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TASK fom Hum MISSION EDITOR MANUAL CONSUMER VERSION This Mission Editor tool is a proprietary tool designed specifically to create missions for NovaLogic’s action games. Since each game has different requirements and variables, the Mission Editor is constantly undergoing changes to best fit the current project. This manual covers the mission editor for Delta Eorce: Task Eorce Dagger. We will walk you through the process of setting up a mission, populating it with objects and enemies, and setting complex trigger statements and dialogue. It is highly recommended that you walk through this manual in the order that it is written. Many functions will work only if the proper groundwork has been properly laid. The Mission Editor Tool requires a minimum screen resolution of x Eor best results, we recommend that you set your resolution to at least x It is also recommended that you have at least megs of memory free when using the tool. DISCLAIMER: The Delta Force: Task Force Dagger Mission Editor Tool is provided to the consumer “AS IS”. NovaLogic technical support will not be able to answer any questions about this product or any issues related to its use. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 1 Table of Contents Section 1: Navigating the Tool 3 Section 2: Creating a New Mission 6 Section 3: Editing General Information 7 Section 4: Groups and Layers 10 Section 5: Inserting Items II Section 6: Waypoints 18 Section 7: Events and Area Triggers 20 Section 8: Exporting and Playing Missions 22 Section 9: Sound Markers 23 Section Design Guidelines 24 Appendix A: Terrain Types 27 Appendix B: Trigger List 30 Appendix C: Sample Mission 32 Appendix D: Key Commands 34 Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 2 Section 1: Navigating the Tool There are a number of keyboard controls and toolbar buttons that will help you work more efficiently. Many functions are mirrored in the pull down menus, but learning the key commands will prove to be more useful. If you want to try out some of these commands, open the sample mission by clicking File then Open and select “arenaqq.us”. This will bring up a map and some objects already laid out for you. Mouse Commands: Left Mouse - Selects or unselects an item in Select Mode or inserts a new item when in Insert Mode. You can left click on the Unselect All button or you can hit the U key to unselect everything. You can select more than one item at a time by moving the mouse near another target and clicking on it. Items turn yellow when selected. The attributes of the most recently selected item will appear in the window in the lower left side of the screen. While an item is selected you can left click on the Selected Information Box in the left corner to pull up the Item Attributes window. Left Mouse with SHIFT held down - Selects everything within the box you create. Left Mouse with CONTROL held down - Unselects everything within the box you create. Right Mouse - If you have an item selected, this will bring up a menu for copying, pasting, selecting and entering the Item Attribute window. If no items are selected, a menu for Insert Mode, pasting, and viewing options will appear. Right Mouse with SHIFT held down - Quickly zooms in and out of the map. Click and hold the mouse button then move the mouse right or left to quickly zoom in and out of the map. Right Mouse with CONTROL held down - Centers the map on the point you clicked. Keyboard Commands: Keypad 2, 4, 6, 8 (with Numlock ON) - Scrolls map down, left, right and up respectively. Page Up, Keypad 9, or Keypad Plus - Zooms map in. Page Down, Keypad 3, or Keypad Minus - Zooms map out. INSERT - Toggles between Insert Mode and Select Mode. DELETE - Deletes selected items. ALT - Hold to use hotkey listed in the toolbar menu. For example, pressing ALT + E pulls down the Edit Menu. After that, pressing ALT + I will open the General Information window. ARROW KEYS - Move the objects you currently have selected in small increments. ARROW KEYS with CONTROL - Moves objects in much larger increments. U - Unselects all selected items Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 3 The main editing screen. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 4 Screen Buttons: t I H ft j 1 1^ Kg I [
United States Army Special Forces
US Army special operations force
"Green Berets" redirects here. For other uses, see Green Berets (disambiguation).
"United States Special Forces" redirects here. It is not to be confused with United States special operations forces.
For broader coverage of this topic, see Special forces.
The United States Army Special Forces, colloquially known as the "Green Berets" due to their distinctive service headgear, are a special operationsforce of the United States Army that are designed to deploy and execute nine doctrinal missions: unconventional warfare, foreign internal defense, direct action, counter-insurgency, special reconnaissance, counter-terrorism, information operations, counterproliferation of weapons of mass destruction, and security force assistance. The first two missions, unconventional warfare and foreign internal defenses, emphasize language, cultural, and training skills in working with foreign troops. Other Special Forces missions, known as secondary missions, include: combat search and rescue (CSAR), counter-narcotics, hostage rescue, humanitarian assistance, humanitarian demining, information operations, peacekeeping, and manhunts. Other components of the United States Special Operations Command (USSOCOM) or other U.S. government activities may also specialize in these secondary missions. The Special Forces conduct these missions via seven geographically focused groups. Many of their operational techniques are classified, but some nonfiction works and doctrinal manuals are available.
As special operations units, Special Forces are not necessarily under the command authority of the ground commanders in those countries. Instead, while in theater, SF units may report directly to a geographic combatant command, USSOCOM, or other command authorities. The Central Intelligence Agency's (CIA) highly secretive Special Activities Center (formerly known as the "Special Activities Division") and more specifically its Special Operations Group (SOG) recruits from the U.S. Army's Special Forces. Joint CIA–Army Special Forces operations go back to the MACV-SOG branch during the Vietnam War. The cooperation still exists today and is seen in the War in Afghanistan.
The primary mission of the Army Special Forces is to train and lead unconventional warfare (UW) forces, or a clandestine guerrilla force in an occupied nation. The 10th Special Forces Group was the first deployed SF unit, intended to train and lead UW forces behind enemy lines in the event of a Warsaw Pact invasion of Western Europe.  As the U.S. became involved in Southeast Asia, it was realized that specialists trained to lead guerrillas could also help defend against hostile guerrillas, so SF acquired the additional mission of Foreign Internal Defense (FID), working with Host Nation (HN) forces in a spectrum of counter-guerrilla activities from indirect support to combat command. 
Special Forces personnel qualify both in advanced military skills and the regional languages and cultures of defined parts of the world. While they are best known for their unconventional warfare capabilities, they also undertake other missions that include direct action raids, peace operations, counter-proliferation, counter-drug advisory roles, and other strategic missions. As strategic resources, they report either to USSOCOM or to a regional Unified Combatant Command. To enhance their DA capability, specific units were created with a focus on the direct action side of special operations. First known as Commander's In-extremis Force (CIF), then Crisis Response Forces (CRF), they are now supplanted by Hard-Target Defeat (HTD) companies.
SF team members work closely together and rely on one another under isolated circumstances for long periods of time, both during extended deployments and in garrison. Because of this, they develop clannish relationships and long-standing personal ties. SF non-commissioned officers (NCO) often spend their entire careers in Special Forces, rotating among assignments to detachments, higher staff billets, liaison positions, and instructor duties at the U.S. Army John F. Kennedy Special Warfare Center and School (USAJFKSWCS). They are then required to move to staff positions or to higher command echelons. With the creation of USSOCOM, SF commanders have risen to the highest ranks of U.S. Army command, including command of USSOCOM, the Army's Chief of Staff, and the Chairman of the Joint Chiefs of Staff.
Main article: History of the United States Army Special Forces
Special Forces traces its roots as the Army's premier proponent of unconventional warfare from purpose-formed special operations units like the Alamo Scouts, Philippine guerrillas, First Special Service Force, and the Operational Groups (OGs) of the Office of Strategic Services (OSS). Although the OSS was not an Army organization, many Army personnel were assigned to the OSS and later used their experiences to influence the forming of Special Forces.
During the Korean War, individuals such as former Philippine guerrilla commanders Col. Wendell Fertig and Lt. Col. Russell W. Volckmann used their wartime experience to formulate the doctrine of unconventional warfare that became the cornerstone of the Special Forces.
In , Major General Robert A. McClure chose former OSS member Colonel Aaron Bank as Operations Branch Chief of the Special Operations Division of the Psychological Warfare Staff (OCPW) in the Pentagon.
In June , the 10th Special Forces Group (Airborne) was formed under Col. Aaron Bank, soon after the establishment of the Psychological Warfare School, which ultimately became today's John F. Kennedy Special Warfare Center and School. The 10th Special Forces Group (Airborne) was split, with the cadre that kept the designation 10th SFG deployed to Bad Tölz, Germany, in September The remaining cadre at Fort Bragg formed the 77th Special Forces Group, which in May was reorganized and designated as today's 7th Special Forces Group.
Since their establishment in , Special Forces soldiers have operated in Vietnam, Cambodia, Laos, North Vietnam, Guatemala, Nicaragua, El Salvador, Colombia, Panama, Haiti, Somalia, Bosnia, Kosovo, 1st Gulf War, Afghanistan, Iraq, the Philippines, Syria, Yemen, Niger and, in an FID role, East Africa.
The Special Forces branch was established as a basic branch of the United States Army on 9 April by Department of the Army General Order No. 
Special Forces Groups
In the two original special forces groups (10th and 77th) were joined by the 1st, stationed in the Far East. Additional groups were formed in and after President John F. Kennedy visited the Special Forces at Fort Bragg in Nine groups were organized for the reserve components in  Among them were the 16th and 17th Special Forces Groups. However, the 17th Special Forces Group, a National Guard formation with elements in Washington, was disestablished on 31 January
In the early twenty-first century, Special Forces are divided into five active duty (AD) and two Army National Guard (ARNG) Special Forces groups. Each Special Forces Group (SFG) has a specific regional focus. The Special Forces soldiers assigned to these groups receive intensive language and cultural training for countries within their regional area of responsibility (AOR). Due to the increased need for Special Forces soldiers in the War on Terror, all groups—including those of the National Guard (19th and 20th SFGs)—have been deployed outside of their areas of operation (AOs), particularly to Iraq and Afghanistan. A recently released report showed Special Forces as perhaps the most deployed SOF under USSOCOM, with many soldiers, regardless of group, serving up to 75% of their careers overseas, almost all of which had been to Iraq and Afghanistan.
