Section 6: Inserting Items
After you have established some waygroups, you can begin placing items. Items represent everything 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.
East = -X, West = X, North = Y, South = -Y
Above Ground/Sea Level = Z, Below Ground/Sea Level = -Z
Be sure to properly set the Height (Z value) if you want to put objects
on top of other objects (like soldiers in towers). You will likely need
to adjust the second Z number to precisely place objects on tables
and crates.
Absolute Height: With Absolute Height on, the Z value indicates height above sea level. With Absolute Height off, the Z value
indicates height above or below the actual terrain at that spot.
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 designates what the object is. If you change the sub-type to a different object, the attributes you set for the initial
object sub-type will be retained.
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.
Mission Editor Manual p8