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IMPOSSIBLE CREATURES MISSION EDITOR MANUAL

software


IMPOSSIBLE CREATURES



MISSION EDITOR MANUAL

Document Version 1.0

Revision Table

Introduction

Using the Mission Editor

Camera Controls

Panning the Camera

Rotating the Camera

Zooming the Camera

Mission Editor Sub-Sections

Map Window

Edit Modes Window

Brush/Object Window

Selection Info Window

Status Display

Mission Editor Menu controls

File

New (CTRL+N)

Open (CTRL+O)

Save (CTRL+S)

Save As

Import Terrain

Import Height Map

Import Entities

Export Terrain

Export Selected Entities

Export Height Map

Exit

Edit

Undo (CTRL+Z)

Layer

Create Group (CTRL+G)

Group List

Variable List

Scenario

Scenario Properties.

Terrain Properties.

AI Scripts and Armies.

Script Editor.

NISlets

Edit NISlet Animation

Anim Options

Anim Attributes

KeyFrame Attributes

Keyframe Operations

Keyframe List Window

Other NISlet Menu Commands

New Camera Anim

Edit Camera Anim

Delete Camera Anim

New Object Anim

Edit Object Anim

Delete Object Anim

New Move Anim

Edit Move Anim

Delete Move Anim

Info

Object List

Blueprint List

Triggers

Player Select Dialog Box

Conditions

Actions

Dialog Triggers

Overlay

Toggle Overlay

Grid (5m), (10m), (32m).

Update Land Impass Map

Update Water Impass Map

Update Amphibian Impass Map

Update Land Water Impass Map

Update Structure Impass Map

Update Can't Build Map

Update Sub Sector Map

Update Land Sector Map

Update AmphSector Map

Update Precise Map

Terrain Type

Impass Edit

Windows

Aspect Ratios

Advance

Burn Decals

Make Icon

Mission Editor Toolbar Controls

Modes

Object Placement Mode

3D Paint Mode

Edit Modes Window

Decal Placement Mode

Texture Stamping Mode

Detail Texture Mode

Terrain Type Mode

Path Placement Mode

Terrain Crop Mode

Edit Impass Map

Edit Terrain Properties

Edit Terrain Properties

Toggle Buttons

Enable/Disable Ambient Sound Effects

Toggle Bounding Box Rendering

Toggle Height Map Color

Error Buttons

Show Error Messages

Go to Previous Error Location

Go to Next Error Location

Appendix A - Trigger Documentation

Overview (and Types of Triggers)

Conditions

Actions

Expression Value Descriptions

Revision Table

Version #

Person

Update

0.24

Darwin

Added Revision Table. Minor graphical, style and spelling corrections.

0.25

Darwin

Grammatical and spelling corrections. Fixed explanation about Feather for smoothing (values reversed).

0.26

Darwin

Revision Table moved to front. Some interface updates. Trigger Actions and Conditions have been updated.

0.27

Darwin

General content update and revision of triggers and expression variables.

0.28

Darwin

Content revision, to reflect new changes in new ME build.

0.29

Darwin

Content revision, to reflect new changes.

0.30

Darwin

Content revision, to update content as suggested by Quinn. Added hyperlinks, grammatical revisions.

0.31

JJ

Added minor details to the introduction.

0.32

Darwin

Grammar, minor revisions.

0.33

Darwin

Minor format corrections.

0.34

Darwin

Trigger conditions and actions lists updated.

0.35

Darwin

Adjustments as suggested by Dan.

0.36

Darwin

Adjustments as suggested by Caitlin

0.37

Caitlin

Minor adjustments.

0.38

Darwin

Minor adjustments.

1.0

Publishable version.

Introduction

This documentation has been designed to give you an understanding of the Impossible Creatures Mission Editor (ME). The ME can be described as a 3D height map editor with integrated script, trigger, sound, and lighting controls. Easy to learn and powerful, the ME was designed so that anybody interested in making an Impossible Creatures map can easily create a fairly detailed, functional, and attractive map regardless of "modding" skill level. To give an example of how powerful this tool is, you need only look at the Impossible Creatures (IC) single-player campaign. The entire single-player campaign, including all elements such as triggers, events, speech, and NISlets (Non-Interactive Sequences) with camera movements, is completely data-driven and created by the design team - nothing was hardcoded. With a little practice, you too can create worlds of your own.

Using the Mission Editor

The editor is controlled by the use of a fully functional 3D camera. Camera panning controls are associated with the cursor keys on the keyboard while the camera zoom is associated with the mouse. Camera rotation is a combination of both.

The ME controls use the same control scheme as Impossible Creatures. Thus if you are familiar with the IC camera controls, mastering the ME camera controls should pose no problem.

Camera Controls

Panning the Camera

Panning the camera is accomplished by pressing and holding down the middle mouse button and moving the mouse, or by using the cursor keys on the keyboard.

Rotating the Camera

Rotating the camera is accomplished by pressing and holding down the ALT key while moving the mouse.

Zooming the Camera

Zooming the camera can be accomplished in two ways. If you have a mouse wheel you can use it to zoom in and out. Rotating the wheel forward will zoom in, and rotating it backwards will zoom out. If you do not have a mouse wheel you can also zoom in and out by pressing and holding the ALT key along with the left or right mouse button while moving the mouse.

Mission Editor Sub-Sections

The Mission Editor is separated into several distinct windows and displays. These are: The Map Window, the Edit Mode Window, the Brush/Object Window, Selection Info Window, and the Status Display.

Map Window

The Map Window displays a representation of the current map that you are working on. This is where you will do most of your work and where you will interact with the map you're creating. This window is essentially what you will see in the game, except for team color icons.

Edit Modes Window

The Edit Modes Window allows you to modify the settings of certain tools when you are within a certain mode. For example, when you are in 3D paint mode the mode window allows you to modify the brush specifications that you will be using to create your terrain. For more information on what appears in which mode, refer to the Mode descriptions in Section 4: Mission Editor Toolbar Controls.

Brush/Object Window

The Brush/Object Window is active only with certain modes. When the Brush/Object Window is available for use you will see a tree listing of textures or objects, depending on the mode selected. For example in the Object Placement Mode, a list will be displayed with the list of objects that you can place into the game world.

Selection Info Window

The Selection Info Window provides you with information on the object that you currently have selected. If you do not have an object selected no information will be displayed. If you have multiple objects selected, both Object and ID are labeled as "Multiple Selected."

Status Display

The status display is at the very bottom of the application (similar to Internet Explorer's status display). It displays useful information such as the XY coordinates and height (Z coordinates) of the piece of terrain underneath your pointer/brush. Other information, like how to place objects or how to control the camera is displayed depending on the mode that is selected in the Toolbar.

Mission Editor Menu controls

The Menu in the Mission Editor contains several options:

File

New (CTRL+N)

This option allows you to create a new map. When this option is selected, a dialog box displays, asking if you would like to save any changes. After you make your selection a popup dialog box displays 9 available terrain templates to choose from. These templates reflect the three different terrain types, which come in three sizes (small, medium, large). Make the desired selection and after clicking Ok a new map appears.

Open (CTRL+O)

This option allows you to load a saved map. Whenever this option is selected, a dialog box displays, asking if you would like to save any changes. Make the appropriate selection and a popup window labeled Import Scenario appears. Browse for your map (an .SGB file) and select Open. The saved map will now be loaded and can be modified as needed.

Save (CTRL+S)

This option allows you to save a map. If the map has not been previously saved, a dialog box displays, asking where the file should be saved as well as what the name should be. After you have named the map in the filename text box, click the Save button and the map is saved as an .SGB file. This map can be reloaded later using the File/Open option.

Save As

This option will allow you to save a map. It will also allow you to save a previously saved map under a different name if you so choose. After you have named the map in the filename text box, press Save and the map will be saved as an .SGB file. This map can be loaded later using the File/Open option.

Import Terrain

Imports terrain (.TER) files that were exported via the File/Export Terrain function.

Import Height Map

Imports a .TGA file as a height map. The TGA must be greyscale or 256 colors, and must be 128x128 or 256x256.

Import Entities

Imports an entity .ENT file. Entities can be exported from one map and imported into another. This makes it easy to duplicate or move groups of objects into another map.

Export Terrain

Exports the terrain as a .TER file.

Export Selected Entities

Exports the selected entities as an .ENT file. Entities can be exported from one map and imported into another. This makes it easy to duplicate or move groups of objects into another map.

Export Height Map

Exports the current terrain as a height map (.TGA file). Small maps export to 64x64 .TGAs, medium maps to 128x128 .TGAs, and large maps to 256x256 .TGAs.

Exit

This option closes the Mission Editor. However, you will be asked if you want to save your current work first.

Edit

Undo (CTRL+Z)

This is a common undo function found in many different programs. It returns the user to an action prior to the most recent action. Undo will undo movement, creation and deletion of objects as well as modification of terrain. It will not undo the use of texture stamps.

Layer

Create Group (CTRL+G)

This option creates groups of units. Select a group of entities and use either CTRL+G or this button to create a group. Groups are good for various situations, including setting up certain encounters, and it is a lot easier to control a group of animals in scripts rather than individual ones. Any object in the game can be added to a group (points, nature objects like trees, structures, gatherers, characters, animals or creatures).