Until recently an SF group has consisted of three battalions, but since the Department of Defense has authorized the 1st Special Forces Command to increase its authorized strength by one third, a fourth battalion was activated in each active component group by 
Current structure of the 1st SFG (A)
Current structure of the 3rd SFG (A)
Current structure of the 5th SFG (A)
Current structure of the 7th SFG (A)
Current structure of the 10th SFG (A)
Current structure of the 20th SFG (A) (ARNG)
A Special Forces group is historically assigned to a Unified Combatant Command or a theater of operations. The Special Forces Operational Detachment C or C-detachment (SFODC) is responsible for a theater or a major subcomponent, which can provide command and control of up to 18 SFODAs, three SFODB, or a mixture of the two. Subordinate to it is the Special Forces Operational Detachment Bs or B-detachments (SFODB), which can provide command and control for six SFODAs. Further subordinate, the SFODAs typically raise company- to battalion-sized units when on unconventional warfare missions. They can form six-man "split A" detachments that are often used for special reconnaissance.
|1st Special Forces Group – Headquartered at Joint Base Lewis–McChord, Washington along with its 2nd, 3rd, and 4th Battalions, its 1st Battalion is forward deployed at Torii Station, Okinawa. The 1SFGA is oriented towards the Pacific region, and is often tasked by PACOM. Currently, 1SFGA and two of its battalions spend roughly six months out of every twelve deployed on a rotational basis to either Iraq as Combined Joint Special Operations Task Force – Arabian Peninsula, to Afghanistan as Combined Joint Special Operations Task Force – Afghanistan, or to the Philippines as Joint Special Operations Task Force – Philippines.|
|3rd Special Forces Group – Headquartered at Fort Bragg, North Carolina. The 3SFGA is theoretically oriented towards all of Sub-Saharan Africa with the exception of the Eastern Horn of Africa, i.e. AFRICOM. In practice, 3SFGA and two of its battalions spend roughly six months out of every twelve deployed to Afghanistan as Combined Joint Special Operations Task Force – Afghanistan.|
|5th Special Forces Group – Headquartered at Fort Campbell, Kentucky. The 5SFGA is oriented towards the Middle East, Persian Gulf, Central Asia and the Horn of Africa (HOA), and is frequently tasked by CENTCOM. Currently, 5SFGA and two of its battalions spend roughly six months out of every twelve deployed to Iraq as Combined Joint Special Operations Task Force – Arabian Peninsula.|
|7th Special Forces Group – Headquartered at Eglin Air Force Base, Florida. The 7SFG(A) is oriented towards the western hemisphere: the land mass of Latin America south of Mexico, the waters adjacent to Central America and South America, the Caribbean Sea—with its 13 island nations, European and U.S. territories—the Gulf of Mexico, and a portion of the Atlantic Ocean (i.e. the USSOUTHCOM AOR and a little more). Although not aligned, the 7SFG(A) has also supported USNORTHCOM activities within the western hemisphere. In practice, 7SFG(A) and two of its battalions spend roughly six months out of every twelve deployed to Afghanistan as Combined Joint Special Operations Task Force – Afghanistan. In , 7SFG(A) relocated from Fort Bragg, North Carolina to Eglin Air Force Base, Florida as part of the Base Realignment and Closure (BRAC) round.|
|10th Special Forces Group – Headquartered at Fort Carson, Colorado along with its 2nd, 3rd and newly added 4th Battalions, its 1st Battalion is forward deployed in the Panzer Kaserne (Panzer Barracks) in Böblingen near Stuttgart, Germany. The 10SFGA is theoretically oriented towards Europe, mainly Central and Eastern Europe, the Balkans, Turkey, Israel, Lebanon and Northern Africa, i.e. EUCOM. In practice, 10SFGA and two of its battalions spend roughly six months out of every twelve deployed to Iraq as Combined Joint Special Operations Task Force – Arabian Peninsula.|
|19th Special Forces Group – One of two National Guard Special Forces Groups. Headquartered in Draper, Utah, with companies in Washington, West Virginia, Ohio, Rhode Island, Colorado, California, and Texas, the 19SFGA is oriented towards Southwest Asia (shared with 5SFGA), Europe (shared with 10SFGA), as well as Southeast Asia (shared with 1SFGA).|
|20th Special Forces Group – One of two National Guard Special Forces Groups. Headquartered in Birmingham, Alabama, with battalions in Alabama (1st Battalion), Mississippi (2nd Battalion), and Florida (3rd Battalion), with assigned Companies and Detachments in North Carolina; Chicago; Louisville, Kentucky; Western Massachusetts; and Baltimore. The 20SFGA has an area of responsibility (AOR) covering 32 countries, including Latin America south of Mexico, the waters, territories, and nations in the Caribbean sea, the Gulf of Mexico, and the southwestern Atlantic Ocean. Orientation towards the region is shared with 7SFGA.|
|6th Special Forces Group – Active from to Based at Ft. Bragg, North Carolina. Assigned to Southwest Asia (Iraq, Iran, etc.) and Southeast Asia. Many of the original Son tay raider volunteers were from 6SFGA.|
|8th Special Forces Group – Active from to Responsible for training armies of Latin America in counterinsurgency tactics.|
|11th Special Forces Group (U.S. Army Reserve) – Active from to|
|12th Special Forces Group (U.S. Army Reserve) – Active from to|
Battalion Headquarters Element – SF Operational Detachment-C (SFODC) composition
The SFODC, or "C-Team", is the headquarters element of a Special Forces battalion. As such, it is a command and control unit with operations, training, signals, and logistic support responsibilities to its three subordinate line companies. A lieutenant colonel commands the battalion as well as the C-Team, and the Battalion Command Sergeant Major is the senior NCO of the battalion and the C-Team. There are an additional 20–30 SF personnel who fill key positions in operations, logistics, intelligence, communications, and medical. A Special Forces battalion usually consists of four companies: "A", "B", "C", and Headquarters/Support.
Company Headquarters Element – SF Operational Detachment-B (SFODB) composition
The ODB, or "B-Team", is the headquarters element of a Special Forces company, and it is usually composed of 11–13 soldiers. While the A-team typically conducts direct operations, the purpose of the B-Team is to support the company's A-Teams both in garrison and in the field. When deployed, in line with their support role, B-Teams are usually found in more secure rear areas. However, under some circumstances a B-Team will deploy into a hostile area, usually to coordinate the activities of multiple A-Teams.
The ODB is led by an 18A, usually a major, who is the company commander (CO). The CO is assisted by his company executive officer (XO), another 18A, usually a captain. The XO is himself assisted by a company technician, a A, generally, a chief warrant officer three, who assists in the direction of the organization, training, intelligence, counter-intelligence, and operations for the company and its detachments. The company commander is assisted by a senior non-commissioned officer, an 18Z, usually a Sergeant Major. A second 18Z acts as the operations sergeant, usually a Master Sergeant, who assists the XO and technician in their operational duties. He has an 18F assistant operations sergeant, who is usually a Sergeant First Class. The company's support comes from an 18D medical sergeant, usually a Sergeant First Class, and two 18E communications sergeants, usually a Sergeant First Class and a Staff Sergeant.
The following jobs are outside of the Special Forces series career management field (CMF), but hold positions on a Special Forces B-Team. Soldiers in these positions are not "Special Forces qualified", as they have not completed the Special Forces Qualification Course (SFQC or "Q" Course); however, they do have the potential to be awarded the Special Qualification Identifier (SQI) "S" (Special Operations / Special Operations Support) once they complete the appropriate unit-level training, 24 months with their Special Forces unit, and Basic Airborne School:
- The supply NCO, usually a Staff Sergeant, the commander's principal logistical planner, works with the battalion S-4 to supply the company.
- The Chemical, Biological, Radiological, Nuclear (CBRN defense) NCO, usually a Sergeant, maintains and operates the company's NBC detection and decontamination equipment, and assists in administering NBC defensive measures.
- Other jobs can also exist depending on the B-Team structure. Specialist team members can include I.T. (S-6) personnel, and Military Intelligence Soldiers, including Intelligence Analysts (35F), Human Intelligence Collectors (35M), Signals Intelligence (35 N/P - also known as SOT-A and SOT-B as related to their positions on SFODA and SFODB teams), Intelligence Officers (35 D/E/F), and Counterintelligence Special Agents (35L/L).
Basic Element – SF Operational Detachment-A (SFODA) composition
A Special Forces company normally consists of six Operational Detachments-A (ODA or "A-Teams"). Each ODA specializes in an infiltration skill or a particular mission-set (e.g. Military Freefall (HALO), combat diving, mountain warfare, maritime operations, etc.). An ODA is identified by its group, battalion, company, and the team itself. For example, ODA would be the fourth team in the third company of the second battalion of 1st Special Forces Group.
An ODA consists of 12 soldiers, each of whom has a specific function (MOS or Military Occupational Specialty) on the team; however, all members of an ODA conduct cross-training. The ODA is led by an 18A (Detachment Commander), a Captain, and a A (Assistant Detachment Commander) who is their second in command, usually a Warrant Officer One or Chief Warrant Officer Two. The team also includes the following enlisted soldiers: one 18Z (Operations Sergeant) (known as the "Team Sergeant"), usually a Master Sergeant, one 18F (Assistant Operations and Intelligence Sergeant), usually a Sergeant First Class, and two each, 18Bs (Weapons Sergeant), 18Cs (Engineer Sergeant), 18Ds (Medical Sergeant), and 18Es (Communications Sergeant), usually Sergeants First Class, Staff Sergeants or Sergeants. This organization facilitates 6-man "split team" operations, redundancy, and mentoring between a senior NCO and their junior assistant.
The basic eligibility requirements to be considered for entry into the Special Forces are:
- Be age 20–36
- Be a U.S. citizen
- Be a high school graduate
- Score a General Technical score of or higher or a combat operation score of on the Armed Services Vocational Aptitude Battery
- Airborne qualified or volunteer for Airborne training
- Must pass the Physical Fitness Assessment with at least 49 push-ups, 59 sit-ups, 6 pull-ups, and run two miles in a maximum of 15 minutes and 12 seconds
- Meet medical fitness standards as outlined in SF Physical IAW AR
- Must successfully complete the Pre-Basic Task list
- Eligible for a secret security clearance
- Swim 50m wearing boots and ACUs prior to SFQC
- Must have 20/20 or corrected to 20/20 in both near and distant vision in both eyes
- One year of college is preferred, but it is not mandatory for enlistment
Selection and training
Main article: United States Army Special Forces selection and training
The Special Forces soldier trains on a regular basis over the course of their entire career. The initial formal training program for entry into Special Forces is divided into four phases collectively known as the Special Forces Qualification Course or, informally, the "Q Course". The length of the Q Course changes depending on the applicant's primary job field within Special Forces and their assigned foreign language capability, but will usually last between 55 and 95 weeks. After successfully completing the Special Forces Qualification Course, Special Forces soldiers are then eligible for many advanced skills courses. These include, but are not limited to, the Military Free Fall Parachutist Course (MFF), the Combat Diver Qualification Course, Special Operations Combat Medic and the Special Forces Sniper Course (SFSC). 
Special Forces MOS descriptions
- 18A – Special Forces Officer
- A – Special Forces Warrant Officer
- 18B – Special Forces Weapons Sergeant
- 18C – Special Forces Engineer Sergeant
- 18D – Special Forces Medical Sergeant
- 18E – Special Forces Communications Sergeant
- 18F – Special Forces Intelligence Sergeant
- 18X – Special Forces Candidate (Active Duty and National Guard Enlistment Option)
- 18Z – Special Forces Operations Sergeant
Uniforms and insignia
U.S. Army Special Forces adopted the green beret unofficially in after searching for headgear that would set them visually apart. Members of the 77th SFG began searching through their accumulated berets and settled on the rifle green color from Captain Miguel de la Peña's collection. Captain Frank Dallas had the new beret designed and produced in small numbers for the members of the 10th & 77th Special Forces Groups.
