Mission editor for X Operations




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From the site http://xoperations.narod.ru/ |

A link to this site is required in case of reproducing the provided information.ヤ |

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15.07.2006 |

Based on the work of |
Smirnov Pavel
XOperations.narod.ru

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Nikos Papadopoylos's work: |

I have added モTable 0ヤand I have used colours for the parameters.

Also I have created within the document connections but I don't know if they work outside OpenOffice. |

|

This is a free document. You are not allowed to sell it, or sell part of it.

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I have translated mission.html through Google Language Tools and on the basis of the translation prepared this guide to the Point Editor.

Use Point Editor v0.7 to create missions for X Operations 0.96.

The user interface of the Point Editor is generally the same as the one of the Block Editor. View point controls are the same either.

Special functions:

Load block - load the map, on which the mission will take place.

Save point - write mission information to a .pd1 file (point data version 1).

Load point - read mission information from a .pd1 file.

Direction - turn on/off the indication of the direction of the points in 2D views.

There is no Undo, Copy and Paste functions in the Point Editor.

Special keys:

F2 - display the number of points used so far
F8 - display the number of characters in the mission
F9 - check, if the ID number set as the current parameter is used already

A Z / S X / D C / F V - increase / decrease values of parameters 1, 2, 3 and 4 correspondingly
arrow Left / Right - change the direction of the selected point
Enter - display parameters of the selected point(s)
Numpad 0 - in a 2D view select the point closest to the mouse cursor, the 4 parameters of the point will be set as current parameters
F11 - set the 4 parameters of the selected point as current parameters
F12 - apply the 4 current parameters to the selected point(s)
0 - create 4 identical points at the position of the mouse cursor with the parameters, that are set as current

1 2 3 4 5 6 7 - create a path-point of the corresponding type at the position of the mouse cursor (pay attention to the ID parameter of the created path-points):
1 - a waiting point
2 - 2 connected walk-points (the character walks between these 2 points)
3 - 4 connected walk-points (the character walks through these 4 points)
4 - 6 connected walk-points (the character walks through these 6 points)
5 - 4 connected run-points (the character runs through these 4 points and stops)
6 - 8 connected run-points (the character runs through these 8 points and stops)
7 - 7 connected random-path points (the character chooses through which of these points to walk at random and can reach 4 different places, at which he will stop)

Points:

A mission is based on points that mark characters, weapons, objects, pathways and events.

A mission can contain up to 200 points.

Each point has a defined position, direction and 4 parameters. The value of each parameter can be set within the range from -128 to +127.

Parameter 4 is the unique identification number of an object. Don't use 0, -100, -110 and -120 as ID numbers, as these numbers are reserved.



Table 0

Parameter 1

Parameter 2


Parameter 3


Parameter 4


Type of point

No.

Human

1

ID number of human information

ID number of the path-point, at which the character appears


Weapon

2

type of weapon
(see Table 6)

the number of bullets


Path

3

type of path-point
(see Table 4)

ID number of the following path-point

ID number of the path-point

?

Human information

4

type of the character(see Table 2)

team number

ID number of human information ?

Small object

5

0Can
1PC
2 - PC 1
3 - PC 2
4 - PC wide
5 - PC wide 1
6 - PC wide 2
7 - Chair
8 - Cardboard box
9 - PC running
10 - PC running dark
11Cone
12 - Add-on object*

1 - place the object to the height of the corresponding block
0 - place the object to the height of the point


Empty handed human

6

ID number of human information

ID number of the path-point, at which the character appears


Random weapon

7

type of weapon
(see Table 6)

type of weapon
(see Table 6)


Random path

8

ID number of the following path-point

ID number of the following path-point



9




Mission accomplished

10

not used

not used


Mission failure

11

not used

not used


Wait for the death of the defined character

12

ID number of character

ID number of the following event


Wait until the defined character comes to this point.

13

ID number of character

ID number of the following event


Change to walking

14

ID number of path-point

ID number of the following event


Wait for a small object to be destroyed

15

ID number of small object

ID number of the following event


Wait until the defined character comes to this point with a case.