Group List

Lists all created groups. Allows their selection, deletion, renaming, and regrouping. Note that to rename a group, select the desired group and then type in the new name in the text input box. Press the Rename button to finish renaming. Regrouping resets a selected group to a new selection of objects.

Variable List

Lists all the variables available for use in scripting. There are 256 possible variables, and the index starts at 0. Variables can be renamed.

Scenario

Scenario Properties.

When selected, a dialog window appears where you can enter the map's name and define the map type as multi-player or single-player. This automatically sets up the appropriate save directory.

Terrain Properties.

This option allows the user to modify aspects of the terrain including sunlight color, fog color, water height and other aspects of the terrain. Please refer to Section 4.3 - Edit Terrain Properties of this document.

AI Scripts and Armies.

This opens a dialog box that has textboxes to allow users to browse and select their own AI scripts as well as creature armies, for each player on the map. This option is for single-player maps only.

Script Editor.

This option allows for the input of individual script commands. A dialog box appears, allowing you to input individual script commands.

Execute: This option executes the script command that you have entered.

Clear: This option clears all executed script commands.

NISlets

Three kinds of animations are used in the Impossible Creatures NISlet system. These are the camera animations, move animations, and object animations. NISlets, unlike full NIS sequences, are simply "movies" within the game scripted by designers. These are also often called "scripted events" in other games. NISlets are typically recognized during the game, by a switch from normal to wide screen format. If you intend to create NISlet animations we suggest that you follow this format.

Clicking the NISlet menu option will reveal a drop-down list divided into three sections, each with three options. These Edit/Move/Camera Animation sections and animation sections are all quite similar to each other. In all three instances, whenever you choose to edit a certain animation a dialog box appears. This dialog box, called Edit NISlet Animation, can be separated into several sections: the details for the dialog box, the Anim Options section, the Anim Attributes section, the Keyframe Attributes section, and the Keyframe Operations section, and the Keyframe List Window. Please note that to actually edit a camera/move/object animation you must have first created one by using the Nislet/New Camera Anim option and then make a path by using the Path Placement Mode. You have to have the Path Placement Mode enabled in the Mission Editor in order to see the points that you have placed down.

Edit NISlet Animation

Anim Options

The animation dropdown list allows you to select which animation in a set of given animations (move/camera/object) that you want to edit. There are also two checkboxes associated with these drop down menus:

  • Always display: The camera/object/move anim path will always be displayed if this box is checked but only if the point placement mode is set.
  • Show speed: If this box is checked parallel line following the path of the camera will appear above it. Speed is determined by the height of the "speed line" relative to the camera's path: the higher it goes, the faster the animation will move at that point.

Anim Attributes

  • ID: Provides you with the ID of the currently selected anim.
  • Blend-in/Blend-out times: (move and camera anims only): Allows you to edit the blend in and blend out times for the animation. Basically, this edits the time it takes for game camera to switch to animation camera or vice versa.

Keyframes are used to specify animation parameters and the values for these animation parameters are interpolated between keyframes. In order to smoothly interpolate these parameters, we use spline curves. KeyFrame Attributes and KeyFrame Operations are the tools that we use in the editor to achieve this.

KeyFrame Attributes

  • Name: Allows you to set the name of a keyframe, if you wish.
  • X, Y, Z: Each sets the XYZ respectively coordinates for the location of the given keyframe.

The following functions are available only for editing move and camera animations:

  • Rotation: Allows you to set the rotation (in degrees) of a certain keyframe
  • Declination: Allows you to set the declination (up down rotation), also known as pitch. Negative values rotate the camera upwards. Positive values rotate the camera toward the ground.
  • Roll: Adjusts the roll of the camera.
  • Look Distance: Modifies the look distance of the camera. In other words, this distance is the distance that the camera will look at along the path. For example, imagine a camera looking at a point in front of it that moves along the camera path at the same speed. Generally we leave the distance to the point set at 1m, but you could have the camera look much farther ahead. Now, pretend that we made the distance to the point farther ahead. If the camera's path has a curve in it, the camera would start to turn well before it got to the curve, because it's tracking the point moving ahead of it.
  • Speed: Modifies the speed at which the camera moves.
  • Tension: Adjusts camera tension between the keyframes of the camera/object/move animations. Basically this means controlling the speed at which the camera moves through a keyframe. A positive value slows the camera down and a negative value speeds it up. A value of 0 causes the camera to move at a constant speed through a keyframe. For example, a high tension value (1.0) is often used for coming to a gradual stop.
  • Continuity: Adjusts the continuity between the keyframes of the camera/object/move animations. A negative value gives a sharper transition in the spline path at a keyframe and is also often used to replicate a sharp change in motion. On the other hand, a positive value gives a broader transition through a keyframe.
  • Bias: Adjusts the bias between the keyframes of the camera/object/move animations. This controls an item's lean to one side of the keyframe. In effect, the "slack" of the keyframe is moved from both sides of the keyframe to one or the other. A negative bias places the slack before the keyframe, and positive places it after.
  • Target Entity ID: This drop-down list displays a list of entities in the game that can be the target of the camera. Note the entity has to be selected first in order for it to be listed here.
  • Target Group ID: This drop-down list displays a list of groups in the game that can be the target of the camera. In the event that both are selected, the Group ID takes precedence.
  • Zoom Distance

Controls the "focus distance" of the camera, independent of the camera path, based on target ID or target group that is set. This is set per keyframe, per target ID. Once the camera moves away from the keyframe, the focus is basically lost.

Keyframe Operations

  • Add: Adds a keyframe right before the currently selected key frame. This Add function interpolates where the point should be and places it in between the two keyframes.
  • Delete: Deletes a keyframe.
  • Move Up: Moves the given point up in the order on the path.
  • Move Down: Moves the given point down in the order on the path.
  • Copy POV (Camera only): Moves the path camera location to the current Mission Editor camera location. This will effectively set the current path of the camera to be in the same location as the Map Window of the ME.
  • Orbit Target (Camera only) Sets the camera to orbit a given target. This target is identified either by the target Entity ID or Target Group ID. You can set orbit camera on a whole bunch of selected points and they will circle the selected object.
  • Copy Camera (NISlet Move only): The object rotation is modified so that it faces the same way that the ME camera is facing.
  • Copy Entity (NISlet Move only): Snaps the current waypoint to a selected entity. This is a useful tool for height adjustment of paths. This is used extensively for the lab fly ins. Snapping the last point on the path to the location of the lab forces it to land exactly where it was placed in the mission editor. When using move animations, the last point on the path should be set with a declination of 0 so that the object lands properly on the terrain.
  • Third person view: When checked, the preview shows the camera's path from a 3rd person point of view. That is, the user can see the camera as a box moving along its path from a 3rd person perspective. When unchecked, the preview is shown to the user from the camera's perspective instead.
  • Pause Before Blend Out: When checked, it pauses the camera before a blend out. Click Resume to finish the camera animation.
  • Pause: Pauses the currently played camera/object/move anim
  • Play: Plays the given camera/object/move anim.
  • Resume: Resumes the camera/object/move anim (after having paused).
  • Stop: Stops the current move/camera/object anim being played.
  • Show Location: Displays the location value for the given key frame.

Keyframe List Window

The Keyframe List Window allows you to view the keyframes in the currently selected animation. This window also lists the keyframes number, name (if there is one), length, and time. If you wish to modify multiple keyframes you can select them by using standard Windows methods like holding down the CRTL key and left clicking the selection or holding down the SHIFT key and dragging to select all choices between the starting point of the action and the cursor).

Other NISlet Menu Commands

New Camera Anim

Creates a new camera animation, which you will be able to edit.

Edit Camera Anim

Allows you to edit a chosen camera animation. A dialog window appears. Refer to the section labeled Edit NISlet Animation

Delete Camera Anim

Deletes the camera animation that is currently selected in the Edit NISlet Animation.

New Object Anim

Creates a new object animation.

Edit Object Anim

Allows you to edit a chosen object animation. A dialog window appears. Refer to the section labeled Edit NISlet Animation

Delete Object Anim

Allows you to delete an object animation. The object animation to be deleted is selected via the Edit NISlet Animation .

New Move Anim

This creates a new move animation.

Edit Move Anim

Allows you to edit a move animation. Refer to Edit NISlet Animation for more information.

Delete Move Anim

Deletes an existing move animation. The move animation that is to be deleted is selected via the Edit NISlet Animation dialog box.

Info

Object List

Displays a dialog box that allows you to view a list of the objects currently in the scenario. They are categorized under Entity ID, Blueprint, and Owner.

There are several filters that you can apply to narrow down the fields:

  • Player: A drop-down list allows you to select a specific player's entities to be filtered. Only the entities belonging to this player will be displayed. You can also filter by selected entities, natures entities, and all entities as well.

The following toggles activate/deactivate various filters:

  • Static Objects: Toggles static objects, such as trees and buildings.
  • Stock Animal: Toggles stock animals that can be "gathered" in the single-player game.
  • Henchman: Toggles henchmen, including villagers
  • Resource: Toggles resources in the scenario.
  • Lab: Displays only the labs.
  • SoundEmitter: Toggles sound emitters.
  • Specific: Displays all of the specified stock creatures on the map.

There are also four buttons below the filter options:

  • Delete Selected: Deletes the selected entities.
  • Hide Selected: Hides the selected entities from view.
  • Select Selected: Selects the selected entities on the map.
  • Unhide All: Reveals all hidden entities that were previously hidden from view.