Their new headdress was first worn at a retirement parade at Fort Bragg on 12 June for Lieutenant General Joseph P. Cleland, the now-former commander of the XVIII Airborne Corps. Onlookers thought that the operators were a foreign delegation from NATO. In General Paul D. Adams, the post commander at Fort Bragg, banned the wearing of the distinctive headdress, (although members of the Special Forces continued to wear it surreptitiously). This was reversed on 25 September by Department of the Army Message , which designated the green beret as the exclusive headdress of the Army Special Forces.
In , President John F. Kennedy authorized them for use exclusively by the U.S. Special Forces. Preparing for a 12 October visit to the Special Warfare Center at Fort Bragg, North Carolina, the president sent word to the center's commander, Colonel William P. Yarborough, for all Special Forces soldiers to wear green berets as part of the event. The president felt that since they had a special mission, Special Forces should have something to set them apart from the rest. In , he called the green beret "a symbol of excellence, a badge of courage, a mark of distinction in the fight for freedom."
Forrest Lindley, a writer for the newspaper Stars and Stripes who served with Special Forces in Vietnam said of Kennedy's authorization: "It was President Kennedy who was responsible for the rebuilding of the Special Forces and giving us back our Green Beret. People were sneaking around wearing [them] when conventional forces weren't in the area and it was sort of a cat and mouse game. Then Kennedy authorized the Green Beret as a mark of distinction, everybody had to scramble around to find berets that were really green. We were bringing them down from Canada. Some were handmade, with the dye coming out in the rain."
Kennedy's actions created a special bond with the Special Forces, with specific traditions carried out since his funeral when a sergeant in charge of a detail of Special Forces soldiers guarding the grave placed his beret on the coffin. The moment was repeated at a commemoration of the 25th anniversary of JFK's death – General Michael D. Healy (ret.), the last commander of Special Forces in Vietnam and later a commander of the John F. Kennedy Special Warfare Center and School, spoke at Arlington National Cemetery, after which a wreath in the form of a green beret was placed on Kennedy's grave.
Distinctive unit insignia
A silver color metal and enamel device 1 1/8 inches (cm) in height consisting of a pair of silver arrows in saltire, points up and surmounted at their junction by the V stiletto silver dagger with black handle point up; all over and between a black motto scroll arcing to the base and inscribed "DE OPPRESSO LIBER" in silver letters.
The insignia is the crossed arrow collar insignia (insignia of the branch) of the First Special Force, World War II combined with the fighting knife which is of a distinctive shape and pattern only issued to the First Special Service Force. The motto is translated as "From Oppression We Will Liberate Them."
The distinctive unit insignia was approved on 8 July The insignia of the 1st Special Forces was authorized to be worn by personnel of the U.S. Army Special Forces Command (Airborne) and its subordinate units on 7 March The wear of the insignia by the U.S. Army Special Forces Command (Airborne) and its subordinate units was canceled and it was authorized to be worn by personnel of the 1st Special Forces Command (Airborne) and their subordinate units not authorized a distinctive unit insignia in their own right and amended to change the symbolism on 27 October 
Shoulder sleeve insignia
Airborne Command SSI, worn by classified units—such as the Army's new special forces groups— from –
1st Special Forces Command (Airborne) SSI, established and worn by all of its special forces groups, past and present
The US Army's 1st Special Forces Command (Airborne) shoulder sleeve insignia (SSI) is worn by all those assigned to the command and its subordinate units that have not been authorized their own SSI, such as the Special Forces Groups. According to the U.S. Army Institute of Heraldry, the shape and items depicted in the SSI have special meaning: "The arrowhead alludes to the American Indian's basic skills in which Special Forces personnel are trained to a high degree. The dagger represents the unconventional nature of Special Forces operations, and the three lightning flashes, their ability to strike rapidly by Sea, Air or Land." Army Special Forces were the first Special Operations unit to employ the "sea, air, land" concept nearly a decade before units like the Navy SEALs were created.
Prior to the establishment of the 1st Special Forces Command SSI, the special forces groups that stood up between and wore the Airborne Command SSI. According to the U.S. Army Institute of Heraldry, the Airborne Command SSI was reinstated on 10 April —after being disbanded in —and authorized for wear by certain classified units—such as the newly formed 10th and 77th Special Forces Groups—until the establishment of the 1st Special Forces Command (Airborne) SSI on 22 August 
Special Forces Tab
Introduced in June , the Special Forces Tab is a service school qualification tab awarded to soldiers who complete one of the Special Forces Qualification Courses. Unlike the Green Beret, soldiers who are awarded the Special Forces Tab are authorized to wear it for the remainder of their military careers, even when not serving with Special Operations units. The cloth tab is an olive drab arc tab 3 1/4 inches ( cm) in length and 11/inch ( cm) in height overall, the designation "SPECIAL FORCES" in black letters 5/inch ( cm) in height and is worn on the left sleeve of utility uniforms above a unit's Shoulder Sleeve Insignia and below the President's Hundred Tab (if so awarded). The metal Special Forces Tab replica comes in two sizes, full and dress miniature. The full size version measures 5/8-inch (cm) in height and 1 9/16 inches (cm) in width. The miniature version measures 1/4-inch (cm) in height and 1 inch (cm) in width. Both are teal blue with yellow border trim and letters and are worn above or below ribbons or medals on the Army Service Uniform.
- 1) Basic Eligibility Criteria. Any person meeting one of the criteria below may be awarded the Special Forces (SF) tab:
- ) Successful completion of U.S. Army John F. Kennedy Special Warfare Center and School (USAJFKSWCS) approved Active Army (AA) institutional training leading to SF qualification.
- ) Successful completion of a USAJFKSWCS approved Reserve Component (RC) SF qualification program.
- ) Successful completion of an authorized unit administered SF qualification program.
- 2) Active Component institutional training. The SF Tab may be awarded to all personnel who meet the following:
- ) For successful completion of the Special Forces Qualification Course or Special Forces Detachment Officer Qualification Course (previously known as the Special Forces Officer Course). These courses are/were conducted by the USAJFKSWC (previously known as the U.S. Army Institute for Military Assistance).
- ) Prior to 1 January , for successful completion of the then approved program of instruction for Special Forces qualification in a Special Forces Group, who were subsequently awarded, by a competent authority, SQI "S" in Career Management Field 18 (enlisted), or SQI "3" in Functional Area 18 (officer).
- 3) Reserve Component (RC) SF qualification programs. The SF Tab may be awarded to all personnel who successfully complete an RC SF qualification program according to TRADOC Regulation –5, dated 1 June or its predecessors and who were subsequently awarded, by a competent authority, SQI "S" or "3" in MOS 11B, 11C, 12B, 05B, 91B, or ASI "5G" or "3." The USAJFKSWCS will determine individual entitlement for an award of the SF Tab based on historical review of Army, Continental Army Command (CONARC), and TRADOC regulations prescribing SF qualification requirements in effect at the time the individual began an RC SF qualification program.
- 4) Unit administered SF qualification programs. The SF Tab may be awarded to all personnel who successfully completed unit administered SF qualification programs as authorized by regulation. The USAJFKSWCS will determine individual entitlement to an award of the SF Tab based upon a historical review of regulations prescribing SF qualification requirements in effect at the time the individual began a unit administered SF qualification program.
- 5) Former wartime service. The Special Forces Tab may be awarded retroactively to all personnel who performed the following wartime service:
- ) through Served with a Special Forces unit during wartime and were either unable to or not required to attend a formal program of instruction but were awarded SQI "S", "3", "5G" by the competent authority.
- ) Prior to Service for at least consecutive days in one of the following organizations:
- ) 1st Special Service Force, August to December
- ) OSS Detachment , April to September
- ) OSS Jedburgh Detachments, May to May
- ) OSS Operational Groups, May to May
- ) OSS Maritime Unit, April to September
- ) 6th Army Special Reconnaissance Unit (Alamo Scouts), February to September
- ) th Army Unit, June to July
- ) through Any company grade officer or enlisted member awarded the CIB or CMB while serving for at least consecutive days in one of the following type organizations:
- a) SF Operational Detachment-A (A-Team).
- b) Mobile Strike Force.
- c) SF Reconnaissance Team.
- d) SF Special Project Unit.
During the Vietnam War, the Green Berets of the 5th Special Forces Group wanted the Tigerstripe camouflage clothing be made. So they contracted with Vietnamese and other Southeast Asian producers to make fatigues and other items such as boonie hats using tigerstripe fabric. When Tigerstripes made a comeback in the 21st century, they were used by Green Berets for OPFOR drills.
From to the mids, they had worn the Battle Dress Uniform (BDU).
Since the War on Terror, they had been wearing MultiCam and Operational Camouflage Pattern (OCP) uniforms during different missions. They did wear the ones in Universal Camouflage Pattern but were getting rid by MultiCam and OCP.
This knife was designed and built by Bill Harsey in collaboration with Chris Reeve Knives. Starting in , all graduates of the qualification course were awarded a Yarborough knife, designed by Bill Harsey Jr. and named after Lt. Gen. William Yarborough, considered the father of the modern Special Forces. All knives awarded are individually serial-numbered, and all awardees' names are recorded in a special logbook.
During the Green Berets' missions in other nations, they would use Ground Mobility Vehicle (GMV)-SHumvees for various uses or purpose built technicals for patrol on rugged terrain and help them undergo clandestine operations as the nature of their missions are classified. In recent years they also drive the M GMV variant of the Army Ground Mobility Vehicle made by General Dynamics as well, that can have new add-on armor kits manufactured by TenCate Advanced Armor for better protection. As well as the OshkoshM-ATV Special Forces variantMRAPs.
For aircraft other than the ones used by the US military and its special forces/special operations forces units, they extensively used the CIA-operated Mi-8 and Mi variants of those military helicopters in Afghanistan during the initial stages of Operation Enduring Freedom. 
The Green Berets are trained to use a variety of weapon types dated back from WW1 to recent conflicts. This is so the operators can be familiar with some specific weapons used by both enemies and allies during different missions, easily use such weapons in any nation without problem, and train different factions using those weapons to fight with them. 