16

ID number of character

ID number of the following event


Wait several seconds

17

time in seconds

ID number of the following event


Display the defined message for about 5 seconds on the screen*

18

message number

ID number of the following event


Change team for the defined character

19

ID number of character

ID number of the following event



20









Table 1. Characters.

Type of point

Parameter 1

Parameter 2

Parameter 3

Description

Human or Empty handed human

1 or 6

ID number of human information

ID number of the path-point, at which the character appears

If ID number is 0, the character is controlled by the player.
You can use up to 24 characters in a mission.

Human information

4

type of the character(see Table 2)

team number

Position and direction are not used for this type of point, it is not visible in the game.
You can use up to 10 human information points in a mission.



Table 2. Types of characters.

Number

Type of character

AI skill

Physical strength

Weapon 1

Weapon 2

0

Special black A

strong

more than normal

MK23

P90

1

Special black B

strong

more than normal

MK23

PSG1

2

Special green A

stronger than normal

more than normal

M92F

MAC10

3

Special green B

stronger than normal

more than normal

M92F

AK47

4

Special green C

stronger than normal

more than normal

M92F

PSG1

5

Special white A

stronger than normal

more than normal

GLOCK18

UMP

6

Special white B

stronger than normal

more than normal

GLOCK18

PSG1

7

Baldness

strong

normal

GLOCK18


8

Special purple

strong

more than normal

MK23 SD

MP5SD

9

Special blue

stronger than normal

more than normal

M92F

MP5

10

Field type robot

the strongest

very strong

MAC10

M249

11

Suit black SG*

normal

normal

GLOCK17


12

Suit black

normal

normal

DESERT EAGLE


13

Suit ash

weak

normal



14

Policeman

normal

normal

M92F


15

Suit brown

weak

normal



16

Shirt man 1

weak

normal

M1911


17

Middle Eastern soldier

normal

normal

M1911

AK47

18

Woman

weak

less than normal



19

Fair-hair man

weak

normal



20

Citizen 1

weak

normal



21

Citizen 2

weak

normal



22

Shirt man 1 SG*

weak

normal



23

Fair-hair man SG

weak

normal



24

Citizen 1 SG*

weak

normal



25

Citizen 2 SG*

weak

normal



26

Soldier 1 A

stronger than normal

more than normal

DESERT EAGLE

M4

27

Soldier 1 B

stronger than normal

more than normal

DESERT EAGLE

M249

28

Soldier 2

stronger than normal

more than normal

GRENADE

AK47

29

Zombie 1

zombie

strong



30

Zombie 2

zombie

strong



31

Zombie 3

zombie

strong



32

Zombie 4

zombie

strong



33

Suit dark blue

weak

normal



34

Suit dark blue SG*

normal

normal

M1911


35

General

normal

less than normal

M1911


36

Suit blue

weak

normal



37

Suit blue SG*

normal

normal

GLOCK17


38

Shirt man 2 SG*

normal

normal

MAC10


39

Soldier 3

strong

normal

DESERT EAGLE

FAMAS

40

Soldier 3 SG*

strong

normal

MK23


41

Gates

weak

normal



42

Gates SG*

the strongest

normal

MK23 SD


* SG stands for sun glasses



Table 3. Path-points.

Type of point

Parameter 1

Parameter 2

Parameter 3

Description

Path

3

type of path-point
(see Table 4)

ID number of the following path-point

Route info for the AI.

Random path

8

ID number of the following path-point

ID number of the following path-point

? Either one of two path-points which it appoints to one side It advances. In position itself of this point Without moving, it advances to the next directly. Because is Position and direction of this point are meaningless ?



Table 4. Types of path-points.

If not expressly stated below, the height and the direction of a path-point are not used (so, the position of the point is defined through only 2 coordinates).

Number

Type of path-point

Details

0

walk

The character walks through this point.

1

run

The character runs through this point.
? Not to be faced to goal accurately in order to move smoothly ?

2

wait

The character walks to this path-point, stops and stands at this point looking around. Direction of this point is of little importance.

3

follow

? The person of the object is pursued. In case of pass point of pursuit as for 3rd value person of pursuit object It becomes identification number ?
Position of the point is not used.

