuming other actions such as shooting. Crouch Timer: Adjusts the time an AI will spend crouching before resuming other actions such as shooting. Attention Span: Adjusts how long an AI will look for something that they can no longer see. [. . . ]

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