Blueprint List

When this option is chosen a dialog box labeled Blueprint List appears with the list of the current blueprints in your map including animals, objects, trigger points, etc. This allows you to get a general overview of the blueprints that currently exist in the game. The ID number of each blueprint is displayed under Net ID and the quantity of each is displayed under Ref Count. How many triggers are referenced to them via scripts are listed under Trigger Refs.

Triggers

This option allows for the placement and organization of triggers in the map and when selected, a dialog box appears labeled Trigger Wizard. This contains a tree listing of triggers and gives information on what category a trigger belongs to, its conditions, and its actions. Several buttons on the right side of the box allow you to perform several actions:

  • Close: This button immediately closes the Trigger Wizard dialog box.
  • Help: This button has not been implemented.
  • New: This button allows for the creation of new triggers. When a folder is highlighted and this option is clicked, another dialog box with more options labeled Player Select appears. When the top of the trigger tree is selected, a new folder is created to which you can add triggers.
  • Modify: This button allows you to modify an existing trigger when one is selected.
  • Delete: This button allows you to delete an existing trigger when one is selected. It can also be used to delete folders.
  • Load Folder.: This button allows you to import a folder of triggers from a .TRG file (Impossible Creatures Trigger Folder file) into a branch of the trigger tree.
  • Save Folder.: This button allows you to save a folder of triggers into a .TRG file (Impossible Creatures Trigger Folder file).

Player Select Dialog Box

"Who will execute this trigger?"

This box queries the user regarding who will be causing this trigger to be executed. Once the desired player is selected, the user can click the Next button to continue. The player cannot continue with the construction of a trigger until at least one player is checked. The user can also press the Cancel button to exit this section of the Trigger Wizard trigger construction tool. Help, the last button, has not implemented.

If users continue with the trigger construction tool, they will reach the Conditions phase of the trigger construction tool.

In most cases it doesn't matter who runs the triggers. 90% of them are set to player 1, but there are specific triggers (many of the "granting" triggers) that need to be set to the player who is receiving the result.

Conditions

This dialog box is where the user enters what must happen in order for the trigger to be executed. Several buttons in this dialog box allow you to do various things:

  • New: This button allows a user to add a condition to a script. A new dialog box labeled New Condition appears. A drop-down list at the top lists all the conditions available. Simply select the condition that you want and modify it as desired in the Expression Text box. For a list of conditions that can be used, please refer to the Appendices in this document. Click Ok to add the selected condition to the Conditions list. Cancel will take the user back to the Conditions box. The Help button has not been implemented.
  • Scripted.: This button is inactive.
  • Modify: This button allows the user to edit an existing condition that is selected. A New Condition dialog box appears. Refer to the section above labeled New for more details on how the New Condition box works.
  • Copy: This button is inactive.
  • Delete: This button allows the user to delete a condition from the Conditions list.
  • Back: This button takes the user back one screen to the Player Select dialog box. It also cancels any unselected conditions.
  • Next: This button takes the user to the Actions dialog box. This option can only be enabled after a user has selected at least one condition.
  • Cancel: This button takes the user back to the main Trigger Wizard dialog box. It will also cancel any unselected actions.
  • Help: This button is inactive.

Actions

This dialog box asks the user to enter what will happen when the trigger conditions have been met. Like Conditions, there are several buttons that you can press.

  • New: This button allows a user to add an action to a script. A new dialog box labeled New Action appears. A drop-down list at the top lists all the actions available. Simply select the action that you want and modify it as desired in the Expression Text box. For a list of actions that can be used, please refer to the Appendices in this document. Press Ok to add the selected action to the Actions list. Cancel will take the user back to the Actions box. Help has not been implemented.
  • Scripted.: This button is inactive
  • Modify: This option allows the user to edit an existing action that has been selected. A New Action dialog box appears. Refer to the section above labeled New for more details on how the New Action box works.
  • Copy: This button is inactive.
  • Delete: This button allows the user to delete a condition from the Actions list.
  • Back: This button takes the user to the Conditions dialog box. It also cancels any unselected actions.
  • Finish: This option completes the action phase and construct the final trigger.
  • Cancel: This option takes the user back to Trigger Wizard screen. It also cancels any unselected actions.
  • Help: This button is inactive.

Dialog Triggers

These triggers are very similar in operation in comparison to regular triggers. In order to simplify and make things clearer, these are grouped separately from the regular trigger system.

Dialog triggers have no conditions, only actions. The same actions (barring triggerstate) are available in the dialog trigger system as in the regular trigger system. Instead, dialog triggers have one additional item called a "controller". A controller determines when the next action in a dialog is fired. For instance, if you set a countdown action of 5 seconds in the dialog trigger and turned the controller to "on," the next dialog wouldn't be fired until five seconds have elapsed. Without the controllers set, dialog triggers will fire almost simultaneously. Thus, when adding speech to a dialog trigger, the controller should almost always be set to "on" otherwise the speech will try to play on top of other speech files. Sometimes the last piece of speech in a dialog trigger can be left without the controller set. Multiple actions can be set within a single dialog trigger. Dialog triggers are called with the Playdialog trigger in the normal trigger system. Finally, to set a "controller" simply click the small check box labeled Controller at the bottom of the Dialog Triggers dialog box.

Overlay

The Overlay menus allow you to view the map and analyze it in different circumstances. With the overlay menu, you can see things such as if a certain area is passable by land or not, and if the terrain can be built on or not. The overlay menu is an invaluable tool when you wish to play balance your map and make sure that it follows your original vision of the map. Overlays can be enabled at any time, except when in Terrain Type Mode (described in Section 4.1) where the Terrain Type Overlay is the only overlay available.

Toggle Overlay

This toggle determines if an overlay will be displayed. Overlays can be used for various things including determining which land is impassable to certain creatures, where buildings can be built, and so on. Below you will find the explanations for all the possible overlays.

Grid (5m), (10m), (32m).

Overlays a grid onto the terrain. The side of each square on the grid represents 5, 10 or 32 meters.

Update Land Impass Map

Displays a Land Impass overlay. This overlay allows you to see where creatures will be able to pass and where they can't. Anything that is covered by a red grid will be impassible for ground-based units. Selecting this option again will update the overlay to reflect any changes that you have made to the terrain.

Update Water Impass Map

Displays the Water Impass overlay. As before, anything that is covered by a red grid will be impassable by water creatures. Selecting this option again will update the overlay to reflect any changes that you have made to the terrain.

Update Amphibian Impass Map

This overlay shows you where amphibious creatures will be able to pass. This view is useful if you want to determine, for instance, if a certain beach is fit for amphibious creatures. This can be considered to be both the Water Overlay and the Land Overlay combined. Selecting this option again will update the overlay to reflect any changes that you have made to the terrain.

Update Land Water Impass Map

This overlay shows you all the areas that are impassable for both water and land based creatures. This differs from the Amphibian Impass in that it is exactly the opposite. That is to say, areas covered by red tiles are the areas in which land, water and even amphibious creatures cannot pass through. Selecting this option again will update the overlay to reflect any changes that you have made to the terrain.

Update Structure Impass Map

This overlay displays where creatures can't pass through due to a built structure. Anything covered by red tiles is terrain where you units can't pass through. Selecting this option again will update the overlay to reflect any changes that you have made to the terrain.

Update Can't Build Map

This overlay displays where buildings can't be built. Anything covered by red tiles is terrain where you wouldn't be able to build a structure. Selecting this option again will update the overlay to reflect any changes that you have made to the terrain.

Update Sub Sector Map

Displays the subsectors of the map. This is used mainly to debug pathfinding data.

Update Land Sector Map

Displays an overlay that shows you which sectors of the map are considered "terrain."

Update AmphSector Map

Displays the areas that amphibians can travel. Selecting this option again updates the overlay to reflect any changes that you have made to the terrain.

Update Precise Map

This is like a pathfinding map. When this option is selected, a checkered grid displays over the terrain in the map. The grid can be any one of three colors that show where and what units can go or can't go through certain areas. This is great for checking your map for chokepoints or other obstacles that could affect pathfinding. The three indicator colors are as follows:

Grey - No units can pass through

Red - Size based. Small creatures and henchmen can go through

Green - All units can pass through

Terrain Type

This overlay displays the terrain types applied to the different sections of the map. Each terrain type is represented by checkered grid that is colored a different shade. There are two browns, a white and a green. This is automatically updated and only available when Terrain Type Mode (described in Section 4.1) is selected.

Impass Edit

Allows you to see what areas are not passable by ALL creatures.

Windows

Aspect Ratios

The two options in the Windows Menu allow you to toggle the display between normal aspect mode (4x3) and cinematic aspect mode (ratio 1.85). Used in NISlets.

Advance

Burn Decals

This will "burn" the decals that you have placed on the map into the terrain. This function is mainly used for really low-end systems so that terrain features exist if they cannot load the decals. Any decals that are burned will remain "over" their burned images. Generally speaking, the quality of decals that have been "burnt" into the terrain are of lower quality than the originals. These "burnt" decals also cannot be moved, rotated, or scaled. They are made part of the base texture. Decals can be reburnt, however, by reloading the map in the mission editor.

