Section 5: Inserting Items
After you have established some waygroups, you can begin placing items. Items represent every thing your player can encounter,
from enemy vehicles and buildings to scenery such as trees and water towers. While in Insert Mode, left click to set a new object
down. This will bring up the Insert Item window where you can select the type and sub-type of item that you want to place. Note
that Markers include Player/team start positions, waypoints, and King of the Hill areas.
After placing an item, switch back to Select Mode by pressing the INSERT key and left click on an item. The basic statistics of the
item will come up in the Selection Information Box. Click on this area to open up the Item Attributes window.
While in the Item Attributes window, you can only alter attributes that pertain to the unit(s) selected. You will not necessarily need
to fill in every field available. Note that any attribute you modified will be changed for all items currently selected (where possible).
Social Serial Number (SSN): The tool automatically sets this number when an item is placed. It represents the item number
of the unit. Every unit has a SSN. The SSN is also used when you are triggering actions to happen to or happen because of that
specific unit.
Layer: All units belong to a layer. Selecting an appropriate layer will help you to better organize the mission. See Section 3 for
more information on Layers.
Position: This is the precise coordinates of where you placed the unit on the map.
Facing: This is used to change the direction an item is facing. It can be set from 0
to 360 degrees, with 0 representing North, 90 representing East, 180 representing
South and 270 representing West. Pitch is the degree the object is pitched forward or backwards; something pitched at 90 will be pointed straight up rather
than forward.
Map Symbol: If you want the item to show up on the player briefing map and
Commander’s Map, select the appropriate icon here.
Remove if: This is used when changing the difficulty of a mission for multiple
players. For example: If a 4 is placed in the Remove If Less Than… field, that
particular unit would only appear in that mission if more than four player were in
the multiplayer game.
Sub-type: This is the item itself. The attributes previously set will be retained if the item sub-type is changed.
Group: All Squads and Air Support are in groups. You can name groups whatever you want by clicking on Edit in the top left corner
of the tool and then clicking on Group.
Team: This designates good guys, bad guys and neutral guys. Red will target/attack blue and vice-versa whether marked goals or
not. Neither blue nor red will target a neutral item.
Name: This name shows up if you select the unit on the commander’s map. If the person with the name is blue team, This will also
show when you point at the unit or show friendly tags, if they are on your team.
Field of View: This tells you the extent that people and vehicles can see around them. 10 degrees would be like someone with
tunnel vision. A soldier with 360 degree FOV would have eyes in back of his head.
Weapon Accuracy: This number represents how well the unit shoots. Lousy shots are 10 and under, good shots are around 30,
great shots are anything over 50. However, anyone will hit fairly quickly at close range. Also, the longer someone continuously fires
at a target, the more accurate they will get.
Perception: This is a rating of how well the AI can see, 30 is near sighted, 50 will notice most stuff at short ranges, 80 will notice
you across a valley.
NPC Primary Weapon: If the item can hold a weapon, this is where you assign the type.
Waypoint list: This is how the player assigns groups to waypoints. You can name and organize waypoint lists the same as groups
(Left click on Edit and Waypoints). The number field is used to number waypoints. For King of the Hill centers adjust the Distance
to increase the size of the hot zone.
AI Attributes: You can select several different attributes for the item.
Mission Editor Manual p6