- M9 (Have been used since the mid-'80s, ready to be replaced by the SIG Sauer M17s and M18s)
- Glock 19 (Designated as Mk 27 Mod 0, recently standard issue in as Gen. 4 models, while the Gen. 3 models have been first issued since late )
- SIGM17/M18 (replacement for M9)
- MP 40 (Some were captured by American forces during World War II, later used by Army Special Forces operators and the CIDG operators at the beginning of the Vietnam War)
- Uzi (Used between –73 after CIA bought 3, Uzis for use in Southeast Asia by special operations forces)
- Heckler & Koch MP5 (Some variants were used by them from the Vietnam War in to the 21st century for night operations, close quarters, hostage rescue and escort)
- HK UMP (Small number of them in ACP were purchased by the 5th Special Forces Group and saw some limited action in the early years of the Iraqi insurgency)
- Ithaca 37 (generally used during the Vietnam War)
- Mossberg (They procured Military Enhancement Kits to provide a standardized shotgun configuration based on the Mossberg in The kits included a collapsible stock, "shotgun retention system", receiver rail, fore end rail system and breaching barrels. A total of shotguns were converted with the first unit being equipped in July The majority of the kits convert the standard issue shotgun to a 14" compact model with a 16" accessory breaching barrel, HP)
Sniper Weapon Systems and Precision Rifles
Use of the term "Special Forces"
In countries other than the U.S., the term "special forces" or "special operations forces" (SOF) is often used generically to refer to any units with elite training and special mission sets. In the U.S. military, "Special Forces" is a proper (capitalized) noun referring exclusively to U.S. Army Special Forces (a.k.a. "The Green Berets"). The media and popular culture frequently misapply the term to Navy SEALs and other members of the U.S. Special Operations Forces.
Use of the term "Operator"
The term "Operator" pre-dates American Special Operations and can be found in books referring to French Special Operations as far back as WWII. Examples include A Savage War of Peace by Alistair Horne and The Centurions by Jean Larteguy.
The origin of the term operator in American special operations comes from the U.S. Army Special Forces (referred to by many civilians as "Green Berets"). The Army Special Forces were established in , ten years before the Navy SEALs, and 25 years before Delta Force. Every other modern U.S. special operations unit in the Army, Navy, Air Force, and Marines was established after In Veritas: Journal of Army Special Operations History, Charles H. Briscoe states that the Army "Special Forces did not misappropriate the appellation. Unbeknownst to most members of the Army Special Operations Force (ARSOF) community, that moniker was adopted by the Special Forces in the mids." He goes on to state that all qualified enlisted and officers in Special Forces had to "voluntarily subscribe to the provisions of the 'Code of the Special Forces Operator' and pledge themselves to its tenets by witnessed signature." This pre-dates every other special operations unit that currently uses the term/title operator.
Inside the United States Special Operations community, an operator is a Delta Force member who has completed selection and has graduated OTC (Operators Training Course). Operator was used by Delta Force to distinguish between operational and non-operational personnel assigned to the unit. Other special operations forces use specific names for their jobs, such as Army Rangers and Air Force Pararescuemen. The Navy uses the acronym SEAL for both their special warfare teams and their individual members, who are also known as Special Operators. In the Navy created "Special Warfare Operator" (SO) as a rating specific to Naval Special Warfare enlisted personnel, grades E-4 to E (See Navy special warfare ratings.) Operator is the specific term for operational personnel, and has become a colloquial term for almost all special operations forces in the U.S. military, as well as around the world.
In popular culture
Main article: United States Army Special Forces in popular culture
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- ^"Green Berets vs Navy SEALs - Difference and Comparison i: II ■ NnnE Blink Gruu)]?: A:£ B:3 Grid - Items that you insert while the Snap box is checked will move to the nearest grid intersection. This is particularly useful when you want to line items up precisely. The View box will toggle the grid overlay on and off. Use the Plus and Minus symbols to increase and decrease the grid resolution (size). Show - By checking the appropriate boxes you can choose which items you currently see and which are hidden from view. This is useful for finding specific things in a map filled with multiple kinds of items. Selected Information Box - When you select an item, its most important statistics appear in the lower left corner of the screen. Click anywhere in this area to bring up the Item Attributes window. Once you learn how to insert items, this box will become more useful. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 5 Section 2: Creating a New Mission This section outlines the basic steps required to start making a mission for Delta Force: Task Force Dagger. The following pages detail the more advanced instructions, but for now we will go through the basic steps to familiarize you with the process since some of the later steps are dependent on the previous ones being set up correctly. Refer to Appendix C to see an example of a simple mission. Step 1: Start the arenaqq.us program. If you already have the program running and have opened a mission, please press Clear located under the File menu to start a new map from scratch. Step 2: Select General Information from the Edit menu at the top of the screen. Step 3: Enter a mission name and your own name into the appropriate fields. The mission name will appear in the mission select screen once the mission is exported. Step 4: Select a Mission Terrain and Map Type from the list. If you are making a single player game, you do not have to make a selection. Now click “OK” to close the window and load the new terrain. It may take a while for the new terrain to load. Step 5: Select Edit from the menu bar and then choose Briefing. When the window opens, enter a brief description of the map. When the mission is exported, this briefing will appear in the mission select screen. Mission briefings are limited to characters, so be concise. Step 6: You should now see a pulled back view of your map with a grid on it as well as a green and red box. These boxes simply frame the “center” of the map (X=0, y=0). The Mission Editor will not allow objects outside the red box. Anything outside this box will get pushed into the border when the mission is exported. Step 7: In the Grid section, make sure View is enabled and set to meters. Now zoom into the map until you see only four grid squares. Step 8: Press the Insert key to enter Insert Mode, decide on a location for the player to start and left click the mouse to bring up the Insert Item window. Step 9: In the Insert Item window, select “Markers” in the left hand column, then “Start, Player” in the right hand column, then click OK. This sets the point where the player will start the game. If you don’t place this marker, you won’t be able to get into the mission! Step Press the Insert key again to change back to Select Mode and use the left mouse button to select the icon that you just placed. Now click anywhere in the Selection Information Box on the lower left of the screen. This will bring up the Item Attributes window for that object. Step II: Change the Team to “Good (Blue)” then click OK. This sets the “team” that the item belongs to. Now set the group to Group 1 (The player must be group one, or “None” to work properly). Step Go to the File menu and select Save to save your mission. Step Although you could export and play your mission at this point, it probably wouldn’t be very interesting. You are now ready to begin placing enemies, setting mission events and determining mission goals. As you place them, refer to the appropriate section of this manual for more details. Don’t forget to save your work often. Mission Designers will typically keep several back-ups of the files just in case they make mistakes on their current file. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 6 Section 3: Editing General Information Under Edit in the Tool Bar, select General Information to set the basic mission details. You will see the General Information window shown below. Mission Name - The name entered here will appear in the mission select screen once it is exported. Mission Designer - Put your name here. Mission Terrain - This pull down menu contains all of the terrains you can use to build a mission. Consult Appendix A for a list of all available terrains and select the one that best fits the location of your mission. Item Colors: Many of the assets in Delta Force: Task Force Dagger use one of three different camouflage styles: Green for grassy terrain, Brown for desert, or white for snowy terrain. (Alpha is no longer used). All items with multiple camo settings will use the one selected here when you export the mission. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 7 Dialog File (*.dbf) - Not used in this version of the MED. Mission File (*.rc) - Not used in this version of the MED. Default Equipment - You can choose the gear that the player is recommended to carry for your mission. If the player makes no changes to their gear, the item selected for each inventory slot will be loaded as the default. Primary Teammate - This is the character that will accompany the player on this mission (if you add them) Secondary Teammate - If the player decides to play the character that you chose to be the primary teammate, this character will take on the role of teammate. Map Types - Select what type of mission you are making. Eor single player missions do not select anything. Terrain Overrides (Water)- You can raise and lower the water level in your mission (measured in 1/2 meters) to drastically alter the terrain. We recommend that you do not go over for most maps or the entire mission may take place underwater. Terrain Overrides (Fog)-If you want fog in the mission, select it here. The fog level value represents the distance you are able to see before the fog completely thickens and blocks all vision. A setting of 0 puts the fog at its furthest range for a clear day; meters (a little under a kilometer). Each value up from zero brings the fog closer by half. Eor example, a fog value of 1 will allow the player to see m (half of meters), but not any further. Valid ranges are from , though you will not be able to see much at values over 5 (32meters!). You can also alter the color of the fog by manually setting the Red, Green and Blue settings, though it is best when Gray (50,50,50). Other examples of fog colors: Bright Red = ,0,0 Yellow = 0,, Medium Green = 0,,0 Black = 0,0,0 Dark Blue = 0,0,25 White = ,, Be sure to click the box next to each selection to enable it! No Voxels - Turns off the terrain, which is made of voxels. If you have a mission that takes place entirely indoors, you can turn off the terrain. This helps save a lot of memory in the game. If voxels are off, you must make sure the player does not go outside or there will be no ground! No Shadows - Turns off shadows in the game. Many objects in the game have built in shadows. Certain buildings, in fact, have a shadow that only shows up properly if the building is situated at 0, 90, , or degrees. Any other angle and the shadow will be incorrect. If you need to put the building at any other angle, you should turn off shadows. Sky Settings - With these settings, you can add weather effects such as rain or snow, set the position and brightness of the sun or create a night mission. Weather - You must check the Weather box to enable anything other than a clear afternoon day. You can choose between a nice day, rain or snow. Sun - Use the pull down menu to select the sky and sun (or moon) settings. Also be sure to check the Night box when choosing a night sky. This will properly adjust certain art elements to nighttime settings. Fire Mission Available - The number in this box determines the number of air strikes available in the mission. Win and Lose Conditions - Win and Lose conditions are also known as “Sub goals”. You can set up to four win and four lose conditions in this area. These selections are for goal information Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 8 text only. The actual win and lose conditions are set up through the events (see the section on Events and Area Triggers) which display the specified text on screen. Wind Settings - If you want wind to play a part in your mission, set the wind speed and direction here. This can affect sniping severely. Light Wind = 25 kph, Heavy Wind = 50 kph, Hurricane Wind = 90 kph Visible Campaign Variables - A long name for something no longer used in this game. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 9 Section 4: Groups and Layers The most important part of building a good mission is organization. Planning your groups and layers is a major part of that organization. You can quickly get lost in a sea of meaningless numbers and objects unless you take the time to properly label everything. A little work in the beginning saves a lot of headaches later on. Groups Groups are used to classify related items, such as a squad of enemy helicopters, and set an identity for Events and Waypoints (explained later). If you want an asset to trigger an event, be triggered by an event, follow waypoints, or just about anything else, it has to belong to a group (even if there is only one unit in that group). By assigning multiple units to a single group, you can give them group commands or have a single event tied to the fate of every unit in that group. Group names are specified by clicking Edit then Group. This brings up the Groups window. Highlight a slot and in the description area, type the name of the group such as “Player”, “Enemy buildings”, or “Enemy Reinforcements”. Keep your names simple and understandable. Once you have twenty or thirty groups, you may forget what a term was supposed to mean. NOTE: When you place the “Start, Player” marker, it MUST be designated to group “1” and have its team set to “Blue, good” to properly set off area triggers. The more groups you have, the more detailed your triggering can be. It is often better to give each unit its own group, and therefore its own orders, so that it doesn’t interfere with other units. However, placing multiple units in a group will save you time when setting up the mission. You can automatically select all units within a group from the Group window by pressing the Select Members button. You are able to save and print your Groups list as a text file. Click Save As to save the list to a text file. Print out this file for easy reference. You’ll be glad you did. Layers A layer is simply a user assigned collection of groups and items that can be easily hidden from view. It is much like using the “show” field. By assigning similar elements to a layer, such as “foliage” or “vehicles”, you can quickly find exactly what you are looking for (or hide the things you aren’t seeking. You can create up to 32 individual layers for this purpose and assign an unlimited number of objects to a layer. Under the Edit menu, you can change the Layer Names to whatever has meaning to you. Some examples of names are “Enemy Base”, “Eriendly Waypoints”, and “Reinforcements”. When you just want to see a certain layer of items, hit the Layers button on the main screen and check the ones you want to see. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 10 Section 5: Inserting Items Items represent everything that exists on the map from enemy vehicles and buildings to waypoints and event triggers to scenery such as trees and water towers. To add an item press the INSERT key to enter Insert Mode and left click to set a new object down. This will bring up the Insert Item window where you can select the type and sub-type of item that you want to place. Note that the Markers selection includes Player/team start positions, waypoints, and King of the Hill (KOTH) multiplayer areas. For now we will place a soldier. Click the circle next to People and then select “Apfl (Russian)” and press OK. After placing the soldier, or any item, you can left click to insert another item. For now we will focus on our soldier. Switch back to Select Mode by pressing the INSERT key and left click on the green semi-circle that represents the soldier and his field of view. The symbol will turn yellow and its basic statistics will come up in the Info box. Click on this area to open up the Item Attributes window. While in the Item Attributes window you can only alter attributes that pertain to the unit(s) selected. You will not necessarily need to fill in every field available. Some fields will be grayed out, indicating that that option is not available for the current item. Note that any attribute Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 11 you modify will be changed for all items currently selected (where possible). Item Attribute Definitions Social Security Number (SSN) - The tool automatically sets this number when an item is placed. Every unit gets a SSN to differentiate it from other items in the mission. Layer - All units belong to a layer. Selecting an appropriate layer will help you to better organize the mission. See Section 4 for more information on Layers. Position - These are the precise coordinates of where you placed the unit on the map. East = -X, West = X, North = Y, South = -Y, Above Ground/Sea Level = Z, Below Ground/Sea Level = -Z Be sure to properly set the Height (Z value) if you want to put objects on top of other objects (like soldiers in towers). You will likely need to adjust the second Z number to precisely place objects on tables and crates as well. The first box for each coordinate is measured in meters. The second box is increments of a meter divided by (about .4cm). NOTE: The Z value of objects sometimes does not change properly when physically moved to a new altitude or does not display properly. Be sure to check your non-absolute value and set it to 0, 0 if you want it to sit on the ground. Tunnels should be checked as well. Absolute Height - With Absolute Height on, the Z value indicates height above sea level. With Absolute Height off, the Z value indicates height above or below the actual terrain at that spot. Facing - This is used to change the direction an item is facing. It can be set from 0 to degrees with 0 representing north, 90 representing east, representing south and representing west. Pitch is the degree the object is pitched forward or backwards; something pitched at 90 will be pointed straight up rather than forward. Map Symbol - Determines what type of symbol appears on the player’s radar (if any). Make sure you use the same symbols throughout your missions or the player will get confused. Remove if - This is used to remove units from the game in multiplayer co-op missions. Eor example: If a 4 is placed in the Remove If Less Than. . . field, that particular unit would only appear in that mission if more than four player were in the multiplayer game. This helps adjust difficulty. Blink Group - Blink Groups in Delta Eorce: Task Eorce Dagger are used to visually link together underground and interior rooms. When the player is in a room, only the spaces that share that room’s blink group numbers will be rendered. This helps reduce lag in enclosed spaces. You may set up to two blink group’s per object by putting a number into the box for “Blink Group A’’ or “Blink Group B’’. The order doesn’t matter, nor do the designations A or B, they are interchangeable. Setting one room’s group A to 1 and then its adjoining room’s group B to 1 will work fine. Objects and decorations inside a room don’t require blink groups. There are two important aspects to Blink Groups. The first is that a chain of blink groups must start with a Parent (described below). The second is that you must make sure that, when the player stands in an area, that all other rooms that can be seen from that spot share a common Blink Group. If they don’t, they will not render and will look like a big black zone. In the diagram below, there is a series of tunnels with their blink group numbers listed. This will give you an idea of how they are laid out. Parent - A parent is the first room in a blink group chain. They are usually the structures that sit above ground and act as the transitional area to underground or interior areas. A room marked as a parent will always be rendered. If it has a Blink Group number but isn’t marked by a parent, it will not appear to the player until they are inside it! AI Variables - Group: You can name groups whatever you want by clicking on Edit in the top left corner of the tool and then clicking on Group. Units in the same group will follow the same waypoints, follow the same orders, and be considered multiple part of one entity. Groups are also used to trigger events. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 12 Team: This designates good guys, bad guys and neutral guys. Red will target/attack blue and vice-versa whether marked as goals or not. Neither blue nor red will target a neutral item unless “Neutral Targeting” is selected (detailed below). Name: If a name is given to a blue team asset, that name will appear over their head during the mission to identify them to the player. Alert State - Selects the item’s initial alert status. This status can be changed through the use of events and area triggers. Green is low alert and red is high. Field of View: This tells you to what extent people and vehicles can see around them. 10 degrees would be like someone with tunnel vision. A soldier with degree FOV would have eyes in back of his head. Weapon Accuracy: This number represents how well the unit shoots. Lousy shots are 0 and under, good shots are around 5, great shots are Over 10 is inhuman. However, anyone will hit fairly quickly at close range. Also, the longer someone continuously fires at a target, the more accurate they will get. Perception: This is a rating of how well the AI can see. 0 is near sighted, 20 will notice most stuff at short ranges, and 40 will notice you across a valley. Obliqueness: Obliqueness is an “angle of attack” given in degrees up to 45 degrees. Instead of an NPC heading directly to an objective, they will “break left” or “break right” (as specified under their AI variables) and approach at the angle specified here. The angle is recomputed each time the NPC stops to fire or kneel. Setting different NPC squad mates to different obliqueness angles can allow them to flank and spread out around a single target. NPC Primary weapon - Pick which weapon you want the computer controlled player to carry here. Make sure your level has a good mix of weapons and have them vary between burst, semi, and auto. Auto being the least setting used. You can also select how many grenades that unit carries. Do not give them more than 3 grenades or they will constantly throw them! Engagement Distance - Determines how close an enemy must approach before the selected item will engage the enemy. Use distances between and 10 meters Depending on weapon equipped. If you have a handgun equipped on an AI you wouldn't want a max engagement distance above 50m. If you have a M40A1 then not above max and not below 30min engagement distance. Sub-type: If you want to change an object from the one you placed, you can select a new one here. If you change the sub-type to a different object, the attributes you set for the initial object sub-type will be retained. Waypoints - This is where you assign groups to waypoints that they will follow during the game. (See section 6 for more detailed instructions on Waypoints). You can name and organize waypoint lists the same way as groups (Left click on Edit and Waypoints). The number field is used to number waypoints. The distance refers to the actual diameter if the Waypoint or King of the Hill scoring area. The Name pull down menu determines what name is attached to the waypoint on the player’s screen. Hold WP Until Win Condition Completed - Sometimes you want a player to succeed in a mission objective before moving on to the next waypoint. When one of these boxes is checked, the corresponding waypoint will not cycle to the next one until the specified Win Condition is triggered AI Attributes - You can assign several different attributes to people or vehicles to assign differing reactions to them. By utilizing these options, you can personalize various NPC’s and ensure that they don’t all do the same thing as their friends. Ignore Gunshots - Will not react to the noise of gunshots. Ignore Yells - Will ignore the yells of warning from his friends. Ignore Footsteps - Can’t hear the player’s approaching footsteps. Deaf - Can’t hear anything. Use when you want to player to be able to sneak up and knife him. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 13 Blind - Won’t see his friends getting shot even if they are next to each other and won’t see enemies. Deaf and Blind are good for keeping hostages from running away from firefights or keeping a Blackhawk from engaging enemies as it flies overhead. Standing - Fires weapon from a standing position instead of the default kneeling position. Good for units standing behind bunkers. They are easy to snipe. Prone - Fires weapon while laying down instead of the default kneeling position. Break Left - Will move to the left when in a Red Alert unless it has other waypoints. Break Right - Will move to the right when in a Red Alert unless it has other waypoints. Guarding - This unit will hold its position. Good for units in towers. They are easy to snipe. Strong Silent Type: This unit will not yell for help. Afraid To Swim: This unit will only enter water up to a certain point. Rolls Over: Not Used Coward: When the player gets within a certain distance, this unit will cower and surrender. Hovering: Used for helicopters to put them into the air. Can Climb Ladders - Not Used Berserk - When the player or an AI unit is labeled as berserk, they become an enemy to everyone. Their friends will shoot at them and AI’s will shoot their friends. This is most often used to turn blue NPC’s against the player who does too much friendly fire. Move: This is the amount of time an NPC will spend running before deciding to fire or do any other action. Attention Span - This is the number of seconds an NPC will continue to approach the last known position of a target after losing sight of them. If the target does not come back into view, they will continue on their original pathing. Crouch - The amount of time, in seconds, that an NPC will stay in a crouched position before deciding whether to move. Fire Timer - This number determines how many seconds the unit will spend firing at a target before attempting another action such as changing targets or running. Helicopter Insertions: If you wish to start the mission with the player inside an airborne helicopter, you must set the helicopter to “Hover” and give it a Z rating. Now place the player at the same spot and set their starting Z altitude to a number just slightly higher than the floor of the helicopter. The player falls a short distance when the mission starts and will pass through the floor if their altitudes are a precise match. Inserting Tunnels: Delta Force: Task Force Dagger has a number of special structures that are used to create tunnels and corridors. Placing them can be tricky, and if they are not matched up exactly, the player may warp through a crack and end up on the surface, or stuck in a wall. There is a sample tunnel layout at the end of this section. It shows some of the tunnel names and their blink group assignments to help you follow the process. Follow these steps to place tunnels and set blink groups. 