Make Icon

Takes a snapshot of your current world-view to create an image of the map for in-game use. The snapshot is placed in the same directory that you saved the scenario. The program only takes one snapshot, with an _icon.TGA appended to the map name. This icon is used for the frontend for map selection.

Mission Editor Toolbar Controls

The Mission Editor has a set of buttons in a toolbar that can control various aspects of the ME. These buttons are separated into four different groups. The Modes buttons allow you to directly manipulate the mission that you are working on. The Edit Terrain Properties button allows you to modify the properties of the Mission that you are currently working on. The Toggle Buttons allow you to toggle certain useful and helpful features on and off. Finally, the Error Buttons are used for debugging your map.

Modes

Object Placement Mode

As its name implies the Object Placement mode allows you to place on, move, and rotate certain things on your map. These things are:

  • Structures
  • Characters
  • "Locations" (used for AI scripting)
  • Combined creatures
  • Stock creatures
  • Objects (scenery)
  • NIS sequence (Non-Interactive Sequence)
  • An ambient sound

Each of these items has its own submenu in the Brush/Object Window.

To place an object on the world map, click on the selection you want from the tree and then right click on its desired location on your map. To delete an object, select it by clicking on it and then press Del. Also, note that you can "snap" objects into place relative to the terrain or water surface. The radio button labeled "Adjustable" allows you to embed an object into the terrain (for things like waterfalls). Controls for moving and rotating objects are displayed in the status display. This can be adjusted in the Edit Modes Window (Section 2.2) when you are in Object Placement Mode.

3D Paint Mode

The 3D Paint Mode is where you will be spending most of your time when you edit the terrain. It is a fairly simple tool that allows you to create a wide variety of terrain from mountains to small hills, to rivers. When in 3D Paint Mode you are presented with a "brush" in the Map Window (Section 2.2). This "brush" consists of two concentric circles; a white and gray one. The outer circle, the white one, represents the extent of the "feather" of the given brush (to be explained later). The inner circle, the gray one, represents the actual brush size.

Edit Modes Window

While in 3D Paint Mode, the Edit Modes Window displays 6 different settings that you can change to modify your brush. These are:

Mode: The brush mode that you are in will determine which of the following options are available to you. Once you have the desired brush size and mode selected, simply left click and drag on the world map to create a line of terrain.

    • Additive: "Adds" terrain.
    • Subtractive: "Removes" terrain.
    • Set Value: Draws the terrain at a set value. This value is either a height preset or a setup height value.
    • Water Level: Draws "water" on the set level. This is useful if you wish to create waterfall effects or features such as lakes on top of mountains.

Brush Size: Modifies the actual size of the terrain that is going to be affected.

Feather: "Feathers" out the modification effect. That is a low feather value will create smoother terrain (either additive or subtractive), while a high feather value will create jagged edges. So for instance if you wanted to create a plateau you would choose a low feather value, on the other hand if you wanted to create a steep hill you would select a high feather value along with 75-80 strength value (see image).

Strength: This determines the strength of the brush. Think of this as the amount of "pressure" that the brush applies to the terrain. Lower strength settings give finer control, especially for additive, subtractive and smoothing.

Height: This modifies the height that the brush will paint at.

Height Presets: These are preset height values that are commonly used in mission building.

Decal Placement Mode

The Decal Placement Mode allows you to place Decals onto the terrain. Decals are basically textured objects of geometry that get applied directly on top of terrain.

When the Decal Placement Mode is selected, the only option available in the Edit Modes Window is the "Refresh Decal Textures" button. This will refresh the list of decals that you see. So for instance, if you have created a new decal and wish it to be visible in the list (without having to restart the ME), place it in the proper directory and then simply click the "Refresh Decal Textures" button, and the decal will become available for use.

When in Decal Placement Mode, the controls are as follows:

  • Left Mouse Button: Selects as well as allows you to move a decal by holding the LMB and dragging.
  • Right Mouse Button: Places a decal at the location of the cursor.
  • SHIFT + LMB: Rotates the decal if you move the mouse.
  • SHIFT + RMB: Scales the decal. Moving the mouse will accomplish this.

Texture Stamping Mode

The Texture Stamping Mode is somewhat similar to the Decal Placement Mode. Both serve the same purpose, to add details to the terrain. However, while you can delete decals off the terrain, you cannot do the same with textures. Basically, think of applying textures as painting onto the terrain. The only way that you can get rid of something that you have painted is to paint over it.

When in Texture stamping mode, the three options that appear in the Edit Modes Window are:

  • Spacing: This modifies that the textures will "space" apart when you are "painting" with a given texture. Painting in this case is defined as clicking and dragging the mouse on the world map. This creates several instances of a given texture.
  • Strength: This determines the "strength" of the brush. Think of this as the "opacity" of the current texture. A low strength is "see-through," for example.
  • Color: This will modify the color of the given texture. You can also use the eyedropper to pick a color out of the world and tint any texture that you are currently using.

Detail Texture Mode

The Detail Texture Mode will allow you to modify the detail textures on the terrain or fill the terrain with a given detail texture. In other words, it overwrites existing terrain textures if applied on top of them. In Detail texture Mode, the Edit Modes Window has only one button ("Refresh Detail Textures") but the Brush/Object Window will have a tree listing of all available detail textures that you can use.

Terrain Type Mode

Terrain Type Mode allows you to paint onto the terrain the characteristics of a given section of the map. Terrain type is only used to determine in game which sounds and which effects are played when a creature walks over a certain piece of terrain. When you select this mode a checkered grid pattern will appear over your map. In the Edit Modes Window you will have two options:

  • Brush Size: The brush size that you will be painting with.
  • Terrain Type: The type of terrain that the brush will represent.
    • Unknown
    • Grass
    • Snow
    • DirtSand
    • Rock

By default the map is of terrain type "unknown" which has the same value as the "grass" (savannah) terrain type.

Path Placement Mode

Path Placement Mode is used to modify or create animation paths for either camera or object movement. For this mode to work you will need to have created a camera or object animation. The camera animation that you are editing can be viewed and edited in the Edit NISlet Animation dialog window (discussed earlier in Section 3.5). This is mainly used for single-player maps. Click on the right mouse button to enable the editor to edit the placement of the points. To move a point horizontally, simply move the pointer over the desired point, hold down the left mouse button, and then drag the desired point to the desired location. To adjust the vertical position of a point, move the pointer over the desired point, hold down one of the SHIFT keys as well as the left mouse button, and then drag the point to the desired height. Readjust horizontal position as necessary. Right click to return to path placement.

Terrain Crop Mode

Terrain Cropping Mode can be used to crop down the map size. In the Edit Modes Window you will have the following options available to you:

  • Crop Size: This determines the crop size. It is a ratio of either 1/1, ½, ¼, or 1/8.
  • Validate: This will validate your crop including and check if there are any NISlet conflicts, Trigger conflicts, or Dialog trigger conflicts. You will receive a message to check the error log (Debug Window) and doing so will provide you with the objects that are causing the problem.
  • Crop!: Crops the terrain. If you have not validated the crop and attempt to crop the terrain the result is undefined.

You should note that cropping the terrain really means cropping the entire map. That is to say, the crop that you do will determine what maximum size the island would be if it were square.

Edit Impass Map

Allows you to edit where animals can go or cannot go on your map. The Value drop box allows you to switch between passable and impassable. This is usually used as a tool for fine-tuning the map. While editing the impass map can be used to break the rules (i.e. cliffs are impassible) it should not normally be used in that manner. The rules of WYSIWYG (What You See Is What You Get) should take precedence. Editing the impass map is usually a last step process that is used when refining your map.

Edit Terrain Properties

Edit Terrain Properties

The Edit Terrain Properties dialog allows you to change several characteristics of your map. There are three major areas to this pop-up menu (including one textbox):

  • Lighting properties
    • Sunlight Color: Determines the sunlight color and displays its RGB values.
    • Shadow Color: Determines the shadow color to be used and displays its RGB values. Note that all of the red, green and blue components of the shadow color must be less then the sunlight color.
    • Time of Day: This determines the amount of light on the map, as well as the direction from which the light is coming from.
  • Environment
    • Sky Texture: A drop down menu allows you to choose one of several sky map textures. Sky map textures are located in \data\Islands directory.
    • Ocean Color: Determines the ocean color. The actual color rendered depends on both shadow color and sky textures. RGB values are also displayed.

o        Ocean Opacity: Determines through parameters labeled "Max" and "Min," the amount of light that is reflected by the water through parameters, and also the amount of light that goes through the water. The "Shore" parameter determines the opacity of the water that touches the shore. An "Apply" button applies changes that are made to this setting.

  • Fog
    • Enable Fog: This checkbox enables/disables fog.
    • Fog Start Distance : Determines the fog start distance.
    • Fog End Distance: Determines the fog end distance.

The RGB values for the fog are also displayed.

Detail Texture Repeat: Determines how many times the detail texture will be "tiled" in a given area. A higher value will provide more details, but with more repetition, while a lower value provides less detail.

Toggle Buttons

Enable/Disable Ambient Sound Effects

This will enable or disable the ambient sound effects for a mission (in the mission editor only).

Toggle Bounding Box Rendering

Activates and deactivates the bounding box rendering. When enabled, all creatures, buildings, AI flags and objects are displayed as bounding boxes. Turning on this option speeds up the mission editor, but you will obviously lose all the details displayed in the world map.

