:Star2: Game Modes

Invasion

In this mode the goal of the attackers is to consecutively capture all capture points. The attackers have limited reinforcements: each time a new squad spawns, their respawn points deplete, and each time a strategic point is captured, they replenish.

The goal of the defenders is to protect the strategic points and to destroy the enemy soldiers until they exhaust their respawn points.

In this mode, only one strategic point is active at a time. If the attackers manage to capture it, the next one is activated.

Assault

In this mode the goal of the attackers is to capture and defend all points in the sector. The attackers also have limited reinforcements: each time a new squad spawns, their respawn points deplete, and each time a strategic point is captured, they replenish.

The goal of the defenders is to protect and intercept the strategic points and to destroy the enemy soldiers until they run out of respawn points.

Conquest

In this symmetric mode the goal of both teams is to capture and hold points. Holding points and destroying the enemy forces depletes the enemy’s reinforcements. The team that runs out of reinforcements loses.

Main Features of the Editor

F10 turns on or off free cam mode in the mission. In this mode you can fly around the level using WASD keys and mouse; you can accelerate the speed using W and Shift.

.

F12 turns on or off the editor mode. Space (while in the editor) turns on or off the free cam mode.

A list of the control keys can be accessed in the Help section :

[image]

To highlight an object in the level, enter Select mode (can also be accessed by pressing Q). Then highlight the object by moving the cursor over it and pressing the left mouse button, or highlight a group of objects using a rectangular selection area by holding down the left mouse button.

Moving, rotating and scaling an object is done by using the Move , Rotate , and Scale commands that can also be enabled with the W, E, and R keys respectively.

Use the X button to switch between global and local coordinates

You can copy the objects in the editor by selecting them, entering Move mode, holding down Shift, and dragging one of the axis.

You can search for the entities placed on the level by using Find entity that can also be accessed with the Tab button.

In the Property panel of an object, you can view and modify its parameters:

An example of the parameters for a strategic point

To place a new object in the mission, you have to press Create entity , choose a corresponding section in the drop-down menu (most frequently used: Mission respawns, Mission objective zones, Mission battle area), pick an object you like with the left mouse button, and then place it in the level by pressing the left mouse button. To exit the object creation mode, press Esc.

An example of adding an object to a level (ammo resupply point for vehicles)

To save current progress, press Save in the upper menu.

Toolbox

Main functions:

Playtest — spawns the character in the spot where the camera is;

PolyAreas REINIT — redraws the points of the battle areas;

PolyAreas SHOW — shows the battle areas;

PolyAreas HIDE — hides the battle areas;

CapZones SHOW/HIDE — shows the edges of the current strategic point;

Respawns ALL — shows all spawn points;

Respawns ACTIVE — shows all active spawn points;

Respawns HIDE — hides all spawn points.

[image]

Restart button — restarts the current mission;

Scenes button — opens the list of all available missions (mods).

Helpful features of the editor

To delete an object, select it and press Delete or this menu button .

To move quickly to the selected object and focus on it, press Zoom and center or the Z button.

To stop or resume the flow of time, press Toggle time or Ctrl+T.

To display or hide the GUI in the editor, press the Show UI button. It can be used, for example, to estimate the distance between the spawn points to the strategic points in real time in the editor.

To reset the scale of the object to default, select it and press Reset scale or Ctrl+Alt+R.

Strategic Points

Points that are contested in the Assault and Invasion game modes. The attacking team aims to capture all points in the mission while the defending team tries to hold as many points as possible, not letting the attackers pass through. In the Conquest mode both teams try to capture and hold as many strategic points as possible.

There are a few types of strategic points:

defend_zone_chained_box(sphere)+defend_zone_respawnbase

Cubic strategic point (defend_zone_chained_box+defend_zone_respawnbase)

Spheric strategic point (defend_zone_chained_sphere+defend_zone_respawnbase)

Main parameters

active

Availability of the point for attack/defense. All points should be disabled, they will be enabled during the battle as previous points are captured.

capzone__activeAfterCap

Name of the point that will be activated after the current one is captured.

capzone__canCaptureOnVehicle

The ability to capture the point while inside a vehicle (disabled by default).

capzone__capReward

The amount of respawn points that the attackers will receive for capturing the strategic point.

capzone__capTime

Time to capture the point for the attacking team (in seconds).

capzone__caption

Name of the strategic point.

capzone__createRespawnBaseForTeam

Number of the team members that will be able to spawn at the strategic point (spawn points have to be placed separately, they don’t have to be on the strategic points):