1 - Set your grid to 1 meter and engage the Snap function. This will greatly ease placement. Now find a nice big flat piece of land. Use the “H” button to spot the flat sections. 2 - Enter Insert Mode and select “thunk” from the “Buildings” list. This is a bunker that sits above ground, but has a ladder that burrows 8 meters down. Place it on a nice flat piece of land and check its Absolute Z (Altitude) in the Item’s Attributes box. Check it with Absolute turned off, then on. You’ll need to know this number because every other piece will be based off of it. Notice how the piece has an arrow pointing from it. This tells you which way the opening faces. You connect pieces by lining up the arrows. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 14 3 - Set tbunk’s blink group to 1 and check the “Parent” box. As a parent object, this bunker will always be rendered. Any above ground object that has below ground objects joined to it must be marked as a parent. Click OK 3 - Now place a level tunnel piece, “ttune”, south of the first one. Get out of insert mode and highlight the piece. If you zoom into the end you’ll see that there is a double line that flares out at the ends. This is where you usually line up pieces. Zoom out a bit and select “move”. Slide the piece up until it lines up with the flanged part of tbunk. In this instance (but not always) the arrow of ttune will be right over the center of the parent piece. If you have the snap action engaged the pieces should line up quickly. Now go into ttune’ s attributes and set its Blink Group to 1. 4. Now you must set the proper Z axis or your hallways won’t line up vertically. Remember the absolute Z axis value for the parent piece, tbunk? The ladder descends 8 meters below that number. To keep things easier, all ladders and ramps are set to 8m or 4m heights. This means that the piece we just set should be set to an altitude exactly 8m less than the tbunk z value. Using the absolute Z axis is important here. Since the terrain changes height, you can’t set a piece to the non-absolute value or you will get some interesting hallways that connect to dirt. 4. Repeat the process for a third piece. This time, however, you should lay down a corner piece called “ttune” and link it to the south end of the hallway. Set one of its blink groups to 1 and the other to 2. It doesn’t matter which number is in which box. Its Z value should be set to the same value as the last piece. 5. To the left of ttune, place a descending hallway called “ttunf ’ It, once again, goes at the same Z value (8m less than the first, parent, object. This piece is a descending hallway. You can tell the direction of the decline by the arrow. It will always point downhill. Any pieces that attach at the bottom should be set 8m lower (16m less than the initial parent group). Set its blink group to 2. Feel free to continue the process and match the diagram shown below. Just be sure to set all of your blink groups and make sure to adjust your Z values properly. Save and Export and give it a try. Tunnel issues to look out for: AI in tunnels: When placing AI in tunnels or buildings that utilize blink boxes, you MUST set the bad guys’ AI to the settings listed below. This is due to the close ranges of tunnels compared to the wide expanses of the rest of the game. a. Ignore Gunshots b. Ignore Yells c. Ignore Footsteps d. Deaf e. Attention Span 0 f. Fire 0 g. Move 3 h. crouch 3 Can’t get into tunnels - If you suddenly pop to the surface, you may not have lined the pieces close enough. If you can’t get though an entrance tunnel, you may have placed it on ground that is too uneven, or it is set too high or too low to the surface. This disrupts the piece’s blink box that allows the player to pass through the ground and into the tunnels. Try adjusting the piece in _ or _ meter Z increments until it works properly. Depth - Tunnels cannot be placed below the absolute Z depth of 0. Underwater Tunnels - Tunnels cannot be placed below the waterline. If you do, the player will shift to swimming mode, but the water will be invisible due to the blink boxes. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 15 The walls look different from their adjoining rooms - Texture maps do not always match because they are from two different sets of parts. The O series differs slightly in color from the T series of parts for example. You should make an effort match sets so they do not look out of place. Group rotation - If you rotate a number of structures at once, you may have to realign them. Z axis - Be sure to check your Z axis often, especially after physically moving a tunnel. Blink Groups - Try to keep the number of objects in a blink group as small as possible to increase framerate. Be sure to check your line of sight, however. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 16 Tunnel Diagram Below is a diagram of a partial tunnel complex showing the blink groups, the piece names, and Z altitudes. The tunnel placement walkthrough explains how to place the first four sections of this complex from sections A to B. A - This is the bunker that leads the player below ground (as is the bunker at D). It must be on level ground and its Z value (not absolute) must be 0, 0. It descends 8 meters below the surface. B - Note the arrow and “D” this shows that the piece has a downward slope. The declination on this piece is 8m. C - A typical tunnel piece. The arrows denote openings that can connect to other parts. D - Another entrance bunker. Make sure it sits properly on the ground. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 17 Section 6: Waypoints Waypoint groups tell vehicles and soldiers where to go. Before you can assign a unit to a set of waypoints, you have to name them. Choose Waypoints under the Edit menu to bring up the waypoint window. You can name a waypoint group with whatever name you chose, but it should be self-explanatory. The “Waypoint Size” show’s how many individual waypoints are part of a waypoint group. If you check the “Waypoint does not loop” checkbox, then the unit will come to a stop at its last waypoint. Otherwise, units reaching their last waypoint will attempt to head directly back to their first waypoint and repeat the path. Be sure to check the appropriate red or blue team box. When you are done click OK. To print out a list of your waypoint group names, click Save As to save the list to a text file then print that file. While waypoints are there to guide the players, they aren’t required to follow them. So NEVER use “group 1 has reach waypoint. . .” as a trigger. Instead create a large Area Trigger (detailed under events) which covers anywhere the player could be when you want the event to happen and use the “group 1 in area. . .” trigger. Waypoints are placed the same way as any other objects. In Insert Mode, select Markers from the list and choose Waypoint. Waypoint Distance Altering the distance of the waypoint in the Items Attribute window alters its effective size. Setting the distance to zero means that any AI trying to reach that waypoint will hit the point exactly, even if it means lining up in a column to do it. A larger distance gives more leeway, especially for the player who may not follow your waypoint course exactly or for NPC’s marching shoulder to shoulder. Numbering Waypoints In the window in the lower left of the screen you will see two numbers, such as or , which designate the selected waypoint. The number before the dash indicates its Waypoint List number. The number after the dash indicates its position in that list. Waypoints are numbered from 0 up, not 1 up. So, to the trigger, the second waypoint in a list is “1” no matter what they numbered the object as. Placing waypoints: 1 . Eirst we will set down waypoints for the player. Go to Edit in the menu and then select Waypoints 2. Select the first slot. Click in the Description box and type “Player’s Waypoints” 3. Below that is a box that determines a color for the lines connecting the waypoints. Select a color if you feel like it (blue works well for player waypoints since they are the blue team). Choosing different colors helps differentiate visually between groups when you have many waypoints in a small area. 4. Below the color box is a check box. This determines whether or not your waypoints will loop. If this is a not checked, any NPC’s following this path will return directly to the first waypoint once the path is completed. We don’t want our first waypoint list to loop. Click on it so that it is checked. 5. Check the box that says “Blue Team Waypoint” to specify which team it belongs to. Now click OK. 6. Go to Insert Mode by pressing the INSERT key. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 18 7. Click on the map somewhere near the “start, player” marker that you placed earlier to add the first waypoint. 8. In the Insert Item window, click on Markers then select waypoint. The waypoint will now appear on the map. 9. Click somewhere nearby to place your next waypoint. Notice that Markers and waypoint are already selected in the window that opens. Just click on OK. Repeat steps 8 and 9 a couple more times. Get out of Insert Mode by pressing the Insert key. Select the waypoints you just placed and then click on the Selection Information Box to bring up the Item Attributes window. In the item attributes, change the Waypoint List box to “I - Player Waypoints”. Then choose a map symbol. If you don’t have a symbol, the waypoints will not show up on the player’s radar. Click OK to return to the map view. You should now see a series of connected lines. This is your waypoint list. While NPC’s will follow this list, they still have to be individually numbered and (if needed) named. Select the second waypoint in your list and open its Item Attributes window. In the “Number” window change the current waypoint’s number to “I”. Waypoints count from 0 up and right now all of the waypoints have the same number, 0. You need to progressively number each waypoint so the order is specified. If you don’t, the order can get altered if additional waypoints are added. For player waypoints you can use the pull down menu to give the waypoint a name that will appear on screen. Go through each waypoint and number them accordingly. The waypoints should all be attached to the same waypoint name, be numbered correctly, and connected by a line. If the line connecting them on the map screen is incorrect, make sure your waypoints are numbered in the proper order from 0 on up. Incorrect numbering can also occur if you add waypoints to an already existing list. If this occurs, simply edit the number of each point manually. Remember that you can attach a win condition to a waypoint by clicking one of the boxes in the Item Attributes window. Select one waypoint and click a numbered box. This attaches a win condition from the General Information window to that waypoint. Normally a waypoint will switch to the next one in line when the player moves over it. If a win condition is selected, that condition must be met before the waypoint will move on. NPC waypoints Laying down waypoints for NPC’s is done exactly the same way as player waypoints. The only difference is that you have to assign an NPC to a waypoint list. To get the enemy unit to follow this new path, select the enemy unit and bring up their Item Attributes window. Under the Waypoints section. Select the proper waypoint list and click OK. Now that soldier will begin to follow this path at the start of the mission. You may assign multiple groups to the same waypoint path. Remember that units may not be able to traverse all types of terrain. Choose your path with that in mind. They will also approach the closest waypoint in the path when starting their movement. If waypoint 5,3 is closer than 5,0, the NPC will begin at 5,3. Vehicle waypoints When moving vehicles, you must set up an event with both “change group velocity” and “redirect group to waypoint”. If you don’t set up an event in this manner, the vehicles will just sit there. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 19 Section 7 : Events and Area Triggers Events One of the most complex and powerful parts of mission editing is creating events. With this tool, you will be able to set up a series of actions that only occur when certain conditions are triggered. Each event is set up as an IF-THEN statement. In other words, IF a condition is met by the game, THEN the event takes place. An explanation of the various trigger and event If-Then statements can be found in Appendix B. The most important thing to remember when setting up triggers for events is that the trigger logic goes from top to bottom. When you look at an event with multiple triggers, the order of And /Or triggers is very important. For example: “A and B or C” will always trigger if C is true, and only trigger if both A and B are true. “A or B and C” will only trigger when C is true along with either A or B. More complex logic such as “(A or B) and (C or D)” must be split into multiple events to handle the logic within the parenthesis. Here is an example of how to set up a win condition for Delta Force: Task Force Dagger. Say you wanted the player (who must be set to group one, remember) to win the game if they destroy a certain vehicle, you would do the following: 1 . While in Insert Mode, place a vehicle on the map. 2. Return to Select Mode and select the vehicle. 