Toggle Height Map Color

Shows the map with height map colors. White is the "highest" height color and green is the "lowest" height color. The height map color overlay is useful in that it allows you to see a general overview of the map as well as notice any problems with the height of the map. Keep in mind that generally you would not want the height of your map to exceed white.

Error Buttons

Show Error Messages

A pop up window appears, displaying all the errors in the current map. If you select an error and then click Locate Selected Error you will be taken to that error. Please note that there are some errors (such as missing attributes) that you cannot be taken to.

Go to Previous Error Location

Allows you to view the previous error in the list of errors.

Go to Next Error Location

Allows you to view the next error in the list of errors.

Appendix A - Trigger Documentation

Overview (and Types of Triggers)

Triggers are essentially the building blocks of what makes things happen in your IC maps. Using them, you'll be able to add more to the game than just wanton destruction and chaos. A simple multi-player map trigger example would be to enable the game to check to see if players obtain a certain amount of resources. Once any player obtains the required amount, a victory is awarded to that player and the game is over. In addition, several trigger scripts can be used in conjunction in order to make more complex things happen in the game.

Before we begin, let's talk briefly about the kinds of triggers that are available in Impossible Creatures. There are three types of triggers that we normally use in the game: active triggers, inactive triggers, and looping triggers.

  • Active triggers fire immediately once their conditions are met.
  • Inactive triggers, on the other hand, do not activate until another trigger activates them and their conditions are met.
  • Finally, looping triggers recycle and fire again and again (useful for a looping countdown for instance). Please note that the triggers can also be divided into player Actions and supporting actions. This classification is according to how these triggers are used (function) as opposed to how they operate (i.e. acting, looping, inactive etc.). The ME Tutorials has a section on how to implement these triggers.

Conditions

Conditions are used to determine if a trigger action is executed.

AI Difficulty Level if difficulty is ai-difficulty

Is true if the AI's difficulty level is set to Easy, Standard, or Hard.

Always always

When this condition is set, the trigger fires regardless of the state of the simulation.

AnimationStopped if entity anim has stopped

Is true if a specified entity's animation has stopped. This condition should only be checked after the animation has started.

Army size if army size is compared quantity

Compares an army's size to a specified quantity. Also, note that this trigger doesn't calculate the size of your forces in the game; it checks the size of the army that you have designed in the army builder.

CameraAnimPlaying, if cameraanim is playing

Used to test if a named camera animation is still being played through. Set after a camera animation has started. If you run the trigger before the camera animation starts, it assumes that the camera animation has already stopped.

CameraAnimPos if cameranim is compared quantity meters from the start

Used to test if the location of the camera if the named camera animation is a number of (less than or equal etc) meters from where the camera was when it started the camera animation. This is set after a camera animation has started. If you run the trigger before a camera animation starts, it assume that the camera animation has already stopped.

CameraAnimStopped if cameraanim is stopped

Is true when the named camera animation has stopped playing. Set after a camera animation has started. If you run the trigger before the camera animation starts, it will assume that the camera animation has already stopped.

Countdown countdown quantity seconds

Used to fire an action once the specified number of seconds has passed. These countdowns are immediately skipped if the player has skipped a NISlet by hitting the esc key.

Countdown (float) countdown float-number seconds

Used to fire an action once the specified float number of seconds has passed. These countdowns are immediately skipped if the player has skipped a NISlet by hitting the esc key.

Countdown (non-skippable) countdown quantity seconds

Same as Countdown, but non-skippable in that this countdown runs regardless of whether or not the player has skipped a NISlet.

Countdown (random) countdown between quantity to quantity seconds

Used to fire an action once the random number selected between a minimum and a maximum number of seconds has passed.

Countdown (random, non-skippable) countdown between quantity to quantity seconds

Same as Countdown (random) but non-skippable.

DialogFinished if dialog has finished playing

Is true if a specified dialog is finished.

EBP permitted if creaturetype is permitted

Is true if a specified creature type is permitted. This is useful in the SP game for determining whether a specific animal has been gathered.

EnemiesDead if all enemies are dead

Is true when the selected players enemies are all dead. Useful for win condition testing.

Entity close in view if entity is within quantity meters in front of the camera

Is true if a specified entity is comes within a specified number of meters in front of the camera.

Entity garrisoned if entity is garrisoned within entity

Is true if a specified entity is garrisoned within another specified entity. Generally, only the lab can have an entity garrisoned within it.

EntityDistance entity is compared quantity meters away from location

Is true when the specified entity is the specified distance away from the specified location.

EntityEndurance if entity endurance is compared quantity percent

Is true if a specified entity's endurance compares successfully with a specified percentage.

EntityHealth if entity health is compared quantity

Is true if a specified entity's health compares successfully with a specified amount.

EntityInProximity if any-entity is within quantity meters from location

Is true when any entity is within the specified proximity of the named location.

EntityNotAlive if entity not alive

Is true when the specified entity is not alive anymore.

EntityTypeDistance creaturetype is compared quantity meters away from location

Is true when any entity of the specified creature type is the specified distance in meters from the location.

First trigger-eval-cycle if first trigger-eval-cycle

Useful for save game functions, especially if the trigger is set to active and looping. For example, whenever a mission is loaded or restarted, this condition is checked. If it is the user's intention to turn off the AI in a particular mission, they should use this condition in a trigger that turns off the AI. Whenever the mission is reloaded, the AI will be turned off. .

GameTime if quantity seconds has passed

Will be fired when the specified number of seconds has passed in game time.

Group close in view if any member of group is within quantity meters in front of the camera

Is true if any member of a specified group is within a specified number of meters in front of the camera.

Group members selected if the num of entities from group selected is compared to quantity

Is true if the number of entities from a specified group is successfully compared with a specified number.

Group scrap scrap of group is compared float-number

Is true if the scrap of a specified group is successfully compared with a specified float-number.

GroupCount if group has compared quantity left

Is true if the specified group has the required number of entities left in it.

GroupEndurance if group endurance is compared quantity percent

Is true if a specified group's endurance is successfully compared with a specified percentage.

GroupGroupProximity if the closest distance between group and group is within quantity meters

This checks that any member of a group is within proximity to any other member of another group.

GroupHealth if group health is compared quantity percent

Is true if a specified group's health is successfully compared with a specified percentage.

GroupInProximity if any-member of group is within quantity meters from location

Is true when any member of the named group is within the specified proximity of the named location.

GroupNotAlive if group is not alive

Is true when the specified group no longer has any live entities in it.

GroupSpawned if all members of group are spawned

Is true if all members of a specified group are spawned.

HowMuchElectricity if player has compared quantity electricity

Is true when the player specified has the specified amount of electricity remaining.

HowMuchScrap if player has compared quantity scrap

Is true when the player specified has the specified amount of coal remaining.

If variable (v compared to quantity) if variable is compared quantity

Is true when the variable specified successfully compares to the specified quantity. Here, variables can be greater than or equal to, less than or equal to, equal to, not equal to.

If variable (va compared to vb) if variable is compared variable

Is true when the variable specified successfully compares to the specified second variable. Here, variables can be greater than or equal to, less than or equal to, equal to, not equal to.

IsFlagSet if flag number is state

Is true if the specified flag has been set to the indicated state (on/off).

IsFocusLocked is camera focus locked

Is true if the camera is locked looking at something.

Keypress if keypress

This is triggers an action when the player presses the specified key.

LabDead if lab is dead

Is true when the players lab has been destroyed.

MoveAnimPlaying is moveanim is playing

Is true when the named move animation is playing.

MoveAnimPos if moveanim is compared quantity meters from the start

Is true once the specified move animations current position is successfully compared to a specified number of meters from the start.

MoveAnimStopped if moveanim is stopped

Is true when the named move animation has stopped. Don't use this trigger until the move animation is actually running.

Movie Stopped if movie-playback has stopped

Is true if a movie's playback has stopped.

NIS stopped if entity nis has stopped

Is true if a specific entity's NIS has stopped.

NextEval next eval

Skips the trigger once. For example, you could go through the triggers and turn on a new trigger with NextEval as the condition. That trigger would be skipped the first time, but then evaluated during the next phase of trigger evaluations. As a counter, if you set the trigger to Always, the trigger would be evaluated immediately. With NextEval, it does one full cycle of trigger checks and then fires the NextEval condition.

NoDialogPlaying if no-dialog is playing

Is true if there is no dialog currently playing.

ObjAnimPlaying if objanim is playing

Is true when the named object animation is playing.

ObjAnimPos if objanim is compared quantity meters from the start

Is true once the specified object animation's current position is successfully compared to the specified number of meters from the start.

ObjAnimStopped if objanim is stopped

Is true when the named object animation has stopped. Wait until the object animation is running to set this trigger.

Objective, get objective state if the objective-state for objective number is objectivestate

Is true if the specified objective's state is same as the one indicated in expression objectivestate

Player has entity-type if this-player has one or more instances of creaturetype

Is true if the current player has one or more instances of a specified creature type.

Player has research if this-player has researched researchtype

Is true if the current player has researched a specific technology.

Player has selected entity-type if this-player has singly selected a creaturetype

Is true if the current player has singly selected a specified creature type.

Player has selected so many of entity-type if this-player has selected compared quantity creaturetype

Is true if the current player selects a number of a specified creature type that successfully compares with a specified quantity.