4

wait lookout

The same as wait, but the character advances to the next path-point, if he ? becomes alarmed by something ?

5

wait a sec

The character walks to this path-point, stops facing the defined direction of this path-point, waits for approximately 5 seconds and then advances to the next path-point.

6

grenade

The character throws a grenade (if he has at least one left) in the direction of this path-point, then advances to the next path-point.
The height of the path-point is used.
? It does not move to the position itself of this pass ?



Table 5. Weapons.

Type of point

Parameter 1

Parameter 2

Parameter 3

Description

Weapon

2

type of weapon
(see Table 6)

the number of bullets

You can use up to 50 weapon-points in a mission. This includes the weapons that the characters already have!
A weapon-point should be situated a bit higher than the ground or block under it (it should "float" in the air), otherwise the weapon will be buried in the ground or a block and it will be impossible to pick it up.

Random weapon

7

type of weapon
(see Table 6)

type of weapon
(see Table 6)

? It appoints either one of the weapons of 2 types which one side It is arranged. The number of bullets reaches the number x3 of cartridges ?



Table 6. Types of weapons.

Number

Parameter 2

Weapon

The number of cartridges in the magazine

Number

Parameter 2

Weapon

The number of cartridges in the magazine

0

NONE

0

12

M249

100

1

MP5

30

13

GRENADE

1

2

PSG1

5

14

MP5SD

30

3

M92F

15

15

CASE

0

4

GLOCK18S

19

16

GLOCK18F

19

5

DESERT EAGLE

7

17

M1911

7

6

MAC10

30

18

GLOCK17

17

7

UMP

25

19

M1

7

8

P90

50

20

FAMAS

25

9

M4

30

21

MK23

12

10

AK47

30

22

MK23 SD

12

11

AUG

30






Table 7. Small objects.

Type of point

Parameter 1

Parameter 2

Parameter 3

Description

Small object

5

0Can
1PC
2 - PC 1
3 - PC 2
4 - PC wide
5 - PC wide 1
6 - PC wide 2
7 - Chair
8 - Cardboard box
9 - PC running
10 - PC running dark
11Cone
12 - Add-on object*

1 - place the object to the height of the corresponding block
0 - place the object to the height of the point

All these objects can be destroyed.
You can use up to 25 such objects in a mission.

* You can use only 1 custom small object in a mission.

A custom small object requires a model, a texture and a sound of hitting it with a bullet. The model is stored in an .x file (Direct X format), the center of the model is the (0,0,0) point. The sound must be in .wav format. After preparing the necessary files, create an information file of the object: a plain .txt file with the following text (paths to all the files are relative to the folder with the game):

path to the model
path to the texture
the size of the sphere for checking if the object is hit with a bullet
durability of the object
path to the sound
the "behaviour" of the object after its destruction



Table 8. Event-points.

If not expressly stated below, the position and the direction of an event-point are not used.

Type of point

Parameter 1

Parameter 2

Parameter 3

Mission accomplished

10

not used

not used

Mission failure

11

not used

not used

Wait for the death of the defined character

12

ID number of character

ID number of the following event

Wait until the defined character comes to this point.

13

ID number of character

ID number of the following event

Change to walking

14

ID number of path-point

ID number of the following event

Wait for a small object to be destroyed

15

ID number of small object

ID number of the following event

Wait until the defined character comes to this point with a case.

16

ID number of character

ID number of the following event

Wait several seconds

17

time in seconds

ID number of the following event

Display the defined message for about 5 seconds on the screen*

18

message number

ID number of the following event

Change team for the defined character

19

ID number of character

ID number of the following event

* Display message point reads a message from a .msg file. This file must have the same name as the name of the file with the mission (for example, mission1.pd1 and mission1.msg or ext1.pd1 and ext1.msg). You can add up to 16 messages to a mission. A message is a line of up to 35 letters. The first line in a .msg file is message number 0.

Events can follow each other in a chain, but sometimes parallel events are necessary. The game can handle up to 3 events simultaneously (in 3 separate processes). The ID numbers of the event-points that start such event-processes should be -100, -110 and -120. Each such starting event-point can be linked to other event-points.



Tutorial:

1) Load the corresponding map.

2) Create human information points.

