Games PC F-16 User Manual

Fixed-Wing Mission Editor
For use with MiG-29 Fulcrum and F-16 Multirole Fighter by NovaLogic
About the Mission Editor Tool
This Mission Editor tool is a slightly modified version of the actual tool used by NovaLogic Mission Designers. Although some of the campaign programming has been disabled, you will find this tool extremely flexible when it comes to designing single player Quick Missions. This manual will only cover the basic requirements for successfully creating a mission. Because mission design has so many complex components, this tool is intended for the advanced user. Use at your own risk.

Table of Contents

Section 1: Section 2: Section 3: Section 4: Section 5: Section 6: Section 7: Section 8:
Appendix A:
To further assist you, a sample mission has been included to use as reference material. With the Mission Editor, you can open and alter the sample.prjfile, or you can play it as a user cre­ated mission in the Quick Mission screen of the game.
Navigating the Tool Creating a New Mission Forming Waygroups & Taxigroups Placing Objects Editing Mission Details Saving & Exporting Missions Hints and Tips Error Messages
Formations
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1: Navigating the Tool
There are a number of keyboard controls and toolbar buttons that will help to create missions more efficiently. Use the mouse to select items on the map. Placing the mouse over any item you created will change its icon to a box with a dot in the middle. You can either Edit (Left Click) or Move (Right Click and hold) the current selection. If the selection box does not appear, try zooming in closer to the item.
Alt G Press ALT and the G key at the same time to toggle the grid on and off. Arrow Keys Use the keyboard arrow keys to scroll the map 1/8 of a screen. Page Up This key scrolls one full screen up. Page Down This key scrolls one full screen down. Home This key scrolls one full screen left. End This key scrolls one full screen right.
Plus (+) This key will zoom in to double the current zoom ratio Minus (-) This key will zoom out to half the current zoom ratio.
Zoom Extends – changes the zoom ratio to fit the entire map on your screen
Zoom to Window – after clicking this button, draw a box with the move and you
will zoom to the contents of the box.
or (Ctrl + S) Select Mode – use this mode to select and move groups of items.
or (Ctrl + O) Object Mode – use this mode to place, edit or move objects.
or (Ctrl + W) Waypoint Mode – use this mode to place, edit or move waypoints.
or (Ctrl + T) Taxipoint Mode - use this mode to place, edit or move taxipoints.
The Information Bar
At the bottom of the tool, the info bar displays useful numbers including the current X/Y coordi­nates of the mouse and the current zoom factor (Z) of the screen.
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2: Creating a New Mission
Step 1: Select New Project from the File menu
Step 2: Select one of the map templates. Step 3: In Object Mode (Ctrl + O), place the cursor where you want your player to start and
left click. The best place to takeoff from is a runway (marked as green dots)
Step 4: When the Edit Object window pops up, change only the following settings:
Group/player ID = 0 Format = Active Type = Player Precise Height = checked
Step 5: Click on A.I. >> and alter only the following settings:
Object Type = Air AI Type = F16 (or MIG29) Group = VIPER (or 300) Rank = Leader
Step 6: Hit OK and OK again. You have just made the player. Feel free to move the player around by right clicking the mouse on it.
Step 7: Now you need to place some Waypoints for your player’s navigational computer/autopi­lot. Before you can begin, you must create a Waygroup by selecting New Group under the WayPoint Menu.
Step 8: Select Player Waypgroup. You are now ready to start laying down waypoints for your player.
Step 9: In Waypoint Mode (Ctrl + W), place your first Waypoint by left clicking the mouse somewhere on the map.
Step 10: Place a couple more down. They will automatically connect to the previous one. On the second to last one, change the Command Type to Initial Approach. Change the last one to Final Approach. These should lead back to the runway.
You are now ready to begin placing enemies, selecting mission loadouts and deciding on mission goals. Don’t forget to save your work often. Mission Designers will typically keep several back­ups of their files just in case they make mistakes or corrupt their current file.
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3: Forming Waygroups & Taxigroups
It is usually a good idea to set up some waygroups and taxigroups before you begin placing objects. Aircraft and moving ground objects follow Waypoints that you define. Aircraft prepar­ing to takeoff from the ground follow Taxipoints. Objects will only follow the path that they are assigned to.