Player is constructing entity-type if this-player is constructing one or more instances of creaturetype

Is true if the current player is constructing one or more instances of a specified creature type.

Player is not restricted to if this-player is not restricted to creaturetype

Is true if the current player is not restricted to a specified creature type.

Player is researching if this-player is researching researchtype

Is true if the current player is researching a specified technology.

PlayerSpawnedNewEntity if player has spawned new-entity

Is true if a player has spawned a new entity.

Ready for movie playback, if ready for movie-playback

Is true if the game is ready for movie playback. Used only at the very beginning of missions to play the animatics.

Speech, no speech is playing, no speech playing

Is true if there is no speech currently playing.

UI button pressed (Henchman build creature chamber) if the henchman build creature-chamber

button was pressed

Is true if the henchman build creature chamber button was pressed.

UI button pressed (Henchman build electrical gen) if the henchman build electrical-generator button was pressed

Is true if the henchman build electrical generator button was pressed.

UI button pressed (Henchman build lightning rod) if the henchman build lightning-rod button was

pressed

Is true if the henchman build lightning rod button was pressed.

UI button pressed (Henchman build) if the henchman build button was pressed

Is true if the henchman build button was pressed.

UI default camera selected if the default camera is selected

Is true if the default camera is selected.

UI dialog shown (Objective) if the objective-dialog was shown

Is true if the objective dialog was shown.

UI camera cannot rotate game camera cannot rotate

Is true if game camera rotation is disabled.

UI mouse camera rotated if camera was rotated using the mouse

Is true if the camera was rotated using the mouse.

UI mouse camera zoomed if camera was zoomed using the mouse

Is true if the camera was zoomed using the mouse.

UI push scrolled if push-scrolled

Is true if the map is push scrolled. That is, if the mouse moved to edge of screen and made the map scroll. This is mainly used in tutorials to check to see if user has performed a camera action. For example, if the tutorial asks the user to "try scrolling camera around by moving the cursor to the edge of the screen," this checks to see if user has done that

UI, credits finished credits is finished

Is true if the credits are finished.

Visited army builder if this-player has visited the army builder

Is true if the current player has visited the army builder.

Actions

These are executed once the conditions to a trigger are met. Multiple actions can be associated to the same condition.

AIPause set ai to state

Sets all AI to the requested state (on/off).

AIPlayerPause set ai for player to state

Sets the AI for a player (if the designated player is a computer) to the requested state (on/off).

AIRunscript ask the player ai to run script message

Makes the AI for a player (if the designated player is a computer) to run a specific script.

AddGroup2Group add group to group

Adds two specified groups together.

AddSpawnEntityToGroup add player entities when spawned to group

Adds a specified player's entities when they spawn to a specific group.

AddSubgroup2Group (number) select quantity entities from group and add to group

Takes a specified number of entities from one specified group and adds them to another specified group.

AddSubgroup2Group (percent) select quantity percent of group and add to group

Takes a specified percentage of entities from one specified group and adds them to another specified group.

ArmyForbidEBP forbid army builder access to creaturetype

Stops the player from accessing the specified creaturetype from the army builder.

ArmyPermitEBP grant army builder access to creaturetype

Allows the player to access the specified creaturetype from the army builder, after the creaturetype has been disallowed using ArmyForbidEBP.

ArmyPermitEBP (no popup) grant army builder access to creaturetype with no popup

Allows the player to access the specified creaturetype from the army builder, after the creaturetype has been disallowed using ArmyForbidEBP but without an animal information box appearing.

Blip, create create blip number at location

Creates a blip at any specified entity's location on the world map.

Blip, remove remove blip number

Removes a specific blip.

Block character abilities set the blocking of character-ability of player to state

Enables or disables a player's character's special ability.

BlockAddOn set the blocking of addontype to state for player

Enables or disables the production of add-ons for a specific player.

BlockResearch block researchtype for player

Prevents a specified player from researching a research type.

CameraAnim shake - enable set camera-shake for cameraanim to state

Enables camera shaking for a camera animation.

CameraAnim shake - set amplitude set camera-shake amplitude for cameraanim to float-number degrees

Sets the amplitude of camera shaking for a camera animation to a float-number of degrees.

CameraAnim shake - set frequency set camera-shake frequency for cameraanim to float-number hz

Sets the frequency of camera shaking for a camera animation to a float-number of hertz.

CameraAnim shake - set transition time set camera-shake transition-time for cameraanim to float-number

seconds

Sets the camera shake transition time for a camera animation to a specified float number of seconds. This is for determining how long it takes a camera to reach shaking point.

CinematicMode turn cinematic to state

Turns cinematic mode on or off (brings down widescreen bars).

Cinematic mode transition time set cinematic mode transition time to float-number seconds

Sets the cinematic mode transition time to a float number of seconds. Basically, how long it takes to transition from normal mode to cinematic mode.

ClearGroup remove all entities from group

Clears all entities that are in this group, whilst keeping the group in existence. The entities themselves are not deleted from the world, however. If you want to delete the entities from the world, use the deletegroup action.

Countdown action countdown quantity seconds

Counts down a specified number of seconds.

Countdown action (float) countdown float-number seconds

Counts down a specified float number of seconds.

CreateEntity create creaturetype at this location

Creates an entity of a specified creaturetype at the specified location.

CreateEntityInGroup creaturetype at this location into group

Creates an entity of a specified creaturetype at the specified location and adds them to a specified existing group.

CutCameraAnim cut into cameraanim starting at quantity meters

Cuts into the camera animation starting at a specified number of meters from the start of the animation. This is an instant cut, and is usually used to cut from one camera path to another

DecGroupHealth decrement health of group by quantity

Decrements the health of all entities in a specified group.

DecGroupScrap decrement scrap of group by quantity

Decrements the coal amount of all entities in a specified group.

DecalVisible decal visibility is state

Toggles a specified decal's visibility on/off.

DeleteEntity delete entity

Entirely removes the specified entity from the mission.

DeleteGroupContent delete content in group

Deletes (as in remove from the world entirely) all entities belonging to the specified group. Use with caution! If you merely want to remove entities from a group, use the ClearGroup action instead.

Deselect all deselect all entities

Deselects all entities.

DespawnEntity despawn entity

Despawns the specified entity from the world. Other entities in the world will no longer be able to interact with this entity in any way.

DespawnGroup despawn group

Despawns all entities in the specified group from the world. Other entities in the world will no longer be able to interact with the members of this group in any way. The group can be "respawned."

DoneAnimationCamera switch back to regular camera with transition time of quantity seconds

Switches back to regular camera after a specified number of seconds has elapsed. This is mainly used for NISes, as opposed to NISlets. Basically, it performs an instant switch from a non-game camera back to the game camera. It is also often used in conjunction with UseAnimationCamera.

Enable ambient sound, set ambient-sound to state

Toggles the ambient sound on/off. Used during NISs that have their own soundtracks.

Enable radar pulse, set radar pulse to state

Toggles the radar pulse ability on/off. It allows/disallows the player to use the radar pulse.

Enable speech continue button set the speech continue button to state

Toggles the speech continue button on/off.

EnableFogOfWarUpdate set fog-of-war update to state

Toggles the Fog of War Update on/off.

EntityVisible entity visibility is state

Toggles an entity's visibility but also note that the entity can still be interacted with.

FX Create (location and scale and orientation) create fx number as message at location with scale float-

number and target at location

Creates an effect, at a specific location, scale, and orientation.

FX Create (location and scale) create fx number as message at location with scale float-number

Same as above, but with only location and scale defined.

FX Create (location) create fx number as message at location

Same as above, but with only location defined.

FX Destroy destroy fx number

Takes an existing effect out of the map.

FX Set Wind set wind vector to ( float-number float-number float-number )

Uses vectors to set wind direction that would affect things like smoke (drift).

Fade fade from alpha to alpha in duration seconds

Fades camera from opaque to transparent in a specified duration of seconds. You can fade out to black (0 to 1) and in from black (1 to 0). Mainly used for the camera during in-game movies.

Far-clip distance, reset reset the far-clip distance

Resets the far clip distance.

Far-clip distance, set set far-clip distance to float-number

Sets the far clip distance to a specified float number.

Get entity group (all) set group to all entities owned by player

Sets ownership of an entire group's entities to a specific player.

Get entity group (animal) set group to all animals owned by player

Sets ownership of an entire group's stock animals to a specific player.

Get entity group (creature type) set group to all entities owned by player of type creaturetype

Assigns to a group all entities of a specific creature type that is owned by a specific player. Creature type can be set to any object including specific structures.

Get entity group (creatures) set group to all creatures owned by player

Assigns to a group all creatures owned by a specific player.

Get entity group (henchman) set group to all henchmen owned by player

Assigns to a group all henchmen owned by a specific player.

Get entity group (structure) set group to all structures owned by player

Assigns to a group all structures owned by a specific player.

GiveCreatureUpgrade give upgradetype to creaturetype of player

Upgrades a specific creaturetype that belongs to a player with a specific upgrade. GiveCreatureUpgrade can only be used on creatures that are part of an army assigned to an AI.

GivePlayerElectricity give player quantity electricity

Give the specified player the specified amount of electricity.

GivePlayerScrap give player quantity scrap

Give the specified player the specified amount of scrap.