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

capzone__createdRespawnBaseGroup

Number of the group that the spawn points that are placed on the strategic point belong to.

capzone__decapTime

Time that the defenders need to take the point back, to annul the progress of the attackers, in seconds (6000 seconds is the default).

capzone__icon

This parameter sets the icon of the strategic point in the Invasion mode. Default setting is AAA . Other possible settings (icons) are: waypoint; arrows_in_circle; location_defend; location_pointer; moveto; bunker; wall; gate; train_cross.

capzone__onlyTeamCanCapture

Number of the team that will attack the point (1 or 2):

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

capzone__spawnAtZoneTimeout

This parameter is connected to capzone__createRespawnBaseForTeam and capzone__createdRespawnBaseGroup — time during which the defending team can spawn on the strategic point. The countdown begins as soon as the point becomes active.

decal__height

Height of the image delineating the edges of the strategic point.

decal__thickness

Width of the image delineating the edges of the strategic point.

groupName

Name of the group that this strategic point belongs to. Spawn points and battle areas must be assigned to this group as well.

sphere_zone__radius

Radius of the strategic point (only for spheric strategic points).

capzone__activateChoice

Parameter used to set up alternative strategic points that will be activated after the current strategic point is captured. Press + and write the groupName of the strategic point you wish to add in the pop-up window.

Then press Add value to confirm or Cancel to cancel; after the point is added, its name will be on the list.

In this field you can specify the weight of the point: 0 or more, using whole numbers. The higher the weight, the higher the chance the point will become active: 0 means it never will. To remove the name of the point from the list, select it by pressing the left mouse button and press -.

[image]

capzone.mustBeCapturedByTeam:i

The mission will advance only if the team specified here captures this point. For example, you can use this feature in an Assault mission to activate the next point only if the attackers capture this one.

capzone__owningTeam

Indicates which team is holding this point when it activates:

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

capzone__progress

Shows the defending team’s hold on the point in the beginning of the mission. If the defenders control the point completely, this parameter is set to 1, and if they don’t, then it’s either 0 or a value between 0 and 1. By default this parameter is set to 1 in all Assault missions.

capzone__title

A letter to correspond to the strategic point: A,B,C, etc.

domination_box(sphere)_capzone

A simplified variant of defend_zone_chained_box(sphere)+defend_zone_respawnbase

for missions in Conquest mode: domination_sphere_capzone are spheric points and domination_box_capzone are cubic points.

All parameters of this strategic point are the same as for points like domination_box(sphere)_capzone.

List of necessary parameters:

  • capzone__title;
  • decal__height;
  • decal__thickness;
  • sphere_zone__radius (only for spheric points);
  • capzone__capTime;
  • capzone__decapTime.

Activator for the 1st Strategic Point(s)

Before we add the 1st point in Invasion or Assault modes, we need to add its activator — group_activator.

Strategic point(s) that has to be activated first is set with parameter activator__activateChoice: it’s set up the same way as capzone__activateChoice, in the strategic point.

Spawn Points

The zones where squads and vehicles appear. In Invasion and Assault modes these points change depending on which strategic point(s) the teams are fighting over in a given moment. The spawn points are divided by groups (set by the respawnBaseGroup:i parameter): that’s necessary to make a few spawn points a long distance from each other. A group can contain one or a few spawn points, preferably placed close to each other.

Spawn points should be placed in safe spots, for example, inside or behind buildings, in trenches, or behind large objects or hills, so that the opposing team wouldn’t able to shoot at the spawning soldiers.

Main parameters

Infantry spawn point

There are two types of spawn points: respawnChooser+respTeam1 for the 1st team and respawnChooser+respTeam2 for the 2nd team.

active

Availability of the spawn point. All points should be disabled, they will be enabled during the battle as previous points are captured.

groupName

Name of the group this spawn point belongs to. Strategic points and battle areas will be assigned to this group as well. This parameter isn’t used in the Conquest missions.

respawnBaseGroup

Group of the spawn point. Usually there are 1-2 spawn point groups, but there can be more.

Infantry spawn point on a strategic point — respawnBaseWithGroupOnCapturePoint (for Invasion and Assault modes)

Used to allow the defenders to spawn for a limited amount of time on the strategic point or near it to be able to defend it as soon as it becomes active (usually 25 seconds). Has the same parameters as a usual infantry spawn point, but the value respawnBaseGroup has to be the same as capzone__createdRespawnBaseGroup of the strategic point it is assigned to.