3. Right click the vehicle with the mouse and click on Edit Item Attributes. Select a unique Group under AI Variables. You may have to name a new group in the Groups window. 4. Open the Events window under Edit. You will see three large areas. The one on the left is where you choose events by name. The other two are the “If’ and “Then” fields. Double click on « New Trigger » in the “If’ field to open the Event Triggers window. 5. Select Group for the Trigger Type. 6. Select All Destroyed for Trigger Condition. 7. Under Trigger Variables select the group # of the building that you just placed then hit OK. 8. Now double click on « New Action » in the “Then” field to open the Event Actions window. 9. Select Blue Win for the Action Type. Finally, for ease of identifying it, give the event a unique name at the top of the window such as “Win by destroying vehicle”. You have just created your first event! Now, when the player destroys the vehicles specified, the mission will end and a win message will appear! You can have multiple If and Then statements for one event by using the “And”, “Or”, and “X- Or” buttons. Whichever you click will affect the next action you create for that event. By using “And”, you can require that multiple units be killed, that the player is within a certain area, and no neutrals have been killed in order to win the game. Using “Or” let’s you use just one of a set of actions to trigger an event. If all the actions in an “Or” event occur, the trigger will still execute. “X-Or” will trigger an event if only one of the actions listed is true. If both are true, nothing will happen. Other Event Commands Reset after (seconds): Once this event has been triggered, the mission can be set to automatically reset the trigger after a specified number of seconds has elapsed. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 20 Delay (seconds): This is how many seconds must pass before the actions will execute. 0 delay means that the actions will be carried out as soon as the trigger conditions are met. Please note that the delay will not work properly if you are using events to trigger other events. Pre-Mission Event: Not used Post-Mission Event: Not used Win and Lose conditions / Sub-goals In the General Information window are the Win and Lose sub-goal pull down windows. These windows represent specific sub-goals and are triggered as “then” statements. Once a sub-goal is triggered, the accompanying text (edited using the text tool strings) will be displayed. Area Triggers An Area Trigger is used to set off an event when the player, or any unit, enters a specified area. To set an Area Trigger go to Edit and then Area Triggers. Give a name to a trigger and click OK. Now enter Insert Mode and place two Area Trigger icons. They can be found under the Markers category. Exit Insert Mode and select only the two points you just placed. Now double click on the info panel to open the Item Attributes screen. Under waypoints enter the number of the Area Trigger that you just renamed (you will not see the name) and click OK. A box will now appear using your two icons as corners. You may now set events by choosing Group Area Trigger as your trigger condition then selecting the appropriate area in the pull down menu of the “If’ statement window. It is important to know that a unit will not set off an Area Trigger, even one triggered by an SSN, unless it belongs to a group and the player won’t set one off unless he or she is in Group 1. You can assign them to a group on their own, but they must be in a group. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 21 Section 8: Exporting and Playing Missions You will not be able to play or test your mission until you convert it into a file that the game can recognize. When you are at a point where you would like to test your mission, save your current file normally. This saves the editable .mis file. Next select Export Binary Mission under the File menu to export and save. Your custom mission will have the extension of “.bms” and must be located in the same directory as your Delta Force: Task Force Dagger game for it to be seen by the program. Be sure your .bms and .mis have the same name to keep everything organized. NOTE: Exporting will export ONLY the map and its items. It will not export sounds or TextTool information. These sections are specified later in this manual. To play your custom mission, start your Delta Eorce: Task Eorce Dagger game. In the Single Player Quick Missions or Multiplayer Hosting Screen (depending on the type of mission you created) and select your mission from the list of games. To look through the sample mission. Open and then Export the arenaqq.us provided with the game. Number of Items Error Each mission will only support a set number of items. When you export, the tool will indicate if you have too many different items. The following Warnings can show up when exporting the file: • The total number of Decorations and Buildings (X) exceeds the maximum () • The total number of Vehicles and Objects (X) exceeds the maximum () • The total number of Markers (X) exceeds the maximum (5 12) • The total number of People (X) exceeds the maximum () Note: Co-op and multiplayer missions should not have more than 60 AI units. Too many AI units will result in poor performance. If you receive an error, the file will still export, but any items exceeding the maximum number will not be exported. The number of objects should be reduced to the limit or unpredictable things could happen as a result of the excess items not being exported. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 22 Section 9: Sound Markers One of the most important aspects of any game is sound. Environmental sounds help set the mood and locale while dialogue moves the story forward and gives the player vital information. Sounds are triggered in a few ways. Some are inherent to the objects to which they are attached, such as vehicle sounds. Others are placed as invisible objects that have looping sounds such as running water or birds. Sound markers can be fond in the Insert Items window under the Markers heading. They will all be prefaced with the prefix of “SND:”. Some will have a suffix of “Loop”. Loop sounds will play continuously and are not triggered by anything. If the player is within range of a sound, it will be heard. Other sounds (those without the “Loop” suffix) play at specified, slightly randomized, intervals. Fall Off Distance Every sound in the game fades as you move away from it. This fading is part of a pre-configured “fall off distance”. The fall off distance is the range between the sound marker and the point where it can no longer be heard. Many (though by no means most or all of them) have a fall off distance of meters. The sound will slowly get quieter until, at meters, it is completely silent. You will typically want to keep sounds markers from overlapping. Test out the distances and set them accordingly. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 23 Section Design Guidelines Now that you know the mechanics of making a mission, you must consider how to put the pieces together in a way that will be fun for the player and fit with the style and design of the existing missions. Difficulty Any mission you create will be difficult for other people. No matter how easily you can complete your mission, believe anyone that tells you they have trouble. There are a number of ways you can adjust the difficulty with good mission design. Good ways to reduce mission difficulty: 1 . Lower enemy accuracy 2. Reduce the number of enemies that can see the player at one time 3. Set fewer enemies to prone and more to standing. 4. Set some enemies as cowards, or trigger them to run away from the player. Bad ways to reduce mission difficulty: 1 . Blind or deafen the enemy 2. Don’t give the enemy any weapons Pacing Missions need to have a certain flow to them. The opening view of the mission should be pleasant, and the first few moments of the mission should allow the player to get used to the terrain. The player should not be in immediate danger, and should have a good vantage point to figure out what they’ll be doing. Once the player begins moving in, they should encounter patrols, sentries, or points of interest (like small villages). After this, they should come upon the main objective and be given opportunity to look it over before attacking it. Completing the primary objectives should be the height of action in the mission. If the mission requires extraction, there should be one more encounter on the way there. Listed below are some general guidelines. Not all missions will run like this, but they are good guides. A. Opening 1 . Pleasant opening view 2. No immediate threats 3. Chance to survey area B. Approach 1 . Minor action or scenery to keep player interested 2. Chance to survey target C. Target 1 . Action should ramp up and get more intense a. A trickle of enemies is better than a flood, don’t have the player get hit by everything at once. 2. Avoid having to “hunt down the last guy’’, make necessary enemies come to the player or exclude far flung enemies from the win conditions. D. Withdrawal 1 . Minor action or scenery to keep the player interested 2. Extraction area should be obvious (landmarks are good) Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 24 E. 3. Don’t try to kill the player at this point, the last fight can be thrilling, but shouldn’t be deadly Finish 1. The player should feel accomplishment and not wonder “Why’d I win?” Details Don’t get wrapped up in triggering small details or events. Often times, you can spend too much time on one scene than should be spent. People won’t sit and watch the AI move around for long. They’re more likely to just shoot whomever they spot. So it’s not as much a matter of what the AI is doing, as where the AI is. Waypoints 1 . Use the “move timer” in waypoints to have enemies pause during their patrols. This is a simple way to give them a little more character. 2. Set up large patrol loops and you can put multiple enemies on them. 3. Remember to use area triggers instead of waypoint triggers to set off events when the player reaches a destination. AI attributes 1 . Set higher minimum engagement distances on some enemies. This makes them more likely to fire than approach. 2. Vary the weapons the enemy uses, don’t just give everyone the same gun, give some pistols, some rifles, some sub machineguns, etc. And change their accuracy to reflect the gun they use. Triggering 1 . Trickle bad guys out of hiding by triggering one to run out if a buddy of his dies outside 2. Replace sentries, like guards in towers, by using events to have someone run up and replace them if they die. 3. Send out “search parties” of 1 to 3 enemies if the player fires from an area or kills a sentry looking over the area. 4. Redirect some enemies to run to cover when they go red alert. Other Hints and Tips Plan out your mission before trying to create it in the Mission Editor. Having a good idea of what you want your mission to contain will make your work go much more efficiently. 1 . For your first mission, open the arenaqq.us fde and begin tweaking aspects of it. This mission was created to give you a head start on creating a mission. Looking at how a mission designer lays things out may help you understand specific portions of a working mission. 2. For ease of viewing units, use the Height Map view (F2 key). The items will stand out more against this background, especially on snowy terrain. 3. Using the layering functions can help save a lot of time when fine tuning missions. Putting items in Layers may seem like a hassle for smaller missions but when more and more items are added, you will really wish that you had done it. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 25 4. When you right click the mouse with no items selected, you can choose to View by Side; this will turn all of the bad guy’s items red, all of the good guy’s items blue and all of the neutral items green for ease of game balancing. 5. When placing buildings, use the F3 view to find a good flat spot. 6. In Capture the Flag missions, it’s a good idea to drop a “null” marker on top of any flag you put down, then set the null marker to the team color of the flag. This allows you to see your flags from a zoomed out perspective, where they’d normally be hard to see. 7. A good rule of thumb for placing objects is whenever you want to place an object which has others like it already in the mission, it’s simpler to copy and paste it, then modify the new one (rather than switch to insert mode and create a new one). 8. When moving vehicles, remember to set up an event with both “change group velocity” and “redirect group to waypoint”. 9. You can rotate several objects at the same time by selecting them, right clicking and selecting “Group Rotate” from the list. Start Markers All types of maps need a player start marker. Multiplayer maps have different markers than the single player game and should have enough markers for simultaneous spawns of all players. 