GiveResearch give researchtype to player

Gives a specified research type to the specified player.

GrantBlueprint add creaturetype to army

Adds a specified creature type to an army's repertoire.

Group exclude invisible entities exclude entities invisible to player from group

Excludes entities that are invisible to a specific player from a group.

Group intersection set group to entities common to group and group

Creates a group out of entities belonging to two specified groups.

Group speed override, set group speed to float-number km/h

Overrides a group's speed to a float number km/h.

Group speed reset reset group speed

Resets a group's speed.

Group subtraction set group to group subtract group

Creates a new group out of the remainder obtained from subtracting one specified group from another.

Group union set group to group union group

Creates a new group out of what is obtained from combining two specified groups.

Group2Group order group to perform default action on group

Orders the specified group to perform their default action on the specified second group. This default action is based entirely one what types of entities make up the first group.

GroupFaceDirection get group to turn and face float-number degrees

Gets a specified group to turn and face a specified float number of degrees.

GroupFaceDirection (with speed) get group to turn and face float-number degrees at float-number

degrees-per-second

Gets a specified group to turn and face a specified float number of degrees at a float number of degrees per second.

GroupFaceGroup get group to turn and face group

Gets a specified group to turn and face another specified group.

GroupFaceGroup (with speed) get group to turn and face group at float-number degrees-per-second

Gets a specified group to turn and face another specified group at a float number of degrees per second.

GroupLookAtGroup get group to look at group

Gets a specified group to look at another group. The difference between this action and GroupFaceGroup is that whatever belongs to the group will turn their heads, instead of their whole bodies.

GroupStopLooking get group to stop looking at target

Stops a group from looking at its target.

GroupVisible group visibility is state

Toggles a group's visibility.

GroupVisible in FOW set group visibily in fow to player to state

Toggles a specific player's group's visibility in Fog of War.

Hide NISlet text hide NISlet text

Hides the NISlet text.

IncFullGroupHealth increment health of group to maximum

Increments the health of a specified group to the maximum allowed.

IncGroupHealth increment health of group by quantity

Increments the health of a specified group by a specified quantity.

LoadScenarioScript load script message

Loads a scenario specific .LUA script file. The "message" variable is where you specify the name of the .LUA file. The path of this script file is relative to the directory where the scenario is stored (i.e. "Data:scenarios/mp/foo.lua" for a file called "foo.lua" in the "Data:scenarios/mp" directory).

Lose player loses

Specified player loses the mission.

MoveEntity move entity to location

Instantaneously moves the entity to the specified location.

MoveGroup move group to location

Instantaneously moves the group to the specified location.

NIS end transition out of entity NIS in float-number seconds

Transitions out of the specified entity's NIS in a specified float number of seconds. This is usually set to zero for an instant transition.

NIS start transition into entity NIS in float-number seconds

Transitions into the specified entity's NIS in a specified float number of seconds. This is usually set to zero for an instant transition.

NISlet banner - set banner set banner to message

Sets a NISlet banner to a user entered text message. The message would be the appropriate file name. No longer supported.

NISlet end end NISlet

Ends a NISlet.

NISlet start start NISlet with banner set to state

Toggles the start of a NISlet on/off (see above).

NoPauseCameraAnimBeforeBlendOut do not pause cameraanim before blend-out

Makes it so that the specified camera animation doesn't pause before blend-out.

ObjAnim - set end proximity dist set end-proximity-distance of objanim to float-number meters

Sets the end-proximity distance of a specified object animation to a specified float-number of meters.

Objective, bind obj to location bind objective number to location

Binds a specific objective number to a specific location.

Objective, create primary obj create primary objective number with short-desc number and tip number

Creates a primary objective that is called a certain number and has a certain ID attached to it (for a text localization file) along with a tip number. Short description number has no function but is usually the same value as the primary objective number ID.

Objective, create secondary obj create secondary objective number with short-desc number and tip number

Same as above, but instead for secondary objectives. Make sure secondary and primary objectives have different numbers.

Objective, remove obj remove objective number

Removes a specified objective.

Objective, set objective state set objective-state for objective number to objectivestate

Sets the object state for a specified objective to a specified objective state. These states are completed, failed, incomplete, or off.

Order group to do command order group to entity-command entity

Makes a specified group perform an action with respect to a specified entity

Order group to location order group to location

Issues a move order to the specified group to move to the location.

Order group to move randomly order a random quantity percent of group to move a random quantity meters

Makes a certain percentage of a specified group to move a random number of meters.

Order group to pause (or not) order group pause to state

Toggles the pause state for a specific group.

Order group to stop order group to stop

Orders a specified group to stop.

Order group to use stance order group to use the stancetype stance

Orders a specified group to take up a particular stance (aggressive, passive, etc.).

Order group to wander (or not) set group wandering to state

Toggles a specific group's "wandering" state on/off. Usually used for non-player controlled entities like animals or villagers.

PauseCameraAnim pause cameraanim

Pauses a specific camera animation.

PauseCameraAnimBeforeBlendOut pause cameraanim before blend-out

Pauses a camera animation before it blends out.

PauseMoveAnim pause moveanim

Pauses a move animation.

Permit tagging set the permission to tag group to state

Toggles a tag for a specific group on/off.

Play Dialog Speech play speech sound with text number , character number and float-number second place holder

This plays a speech sound file (.PAT) with a specified text ID (for localization) character ID, and a float second placeholder number. This number is usually zero (0) if there is a .PAT file, but if you enter a placeholder number, the length of the sound will play for that length in seconds. Of course, you will have to approximate how long the speech will be. This placeholder is there in the event that a matching speech file for any speech text on screen is unavailable. If there is no sound/speech file then the placeholder is set to 0 and then the text is displayed and removed instantly.

Play Dialog Speech with Continue Button play speech sound with text number , character number and float-number second place holder

Same as above, but with a continue button.

Play Movie play movie

Plays a .BIK movie file (Rad Game Tools BINK).

Play Music play looping music

Plays and loops a specific .PAT music file

Play Sound play sound

Plays a sound .PAT file.

Play Sound at entity play sound at entity

Plays a specific sound .PAT file at a specific entity.

Play Speech play speech sound

Plays a specific speech .PAT file.

Play Stinger play stinger

Plays a stinger .PAT. Stingers are usually short pieces of music for things like "objective complete." The game music will resume after a stinger plays.

PlayAnimation entity play animation message

Tells the specified entity to play its animation. The name of the animation is typed in manually at the time of creation. Animation names for a particular object are found in the Object Editor documentation under Animation Tree Listing.

PlayCameraAnim play cameraanim starting at quantity meters

This will play the named camera animation at the specified start point. This point is a user specified number of meters into the animation.

PlayDialog play dialog

Plays a specific dialog that is set in the dialog trigger.

PlayEntityObjAnim animate entity with objanim starting at quantity meters

Plays the named object animation with the specified entity starting at a specified number of meters into an animation. Used in things like NISlets for object animation paths. One example would be get Rex to follow an animation done in NISlets starting at a certain number of meters, usually 0.

PlayGroupObjAnim animate group with objanim starting at quantity meters

Plays the named object animation with the specified group starting at a specified number of meters into an animation. Basically same as PlayEntityObjAnim, but with groups instead.

PlayMoveAnim animate entity with moveanim starting at quantity meters

Plays the named move animation with the specified entity starting at a specific number of meters into an animation. Only used for objects that have no mobility (like the lab following an animation path).

PlayMoveAnim option - set initial entity rotation set initial rotation for moveanim to float-number degrees

Sets the initial rotation for a move animation to a specified float-number of degrees.

PlayerCanBuild player can build creaturetype

Allows a specific player to build a specific creature.

PlayerCannotBuild player cannot build creaturetype

Stops the player from building the specified creaturetype.

Pop camera setting pop camera setting

Pops the camera setting. This "pops" the current camera setting, returning it to the previous one under it in a "stack."

Previous camera focus previous camera focus

Switches to the previous camera's focus.

Push camera setting push camera setting

"Pushes" the current camera's setting onto a "stack."

ReplayAnimation entity replay animation message

Makes a specified entity replay a manually entered animation message.

ResetCam, resets camera - gamestock hack

Resets the camera. Unsupported feature.

RespawnEntity respawn entity

Respawns the entity back into the world (after it has been "despawned").

RespawnGroup respawn group

Respawns the group back into the world (after it has been "despawned").

ResumeCameraAnim resume cameraanim

Resumes a camera animation.

ResumeMoveAnim resume moveanim

Resumes a move animation.

RevealFoggedArea reveal area within quantity meters from location for quantity seconds

Reveals an area within a radius of a certain number of meters at a specified location for a specified number of seconds.

Runscript run script message

Executes a .LUA expression. There are .LUA commands called "dofile" and

"dofilepath" which can be used for this purpose.

Save game save game with filename message and text number for name

Saves the game with a message (save game file name) and a text number that is assigned as its name. This number is a pointer to a localizable string. Check in Modtext.DAT.dat (under locale\English\IC) for an example. Almost all the localized strings in the game are kept in this file.

SelectionAnimation play animation message to all selected

Tells all selected entities to play the animation which is specified in the message value. This is not generally used in real games but rather mostly for scripting purposes.

Set NISlet skip state set NISlet skipping to state

Toggles NISlet skipping on/off.

Set army give army to this-player

Gives a specified army to current player.