In the team parameter you need to specify the number of the team that will be spawning on this spawn point:

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

Tank spawn point — respawnChooser+respVehicle

Its parameters are the same as for the infantry spawn points, but you you need to specify the number of the team that the team spawn point belongs to in this spawn point:

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

Among the new parameters are:

maxVehicleOnSpawn

Sets the maximum number of armored vehicles that can be present at a single time in this mission.

respTime

Temporarily restricts vehicle spawn (in seconds).

Aircraft spawn point respAircraftInAir

respawnbaseType

Type of aircraft: either aircraft_fighter or aircraft_assault.

The rest of the parameters are the same as for tank spawn points.

Motorcycle spawn point respawnChooser+respMotorcycle

The parameters are the same as for tank and aircraft spawn points.

Spawn Modes

Can be found in the Mission respawns category. Spawn modes globally impact the rules of the players’ spawns in the battle. There can only be one spawn mode in the mission; if you want to change it, you should delete the previous one beforehand.

spawnMode_oneSpawnPerUnit

Allows you to use a soldier or a squad (depending on the game mode chosen: either Lone Soldiers or Squads) only once. If the unit was lost, you can no longer use it in battle.

spawnMode_unlimitedSpawns

Allows you to use a soldier or a squad an unlimited number of times, even if you just lost this unit in battle.

Battle Areas

The area where the battles are fought is built around the strategic points. Each team has its own battle area. This is done to safeguard the spawn points: for example, the battle area of the 1st team should include the strategic point(s) and spawn points of the 1st team (but not the spawn points for the 2nd team). Without the battle areas the bots (additional soldiers in the squad) will not work properly.

The battle area is a polygon made from a set of points (battle_area_polygon_point). Each should be placed separately, counterclockwise.

The battle area itself consists of two main components: poly_battle_area and battle_area_polygon_point.

Polygonal battle area poly_battle_area

Contains the main information about the battle area.

active

Availability of the battle area. All battle areas should be disabled, they will be enabled during the battle as new strategic points are activated.

battleAreaId

Name of the battle zone.

groupName

Name of the group that this battle area belongs to. Strategic points and spawn points must be assigned to this group as well.

battle_area__team

Number of the team this battle area is assigned to:

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

Polygons of the battle area battle_area_polygon_point

battle_area_polygon_point__forBattleAreaId

Name of the battle area this point belongs to.

battle_area_polygon_point__id

Name of the point.

battle_area_polygon_point__nextId

Name of the next point (the last point should refer to the first one in this parameter to complete the battle area).

Aircraft battle area aircraft_box_battle_area

You can leave the default settings; the most important thing is to have the cube of the area cover as much territory as possible.

Resupply Points

There are two types of resupply points: resupply_in_air_zone for aircraft and resupply_for_ground_vehicle_zone for ground vehicles.

Main parameters

active

Availability of the resupply point. All resupply points for ground vehicles should be disabled, they will be enabled during the battle as new strategic points are activated. Resupply points for aircraft should be left enabled.

resupply_zone__team

Number of the team that can use this resupply point:

1 — Allies (USSR, USA, Great Britain);

2 — Axis (Germany, Italy).

groupName (for ground vehicles only)

Name of the group this resupply point belongs to. Strategic points, spawn points and battle areas must be assigned to this group as well.

Working with Objects

In the Create Entity menu in the rendinst category:

Remove objects — scenery_remover

Removes the static objects on the level inside the specified area.

scenery_remove__apply

Enable/disable removal of the objects inside the area.

Adding objects — game_rendinst

ri_extra__name

Choose the necessary object from the menu.

Object placement and removal is still in development, enabled in test mode and can work incorrectly; for example, paths of AI soldiers will not be recalculated at this time.

Working with Landscape

To change the landscape of the location, pick Terraform in the Toolbox.

Modes:

EV — control the elevation of the landscape;

CE — discard the changes made;

GE — remove the grass;

XG — discard removal of the grass made in the GE mode.

Brush radius — size of the brush;

Elevation height — strength of the changes made by the brush.

Terraforming is still in development, enabled in test mode and can work incorrectly; for example, paths of AI soldiers will not be recalculated at this time.

Console Commands

To enable/disable the console, press ~.

[image]

The console is available both in the game mode and in the editor mode.

The most useful commands:

  • app.timeSpeed 0-10 — changes the speed of the gameplay. 1 is default, 0 stops the time completely, 2 or more speeds it up (for example, to move and capture the points faster). You can enter values of 10 and over, but that won’t be practical.
  • phys.teleport_to_camera — teleports the character in the same place where the camera is.
  • squad.suicide — destroys the current squad.

To activate a command, input it and press Enter.

7 Likes