MechWarrior 4 Mission Editor

The Following is an informative documentation on how to use the MechWarrior 4 Vengeance Mission Editor.  The Editor Lets you select a map and place objects with that map, set nav points, paths, objects, and give AI to those objects.  This documentation first describes all the windows present when launching the Editor, and then briefly describes certain objects created within the Mission Editor.  While the Editor, Billboard place holders appear on the setup screen, please disreguard.  NOTE: The Mission editor and file directory set up will only work with version 2.0 or greater of MechWarrior 4.

Section I:  Windows
Main Frame Window
Overview Window
Resources Window
Game View Window
Overview Properties Window
Object Manager Window
Object Properties Window
Mission Properties Window
Multiplayer Game Types Window

Section II:  Specific Object Definitions
Effects Generator
Noncom
Lattice
Bridge Object
Paths

Section III:  Creating a Mission
Create your land
Drop Zones

Section IV:  Tips

Section 1. Windows
Section One describes the 5 main windows with the editor, and also the 2 main properties windows (object and mission)

Main Frame Window
Backdrop window

	Create a new Mission
	Open an existing Mission
	Save Mission
	Hide/Show the Overview Window
	Hide/Show Overview Properties Window
	Hide/Show Object Manager Window
	Hide/Show Resources Window
	Hide/Show Game View Window
	Orbit camera around selected object
	Check ABL scripts.  Selecting this examines your mission and AI ABL scripts, and reports any errors
	Show Mission Properties Windows

Overview Window
Main Window For Mission Editing, 

		Undo / Redo
	Cut Selected Object (s)
	Copy Selected object (s)
	Paste Cut or Copied object (s)
	Delete object (s)
	Zoom In
	Zoom Out
	Group Selected objects
	Ungroup Selected objects
	Display the Overview map with the Terrain color map
	Display the Overview Map with the Height Field
	Display the Overview Map with the Slop Map
	Display Object Tags.  Tags may be the object name, type, or alignment
	Configure what is displayed on the object Tag.   There are 9 different tags that can be displayed on an object
	Hide/Show mission boundaries
	Hide/Show Lattice
	Hide/Show Map Zone Grid
	Hide/Show Tile Grid
	Hide/Show user defined grid

Overview Window Keyboard Controls:
1.	Double Click to add any object that is highlighted in the Resources window.
2.	Hold Ctrl + Click and Drag on an object duplicates that object.
3.	Hold Alt + Click and move mouse rotates selected object
4.	<Enter> with an object selected brings up Object Property Window for that object.
5.	<Arrow keys> fine move selected objects
a.	+Alt + Shift: roll
b.	+Alt: Yoff and Yaw
6.	<Delete> Deletes selected object
7.	Hold <Space> and mouse movement scrolls the Overview Window (hand tool)
8.	Alt + Arrow
9.	
Zone and Tile Grid
1.	Each map is divided into zones; each zone is divided into tiles.
2.	Tiles have a Object counter in the upper center of the tile:
Green = good
Yellow = Using excessive memory
Red = May Cause problems in-game
3.	Object may be placed over tile boundaries, this makes the tile boundary line turn yellow, and adds one count in each tile; this takes more computing power, as both tiles must be loaded instead of the one.
Zone Boundaries may not (and can not) have an object on them.

Resources Window
Six tabs that list all objects available in the mission editor.  Whatever is highlighted in this widow will be placed when the mouse is double clicked in the Overview Window.

Game View Window
This window shows how the mission will look within the game.  No editing can be done with this window.

Controls: 
Forward: W
Back: S
Strafe Left / Right: A / D
Rotate Camera Left / Right: Q / E
Rotate around Focus Left / Right: Z / C
Camera Height Up / Down: Shift + W / Shift + S
Tilt Camera Up / Down: R / F
Mouse look: Hold Right Mouse button

Overview Properties Window
List of all kinds of objects, highlight any type or types to see those specific types, and hide all unselected type.

Controls:
Hold shit to select all types between 2 selected.
Hold Ctrl + click to select and unselect types without unselecting other selected types

Object Manager Window
Displays a tree listing of all objects within the mission

Controls:
Double Click the Mission name to get the Mission Properties window.

Object Properties Window
The Object Properties window can be displayed by double clicking on the object that you want to see the properties for, or by highlighting the object, and then pressing the <enter> key.

In the object properties window, you can change an objects orientation and location with the numerical input fields.
Yoff: (Y off set) with ‘follow Terrain’ selected, the yoff is the distance that an object stays above or below the ground.
Driver:  The Driver defines what kind of AI that object will have:
			Listed driver AI’s from lest to most:
AI - Minimal unit intelligence, can’t move or shoot
NoncomAI - Only available for noncom objects; very simple movement AI
Mover AI - For non-combatant vehicles
Combat AI - For combative vehicles that must shoot and move
PlaneAI - For any vehicle that flies
MechAI - This must be used for all ‘Mechs
Script:
Scripts are how a unit specifically behaves and what paths it follows during the mission. 
NOTE: When adding a script to an AI, the .abl file must be edited to have its own unique FSM name, please refer to the .ABL tutorials.