Set army builder state set army builder on to state

Toggles the army builder on/off.

Set battle track set battle-track to music

Loads a .PAT patch file as the battle music.

Set camera focus set focus to location

Sets the camera focus to the specified location.

Set camera focus (group) set focus to group

Sets the camera focus as the specified group.

Set camera origin set origin to location

Sets the camera origin to the specified location.

Set camera zoom set zoom to quantity

Sets the camera zoom level to the specified quantity.

Set character use entity for character number

Assigns a character integer number to an existing entity.

Set motion variable set the motion-variable message for group to float-number

Assigns a float number to the motion variable message for a specific group. Sets an animation on, permanently. 1 is on, 0 is off.

Set variable (v = group size) set variable to group size

Assigns a specific group's size to a named variable.

Set variable (v = quantity) set variable to quantity

Sets the named variable to the specified quantity.

Set variable (va = vb op quantity) set variable to variable op quantity

Sets the named variable to sum of the second variable and the specified quantity. Note that the first and second variable references can reference the same variable. Although 'sum' usually refers to addition, you can also perform a subtraction operation in this case.

Set variable (va = vb op vc) set variable to variable op variable

Sets the named variable to sum of the second variable and the value of the specified variable. Note that the first and second variable references can reference the same variable. Like above, a subtraction operation can be performed as well.

SetFlag set flag number to state

Toggles the named flag on and off.

SetFogOfWar set fog-of-war to state

Toggles fog of war on/off.

SetGroupDeathFadeDelay delay the death fade of group by number ticks

Sets the time it takes in "ticks" for the death fade of a specific group to complete.

SetGroupEndurance set group endurance to quantity percent

Sets a specified group's endurance to a specified percentage.

SetGroupOwner set the owner of group content to player

Sets the ownership of a specified group to a specified player.

SetNight set night to state

Toggles night mode on/off.

SetPlayerElectricity set player electricity to quantity

Sets a specific player's electricity to a specified quantity.

SetPlayerName set the name of this-player to message

Sets the name of the current player.

SetPlayerRank set player rank to quantity

Sets a specific player's current rank to the specified level.

SetPlayerScrap set player scrap to quantity

Sets a specific player's scrap (now coal) to a specified quantity.

SetPlayersToAllies set player and player to allies

Makes two specified players become allies. Generally it's best to set both players to allies. For example, if you want to ally Player 1 and 2 you must set Player 1 to be allied with Player 2, and the Player 2 to be allied with Player 1.

SetPlayersToEnemies set player and player to enemies

Makes two specified players become enemies. Like SetPlayersToAllies, you must set for all players to be affected as well. Thus, you must set Player 1 to be an enemy of Player 2, and Player 2 to be an enemy of Player 1.

SetSharedVision set shared vision between player and player to state

Toggles shared vision between two players.

Show Message show message

Displays a text message on the screen.

Show NISlet image show NISlet image of creaturetype

Displays a NISlet image of a specific creature.

Show NISlet text show NISlet text message

Displays a manually entered NISlet text message.

Show variable show variable

Displays the value of the named variable on screen. Used for debug purposes

SpawnEntity spawn creaturetype from entity

Spawns a specific creature from a specific entity

Start combiner tutorial start combiner tutorial

Stars the combiner tutorial.

Stop Dialog Speech stop current speech

Stops the current speech.

StopCameraAnim stop cameraanim

Forces the named camera animation to stop playing.

StopMoveAnim stop moveanim

This will stop a move animation playing.

StopObjAnim stop objanim

This will stop an object animation playing.

Swimming ability set swimming ability of group to state

Toggles the swimming ability of a specified group on/off.

Teamcolour override make group look like as if it is owned by player

Makes a group look like as if it is owned by a specific player.

Teamcolour override (cancel) revert group to its original teamcolour

Changes a group's colour back to its original colour.

TriggerState change trigger to state

Toggles a named trigger on and off. This is used extensively since almost all triggers are initially set to off and are activated by successive triggers.

TurnOffAIControl disallow group to be controlled by ai

Takes away control of a specified group from the AI.

TurnOnAIControl, allow group to be controlled by ai

Gives control of a specified group to the AI.

UI, Confine mouse - remove confinement remove mouse confinement

Removes mouse confinement.

UI, Confine mouse - set confinement confine mouse to overlay-hud

Confines the mouse to a part of the overlay-HUD. In this case however, it is the continue button.

UI, NIS date - clear clear nis date

Clears the NIS date.

UI, NIS date - set set nis date to text number

Assigns a specified number to an NIS date. This number is from a localized text file.

UI, NIS description - clear clear nis description

Clears the description of an NIS that was previously displayed (i.e. a subtitle that says something  like "Blah Blah 1823").

UI, NIS description - set set nis description to text number

Assigns a text's ID number to an NIS description.

UI, NIS the end - clear clear nis the-end

Clears NIS the-end.

UI, NIS the end - set set nis the-end to text number

Sets NIS the-end to correspond to a localized text.

UI, enable button set the enable-type button to state

Toggles a henchman's "enable-type" button on/off.

UI, enable event cue audio set the event-cue-audio to state

Toggles the event-cue-audio on/off.

UI, enable henchman-build buttons set the henchman-build-buttons to state

Toggles the henchman-build buttons on/off.

UI, enable henchman-kill button set the henchman-kill-button to state

Toggles the henchman-kill button on/off.

UI, keybinding text - clear clear keybinding text

Clears the keybinding text.

UI, keybinding text - set set keybinding text to text number

Assigns a number to the keybinding text.

UI, minimap input state change minimap input to state

Toggles minimap input on/off.

UI, pulse hud set pulse-state of hud to state

Toggles the pulse-state of a specific HUD on/off.

UI, reset game time reset game time to zero

Resets game time to zero. This is useful after playing an intro movie or intro NISlet.

UI, scroll credits scroll credits

Scrolls the credits.

UIPause set ui to state

Enables or disables the UI.

UnRevealFoggedArea unreveal area within quantity meters from location

Unreveals an area within a specified radius of a specified location. You can use this as a counter to revealFoggedArea. If you set the values as the same, the previously visible area will close.

UnblockResearch unblock researchtype for player

Unblocks a type of research from a specified player.

Ungarrison group if garrisoned ungarrison group if it is garrisoned within entity

Ungarrisons a specific group if it is garrisoned within a specific entity.

UpdateHealthLevelGroup set group to all entities of player with compared quantity percent of health

Compares the health of all entities of a specific player against a specified percentage of health. All entities whose health successfully compares to this percentage get assigned to a named group.

UpdateProximityGroup set group to all entities of player within quantity meters to location

All entities of a specific player that are within a specified radius of a specified location are assigned to a named group. Note that once these entities move out of the specified area they are no longer a member of that group.

UseAnimationCamera use camera from entity with transition time of quantity seconds

Switches to a predefined camera for a character animation (usually visible in Object Editor). Quantity is usually zero for an instant switch.

Win player wins

The specified player wins the mission.

wait for cameraanim pos wait until cameraanim is compared quantity meters from the start

Waits until a specified camera animation is a specified number of meters from the start.

wait for moveanim pos wait until moveanim is compared quantity meters from the start

Waits until a specified move animation is a specified number of meters from the start.

wait for objanim pos wait until objanim is compared quantity meters from the start

Waits until a specified object animation is a specified number of meters from the start.

walking stock animals set walking-stock-animals to state

Toggles the walking of stock animals on/off.

Expression Value Descriptions

Army

Allows you to select a creature army from existing ones.

Cameraanim

Allows you to select the name of a previously created camera animation.

Compared

Allows you to specify how the requested quantity is being compared. Available comparisons are:

less than or equal to, greater than or equal to, and equal to.

Creaturetype

Allows you to select a blueprint from the blueprints available in the game.

Enable-type

Allows you to select one of three henchman "enable-type" buttons.

Entity

Allows you to select an entity that is currently placed in the mission.

Entity-command

Allows you to specify an entity's orders. Available orders are:

Attack, AttackGuard, AttackMove, DefaultAction, GarrisonSelf, Guard, Heal, Move, Patrol, PatrolQueue, RallyPoint, SpecialAttack, Tag, and Ungarrison.

Group

Allows you to select a group from those that have previously been created in the mission.

Hud

Allows you to select from a list of available UI HUDs.

Keypress

Allows you to select from a list of keys on the keyboard.

Location

Allows you to specify a location that has previously been placed in the mission. A location can be created by placing a point object.

Message

This is a freeform text message box. It has a variety of uses.

Moveanim

Allows you to select the name of a previously created camera animation.

Number

Allows you to select the ID number of a flag that has been placed in the mission.

Objectivestate

Allows you to set the state of an objective. These states are:

Complete, Failed, Incomplete, and Off.

Op

Mathematical operations like add/subtract.

Overlay-hud

Basically, the continue button.

Player

Allows you to select a player (Player 1.Player 4)

Quantity

Field for specifying numeric quantities; some are floats and some are integers.

Researchtype

Allows you to choose a type of research.

Stancetype

Allows you to specify a specific stance. These stances are:

Aggressive, Passive, None, Territorial.

Sound

Allows you to select a sound to play.

State

On/Off state switch, allowing you to toggle the state of various triggers and other conditional objects.

Stinger

A short piece of music that accompanies and gives audio effect to a NISlet.


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