Waygroups

To create a new Waygroup, select New Group under the Waypoint menu. Select Player Waygroup only to create waypoints for the player. In all other cases, select AI Waygroup. Before you select another New Waygroup, place a waypoint on the map. This will establish the cur­rent waygroup. You can always move it or add to it at a later time.
Waypoint Group # - number is used to assign waygroups to aircraft and moving ground objects in their AI Options
Waypoint # - the sequential order of the waypoints in this group.
Height (in feet) - sets the height that the player’s autopilot or the AI-controlled plane will fly at when it gets to this particu­lar waypoint. Select from the list or type on your own number. Ground objects will ignore this value.
Command Types - actions that the object will do once it reaches this waypoint. Different commands exist for Player Waypoints and AI Waypoints.
The following commands are for the Player:
Follow Route - “Follow route” will be displayed on your HUD next to the waypoint. Escort Route - displayed on your HUD. Initial Approach - displayed on your HUD. (Second to last waypoint must be Initial
Approach. Place 4-6 grid tiles from the landing strip with height of around 2000 feet.)
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Final Approach - displayed on your HUD. (Last waypoint must be Final Approach. Place 1-2 grid tiles from the landing strip with a height of around 1000 feet. Be certain it comes from the proper approach direction.)
Protect Friendlies - displayed on your HUD. Attack Specific target - does not apply to the player. Attack Flight Group - displayed on your HUD. If you select this, it will ask you for a
parameter. Choose the name of the flight group that you want to come after “attack flight group” that is displayed on your HUD. For example, if you select Bravo as your parameter, then the following will appear on your HUD: “Attack Flight Group: Bravo”
Attack Ground Group - the same logic applies here. The only difference here is that you’re using ground group names.
The following command types are for AI-controlled planes or moving ground objects:
Goto Next Waypoint - tells the object to continue to the next waypoint. Goto Specific Waypoint - tells the object to redirect to the waypoint you assign in
parameters. Telling the object to redirect to Waypoint #0 is a great way to have the object move in a looping patrol route or CAP. The last AI Waypoint must be Goto Specific Waypoint.
Obsolete – do not use this value, it is not intended for single player quick missions. Attack Specific Target - tells the object to attack whatever target you assign in the
parameter. Use the Target Ref # of the specific object. Attack Flight Group - tells the object to attack whatever flight group name you
assign in the parameter. Change Formation - changes the flight formation to the one you designate
in parameter. Helicopter Land - tells any helicopter that reaches this waypoint to stop and
land vertically. Escort Flight Group – tells the flight group to escort another flight group. Once a
flight group reaches this waypoint, it will escort the flight group designated in the parameter.
Parameters – certain commands will require extra information. Patrol for hostiles – set this flag if you want the aircraft to actively target enemy
aircraft while en route.
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Short Range Only – at this waypoint, the object will use only short-range weapons. Long Range Only - at this waypoint, the object will use only long-range weapons. Any Range - at this waypoint, the object will use all weapons as required.

Taxigroups

If you wish to create a new Taxigroup, select New Group under the Taxigroup menu. Before you select another New Taxigroup, place a taxipoint on the map. This will establish the current taxigroup. You can always move it or add to it at a later time. Taxigroups are used for all Air Objects except helicopters and Harriers.
Unlike Waypoints, the editor screen does not automatically open when you lay down a point. Instead each Taxipoint is defaulted to “Goto Next Point”. You will have to manually open any tax­ipoints that you wish to change the properties of.
Taxi Group # - number is used to assign taxigroups to aircraft in their AI Options Point # - the sequential order of the waypoints in this group. Action - actions that the object will do once it reaches this taxipoint.
Goto Next Point – aircraft will head to the next sequential taxipoint. Takeoff – tells aircraft to begin takeoff procedure. Next Start – same as Goto Next Point, but also informs the next aircraft in formation
to begin moving.
Heading – determines the compass heading of the aircraft.
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