1 . In Single/Coop games, this will be the “Start, Player” marker. One for each potential player. 2. Non-team multiplayer games will use the “Start, dm” marker. 3. Team games will use “Start, (red/blue) team” markers. 4. To determine a specific order players are loaded in multiplayer games, you may set a number for each start position in it’s attributes under Waypoints in the Number field. Save, export and test your mission often! Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 26 Appendix A: Terrain Types There is a pull down menu for your mission terrain in the General information window. Each image on this page is a snapshot of the various terrains you are able to choose from that menu. If you change terrains after laying down items, you may have to manually readjust the item’s z-axis number or it may end up underground. OP23 OP24 OP25 Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 27 OP14 OP15 OP16 Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 28 K1 Kic MPT MP9 MPB Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 29 Appendix B: Trigger List The following “If’ and “then” statements describe a situation that must take place to trigger an event. When you select one of these trigger types in the events window, more options will open to allow you to specify what you want to be the trigger. For example, if you select “Group” as an “If’ trigger, then a new pull down menu will open up. Pull down this menu until the group that you want to be the trigger is selected. “IF” Statements Trigger Types Null: Always False. Can be used as a temporary placeholder. Group: Triggers affected by Groups. Needs a Trigger Condition (see below). Event: True if a different Event has been triggered. CampVar: No longer used 2ndTime: True if this is the even numbered time the mission is played. SquadMates: Events with this heading will only occur if there is a Squad Mate entered into the mission. Group Trigger Condition These options can be selected if you set your Trigger Type to “Group”. Null: Nothing. Can be used as a temporary placeholder. Seen Enemy: True if the AI spots the enemy, but has not targeted yet. Has Targeted: True if Group X has targeted Group Y. Condition Red: True if Group has spotted and is engaging the enemy. AKA Red Alert Condition Yellow: True if Group has been alerted (sound, death of friend, etc) but does not see the enemy. AKA Yellow Alert. All Destroyed: True if all members of the Group are killed/destroyed. Any Alive: True if any members of the Group are still alive. This will trigger immediately unless other conditions are set. Lost X Units: True if X number of units in Group have been killed. Reached Waypoint: True if Group reached waypoint. All Intact: True if every unit in this group is not destroyed. Area Trigger: True if Group is within the Area Trigger. Holds Item: True if Group is holding the specified item. Has X Units: True if Group has X or more members alive. Shot Enemy: True if Group X shot at and hit Group Y. “THEN” Statements Action Types Null: Always Ealse. Can be used as a temporary placeholder. Redirect Group To: Make Group go to Waypoint X-X. Kill Group: Immediately kill all members of Group. Change Group AI: Change an AI attribute of Group (See “Action Subtype: AI” below) to “On” or “Off’ or change an item attribute. Vaporize Group: Remove the Group from the game. Set Campaign Variable: Not used Output Text: Not Used Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 30 Play Wavlist: Not Used Blue Win: Triggers a game win for the Blue team and ends the mission. Red Win: Triggers a game win for the Red team and ends the mission. Green (Neutral) Win: The neutral team wins. arenaqq.us ever used. Group Velocity: Change the movement speed (KPH) for vehicles. Area AI, Red: Changes the AI of everyone on the red team within a specified area trigger. Area AI, Blue: Changes the AI of everyone on the blue team within a specified area trigger. SubGoal Won: Sub Goal X has been achieved. SubGoal Lost: Loss Condition X has occurred. Change Team: Change the team of Group. This is useful for changing civilians to enemies if the player shoots them. Change Group: Converts one group into another. Group Teleport: Instantly relocates a specified group to a teleport marker. Action Subtype: AI These actions can be chosen when you set the Action Type to “Change Group AT’ Null: Nothing. Can be used as a temporary placeholder. New Weapon: Change the current weapon Guard Bit: If he has waypoints, he will follow them and never stop to shoot at or follow an enemy unit. If he has no waypoints, he will not move, but he will shoot at enemy units. Stander: Will shoot while standing (default is to crouch and shoot). Proner: Will shoot while prone (default is to crouch and shoot). Red Alert: Actively attacking/ looking for a specified enemy. Yellow Alert: Heightened state of awareness, but not attacking. GreenAlert: Everything’s clear. Field Of View: Change the angle of Field of View. Accuracy: Change the Accuracy level. Perception: Change the Perception level. Move Timer: Adjusts the time an AI will spend moving before resuming other actions such as shooting. Crouch Timer: Adjusts the time an AI will spend crouching before resuming other actions such as shooting. Attention Span: Adjusts how long an AI will look for something that they can no longer see. Obliqueness: Adjusts the offset approach angle of an AI as they move towards a target. Silent: Won’t call for help (but may make noise while dying). Blind: Doesn’t see anything. Berserk: When the player or an AI unit is labeled as berserk, they become an enemy to everyone. Their friends will shoot at them and AI’s will shoot their friends. This is most often used to turn blue NPC’s against the player who does too much friendly fire. Climber: An NPC tagged as a climber will move up ladders to follow a target. No Water: Doesn’t go in water. Rolls Over: Does roll over animation when prone. Coward: Will surrender when player is in proximity. Deaf: Doesn’t hear anything. Deaf to Gunfire: Doesn’t hear nearby gunfire. Deaf to Friendly Yells: Doesn’t hear yells of allies. Deaf to Footsteps: Doesn’t hear nearby player footsteps. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 31 Appendix C: Sample Mission With the Delta Force: Task Force Dagger Mission Editor open, select File, then Open, then select the “arenaqq.us” file. This mission was built for you to have a head start on designing a mission. The tutorial terrain uses a snowy, mountainous map on a dark, windy, and rainy day. A - The lower left side of the map shows the starting position for the player. The second blue dot is the player’s waypoint. B - This area has four guards who belong to the group “Enemy Guards”. C - This is the starting point for the Civilian Trucks and Enemy Convoy helo. For them to follow the green waypoint path, an event is triggered when the player enters Area Trigger 1 represented by the long yellow box. D - When both Civilian Trucks enter this box, it triggers a subgoal that must be completed to win the mission. E - When the Enemy Convoy Helo is destroyed, this helo will come to investigate. Both are set to be “blind” just for this sample otherwise it’s a bit hard to survive. There are 8 events in this mission: (0) Start Convoy - When the player enters Area Trigger 1, the civilian trucks and convoy helo have their velocity set to 9 and are redirected to waypoint path 2. Area Trigger 1 is very large so the player cannot avoid it accidentally. (1) Helo Reinforcements - If the escort helo is destroyed, the second helo has its velocity changed to 50 and is redirected to waypoint path 6 to intercept the player. (2) The Getaway - If the convoy helo is destroyed, the civilian trucks speed up and move along waypoint path 5 until they reach safety. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 32 (3) No Civilian Casualties - If both trucks enter Area Trigger 2, a subgoal is won. (4) Guards killed - If all four guards are taken out, another subgoal is triggered. (5) Destroy Helicopter - Destroying the convoy helo will trigger yet another subgoal necessary to win the mission. (6) 2“'* Helo destroyed - Destroying the reinforcement helo when it shows up will trigger subgoal number 4 (7) Civilian Truck Destroyed - If, at any time, one of the civilian trucks is destroyed, a losing subgoal is triggered and a “Red Win” is declared. This means that the player fails the mission. (8) Blue Wins! - A Blue Win will be triggered on if events 3 (both Civilian Trucks enter area trigger 2), 4 (all four guards are killed), 5 (the convoy helo is destroyed), and 6 (reinforcement helo is destroyed) have been completed. As soon as the last objective is complete, a mission win message will appear. This mission is just a test to show you how events, waypoints and triggers work. Feel free to alter this map and try out your own events and plans. When you save and export, be sure to save it with a different file name, or you will lose this map.
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TASK fom Hum MISSION EDITOR MANUAL CONSUMER VERSION This Mission Editor tool is a proprietary Delta Force Task Force crack serial keygen designed specifically to create missions for NovaLogic’s action games. Since each game DMCA Policy > New Released Software Serial Keys Free different requirements and variables, the Mission Editor is constantly undergoing changes to best fit the current project. This manual covers the mission editor for Delta Eorce: Task Eorce Dagger. We will walk you through the process of setting up a mission, populating it with objects and enemies, and setting complex trigger statements and dialogue. It is highly recommended that you walk through this manual in the order that it is written. Many functions will work only if the proper groundwork has been properly laid. The Mission Editor Tool requires a minimum screen resolution of x Eor best results, we recommend that you set your resolution to at least x It is also recommended that you have at least megs of memory free when using the FINAL FANTASY IV Cracked PC [RePack]. DISCLAIMER: The Delta Force: Task Force Dagger Mission Editor Tool is provided to the consumer “AS IS”. NovaLogic technical support will not be able to answer any questions about this product or any issues related to its use. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 1 Table of Contents Section 1: Navigating the Tool 3 Section 2: Creating a New Mission 6 Section 3: Editing General Information 7 Section 4: Groups and Layers 10 Section 5: Inserting Items II Section 6: Waypoints 18 Section 7: Events and Area Triggers 20 Section 8: Exporting and Playing Missions 22 Section 9: Sound Markers 23 Section Design Guidelines 24 Appendix A: Terrain Types 27 Appendix B: Trigger List 30 Appendix C: Sample Mission 32 Appendix D: Key Commands 34 Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 2 Section 1: Navigating the Tool There are a number of keyboard controls and toolbar buttons that will help you work more efficiently, Delta Force Task Force crack serial keygen. Many functions are mirrored in the pull down menus, but learning the key commands will prove to be more useful. If you want to try out some of these commands, open the sample mission by clicking File then Open Delta Force Task Force crack serial keygen select “arenaqq.us”. This will bring up a map and some objects already laid out for you. Mouse Commands: Left Mouse - Selects or unselects an item in Select Mode or inserts a new item when in Insert Mode. You can left click on the Unselect All button or you can hit the U key to unselect everything. You can select more than one item at a time by moving the mouse near another target and clicking on it. Items turn yellow when selected. The attributes of the most recently selected item will appear in the window in the lower left side of the screen. While an item is selected you can left click on the Selected Information Box in the left corner to pull up the Item Attributes window. Left Mouse with SHIFT held down - Selects everything within the box you create. Left Mouse with CONTROL held down - Unselects everything within the box you create. Right Mouse - If you have an item selected, iZotope RX 8 Crack Audio Editor Advanced Full Version Download will bring up a menu for copying, pasting, selecting and entering the Item Attribute window. If no items are selected, a menu for Insert Mode, pasting, and viewing options will appear. Right Mouse with SHIFT held down - Quickly zooms in and out of the map. Click and hold the mouse button then move the mouse right or left to quickly zoom in and out of the map. Right Mouse with CONTROL held down - Centers the map on the point you clicked, Delta Force Task Force crack serial keygen. Keyboard Commands: Keypad 2, 4, 6, 8 (with Numlock ON) - Scrolls map down, left, right and up respectively. Page Up, Keypad 9, or Keypad Plus - Zooms map in. Page Down, Keypad 3, or Keypad Minus - Zooms map out. INSERT - Toggles between Insert Mode and Select Mode. DELETE - Deletes selected items. ALT - Hold to use hotkey listed in the toolbar menu. For example, pressing ALT + E pulls down the Edit Menu. After that, pressing ALT + I will open the General Information window. ARROW KEYS - Move the objects you currently have selected in small increments. ARROW KEYS with CONTROL - Moves objects in much larger increments. U - Unselects all selected items Delta Force 3dMark free download Archives Force Dagger - Mission Editor Manual - 06/1 1/02 Page 3 The main editing screen. Delta Force Task Force Dagger - Mission Editor Manual - 06/1 1/02 Page 4 Screen Buttons: t I H ft j 1 1^ Kg I [
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