Decide, what types of characters you are going to use in the mission and to which team they will belong.
For example: [4] [14] [0] [1] - policeman, team 0, ID 1 and [4] [16] [1] [6] - shirt man, team 1, ID 6.

3) Create path-points for the AI.

For example: [3] [2] [20] [20] - a wait path-point, ID of the following point is 20, the ID of this path-point is 20 (i.e. the next path-point is the same path-point, the character will stand still). [3] [0] [22] [21] and [3] [0] [21] [22] - 2 walk path-points, they link to each other, so a character will walk between them constantly.

4) Create the player character.

For example: [1] [1] [0] [0] - ID number of human information point is 1 (we have created it already), this means that the player character will be a policeman in team 0. ID of the initial path-point is not important for the player character, so make it 0, the player will start at the place on the map, where this point is situated. ID number 0 means that this is the player.

5) Create enemy characters.

For example: [1] [6] [20] [-1] and [1] [6] [21] [-2] - ID number of human information point is 6 (we have created it already), this means that the characters will be shirt men in team 1. ID of the initial path-point is 20 (the first enemy will be standing still) and 21 (the second enemy will walk between two path-points), ID numbers are -1 and -2.

6) Place weapons.

For example: [2] [1] [60] [-5] - an MP5 with 60 cartridges.

7) Place small objects.

For example: [5] [0] [1] [-10] - a can, that will be automatically placed on top of a block, that is under it.

8) Add event-points.

If the goal of the mission is to kill all the enemies, you don't need (but you can, certainly) to create any event-points (including the mission accomplished event), as any mission will always be counted as accomplished, when you kill all the enemies. All other types of missions require event-points.

For example: [12] [-2] [-101] [-100] -> [11] [0] [0] [-101] - if the character with the ID number -2 dies, the mission is failed.

Another example: [13] [-2] [-111] [-110] -> [10] [0] [-111] [-111] - if the character with the ID number -2 arrives to the point (it should be placed in the corresponding place on the map), the mission is accomplished.

Another example: [13] [-2] [-121] [-120] -> [14] [10] [-121] [-121] - when the character with the ID number -2 arrives to the point (it should be placed in the corresponding place on the map), another character will start walking from the path-point with the ID number 10 (we assume, that the corresponding path-point was created and that there is a character, that is standing in this path-point).

One more example: [13] [-2] [-111] [-110] -> [14] [10] [-112] [-111] -> [13] [-2] [-113] [-112] -> [10] [0] [0] [-113] - this is the extended version of the previous example, the the character with the ID number -2 should arrive to the third point, for the mission to be accomplished. This scheme can be used for such a mission: as soon as the target goes through a door, the assassin starts his way to the point of shooting, if he fails to kill the target (the player helps), then the target manages to reach a house and mission is accomplished.

9) When finished, save the results.



MIF Editor:

Use MIF Editor v0.1 to prepare descriptions of the created missions for X Operations 0.96.

MIF stands for Mission Information File. Every mission requires such a file.

Table 9. MIF Editor interface.

Paths to all the files are relative to the folder with the game.

Item

Explanation

Mission title

Short name of the mission that is displayed in the list of missions. Up to 17 characters.

Mission full name

Full name of the mission that is displayed in the briefing. Up to 35 characters.

Pathname of block

Path to the .bd1 file of the map, that is used for the mission. Up to 125 characters.

Pathname of point

Path to the .pd1 file of the mission. Up to 125 characters.

Sky image

The picture of the background, it influences the colour of the light on the map. If the map is indoor only, leave the sky image set to black.

Pathname of image

Path to the picture that is displayed in the briefing. Check "two images" to be able to use 2 pictures. Up to 253 characters.

Pathname of object

Check "add-on object" to use a custom small object in the mission and enter the path to its information file. Up to 253 characters.

Briefing text

Mission description can contain up to 12 lines of 22 characters each.

Extra collision


Dark screen

Check it for night missions to make the picture darker.



I can't yet figure out the function of the F3 key (it is the same as in the Block Editor) and of the Insert key, that seems to create a point between two selected path-points.


05.06.2006
Smirnov Pavel
XOperations.narod.ru