Memory Cells:
Memory cells can add variation to multiple objects using the same script, and those variations are defined within the script.  Memory Cells are also used to define noncoms; noncom memory cell settings are described in the Noncom section of this tutorial.

Mission Properties Window
In this window, environmental appearances, fog, heat efficiency, and other values can be edited

Multiplayer Game Types
This dialog box allows various Multiplayer game types to be used with a created mission
Adding a Multiplayer game type to the Included list edits the NFO file of your mission to accommodate that game type. 
Generic Multiplayer missions have a standard scoring format, and all rules regarding the game type are pre-set.  If any of the standard (non-custom) mission types are selected, there own ABL script must accompany the mission for a server to run them properly.  Reference the provided Multiplayer Scripts for designing custom multiplayer ABL scripts.

The Following two Multiplayer game types use the <mission name>.abl script, and not a Multiplayer game type .abl script.
SinglePlayer: makes the mission accessible in Instant Action
Custom Campaign: Makes the mission accessible as a multiplayer campaign.
NOTE: Custom Campaign type in NOT a true campaign mission, compare it to an Instant Action type mission that can be played in multiplayer.  There is no way to connect missions of this type other that in the server cycle.

Multiplayer Game Type Window:
Adding Multiplayer Game Types to a mission:
Custom Game types give the ability to alter how a game is played and scored.  Adding a Custom Rule sets gives access to the Select Scripts button.
The Select Scripts button allows .abl scripts that are in the /content/missions/<mission name> to be associated with that Multiplayer game Type.  Multiple .abl scripts can be added to a game type so multiple rule sets using one game type can be added to the multiplayer game type using the NFO editor.  When a custom game type is added, specific rules and restrictions are added for each depending on that game type; these rules for each game type are hard coded, so if a custom Capture the Flag game type is chosen, flags are automatically shown, regardless of what is stated in the .abl script.  Custom Undefined Game types do not have anything predetermined, and rely solely on the chosen .abl script for all commands.  Use the Custom Undefined Multiplayer Mission Type to create unique multiplayer missions.

The Select Scripts button reads all the .abl scripts in the /content/missions/<mission name> directory, only select the .abl scripts that the multiplayer mission should require, excess and unneeded .abl scripts may cause problems within the multiplayer game.  All scripts need to be manually placed within the /content/missions/<mission name> folder, and all scripts must be renamed and altered for proper use (see ABL tutorial <ABL_Mission_Tutorial.rtf>).

NOTE: when playing as a client with custom Multiplayer game types, ABI scripts for that custom game must be in your content directory, under the appropriate mission name directory.  When supplying Multiplayer maps that contain custom game types, make sure to supply ABL scripts.

NOTE: Certain setups of custom multiplayer map types DO NO support multiple teams.

Section II:  Specific Object Definitions
The following section defines some of the more complex items found in the editor.

Fxgenerator:
The Effects generator is a unique object that can play most all effects in MechWarrior 4.
Some of the effects that it is able to play are very graphic intensive; caution should be used in using the fxgenerator

Noncom: 
Noncoms in the game are defined by being people or animals that wander in the mission.  The following illustrates how the noncoms must be set up using the memory cells.

NonComs tend to be relatively cheap in terms of both graphics and simulation performance.  However, you still don't want to get too carried away with them; 100 NonComs in any mission is definitely too many.

NonComAI units use their memory cells (available for editing via the Object Properties dialog in the editor, or in the NonComAI's entry in the mission's .contents file) to determine their movement and behavior.

Memory cell 0 specifies the unit’s movement type.  This value determines how the data in all the other cells will be interpreted.  The value for this cell can be 0 (for "fidget"), 1 (for "trace"), or 2 (for "flock").  These are described below.

Cell 0 
Value 0 -
A value of 0 in cell 0 indicates that the NonCom should “fidget” in a small area.  The unit will move along straight lines across a circular area.  If the player comes too close to the unit -- and this applies only to the player, not to any other units -- the NonCom will immediately begin moving in the opposite direction.  Note also that human units have two speeds, "walk" and "run."  When fidgeting, they will always use "walk" by default, and will use "run" only when fleeing the player.
Value 1 - 
A value of 1 tells the NonCom to “trace” around a given object, either clockwise or counterclockwise.  You should only tell a unit to "trace" around immobile objects, such as buildings or turrets.  Tracing units will not flee the player the way fidgeting units will.
You must specify the object to be traced via the mission's ABL script.  Use the SetTarget() function to specify a link between a NonCom and another object, preferably in the mission's Init() function, like so:
			SetTarget(ede_people_desert_0023,ebu_house12);
Value 2 - 
A value of 2 tells the NonCom to “flock” behind another unit, preferably another NonCom.  The NonCom will have the same speed as the unit it is flocking to, and will follow behind it at a random X and Z offset.  Fidgeting units will not flee the player the way fidgeting units will.
You must specify the object to be flocked via the mission's ABL script, the same as you would with a tracing NonCom.  Use a SetTarget() call in the mission's Init() function.
		SetTarget(ede_creature_desert_small_0011,ede_creature_desert_large_0025);
Cell 1 
Fidgeting (with cell 0 value of 0)
Cell 1 should indicate the radius of the area in which the NonCom can fidget.  The NonCom's original position is used as the center of the fidgeting circle.
Flocking (with cell 0 value 2)
Cell 1 indicates the general radius around which the flocking unit will follow its leader.  Smaller values will make the flockers flock in a tighter pack and follow their leader more closely; larger values will make the flock spread out more.  A value of 30 is recommended to start with.
Cell 2 
Cell 2 should have a value of 0 if the NonCom should do the trace clockwise, or 1 Counterclockwise.
Cell 5 
Cell 5 indicates the unit’s speed.  A value of around 100 is recommended.
Cell 8 
Cell 8 indicates the layout of the NonCom's texture.
A '0' indicates a 'people'-type texture.
A '1' indicates a 'creature'-type texture.
Cell 9 
Cell 9 indicates which set of images on the texture (i.e. which horizontal row on the texture) is used for the NonCom -- either 0, 1, 2, or 3 (with 0 as the top row).
Note that "bird"-type NonComs also need to have a height above the terrain.  You can do this using either the editor's built-in y-offset feature in the Object Properties, or by specifying a height value in memory cell 7 (0 is the default). 

Lattice: 
The Lattice is what AI units use to move, without a lattice calculated and linked within a mission, AI will not move.  When ‘Create Lattice’ is selected, each area is examined, and each lattice node sizes itself until 30% of the terrain that is within it is ’un-passable’.  45-degree angles and buildings define un-passable terrain. Take note; terrain may be flagged impassible by a node for numerous but slight 45 degree elevations that is easily passable by a player-mech.

If a mission has its lattice already calculated, and another object is placed down, the mission lattice must be recalculated, or any AI will not acknowledge that the new object is present.

Attacking AI use the lattice to move towards their attacker if the attacker is greater that 500 meters away, if the attacker is less than 500 meters; the AI will make a beeline towards the attacker.

Additional Lattice nodes can be manually placed by selecting the entire lattice grid, and placing a Node object with the shift key pressed, then recalculating the lattice links.  Adding extra nodes should only be done when absolutely needed, adding excessive lattice node can have a very adverse effect.  Individual Lattice nodes can also be moved to accommodate the mission you are creating.

Bridge Object:
The Bridge object is very difficult to use with computer controlled AI, and great care should be taken if a mission is made with them.  If the lattice is calculated, any bridge object will prevent lattice nodes and lattice links to be created on or under the object. 
If you want the lattice to link under the bridge, calculate the lattice, then place the bridge object.

Paths:
Paths are a connecting line of nodes that an AI follows.  To create a path, select ‘Node’ from the resources window, and double click in the Overview window, to add more nodes, all the nodes in the path (the Entire path) must be selected, the <shift> key must be held down. 

Section III: Creating a Mission

Create your land:
Your Starting map may be one of the Release Maps of MechWarrior 4 Vengeance, or a map of your own design made by using the Map Creator.
When a new mission is created, only a few objects are present:  the Player Drop Point, mission boundaries, and the standard mission lights. 

Drop Zones:
Single player Drop Zones:
For a mission with multiple players, multiple player drop nodes must be added. To add nodes to a drop zone:
Select the Drop Zone
Select ‘node’ in the resources folder
Hold down the <shift> key
Place the nodes in the Overview Window, and they will be attached to the Selected drop zone.
The same can be applied to Team drop points.  A drop zone should have enough nodes to accommodate the max number of players.
Players And lance mate AI drop in a specific order at the Drop Zone, the Player will drop at the highest numbered drop node (the last one placed within the player start Drop Zone), and each lance mate will drop at the next Drop Zone in descending numerical order.

Multiplayer Drop Zones:
The Editor can automatically place additional team Drop Zones, depending on what Multiplayer game types you add within the editor, also, you can manually place additional Drop Zones For teams.  Each Drop Zone is assigned to a team in the order at which they are placed, the first Drop Zone (player start) is used for all single player and non team missions, the second Drop Zone created becomes the Drop Zone for team 1, the third Drop Zone created becomes the Drop Zone for team 2…etc…

SECTION IV: TIPS

In the Missions properties window, the Fog color select window, the block under the color slider is an eyedropper color select tool, this makes matching fog color to sky color much easier.  Just click the mouse in the window and hold, and then drag to the color you want to select.

To edit a mission, the full Content of that mission must be in your /content/missions directory.  The Editor will be unable to properly load up a mission from resources; mission content text files must be present to load up successfully.

Saving a Mission saves content files in your /content/missions directory for future editing, and saves the mission in the /resources/usermissions directory.  The files that are in the usermissions directory are all that are needed to play the mission, unless a custom Multiplayer game type (custom Attrition, custom destroy objective, etc) is present for that mission, then the ABL scripts in the content directory need to accompany that mission and be placed in the appropriate content directory on all clients that wish to play it.

Heat Efficiency Settings:
Here’s a quick reference for the Heat Efficiency settings for the missions:
	BigCity (normal heat missions): 1.0
Dustbowl (desert missions): 0.7
Snowjob (Winter Missions): 1.1
Lunacy (Lunar Missions): 1.3