Star Trek: Armada II - Map Making FAQ
Version 1.00 |
21st November 2001 |
By Matthew "theNord" Nordhaus - With help from Ian Davis, Steve Nadeau, Mike Ryan, The Dominion, ChessMess, and everyone who has made maps for Star Trek: Armada. |
Version 1.01 |
2nd April 2002 |
By Rassilon - Added additional information on pathing and Width/Height map feature limitations. Also additional update on HTML coding. |
Version 1.02 |
14th June 2002 |
By Trickster - Added images. |
Table of Contents: |
Enabling
the Editor:
Explore your Star Trek:
Armada II CD and under D:\Setup\Editor
you will see the following files:
ATVI
Map Editor Instructions.doc
Map Editor License.rtf
unsupportedextension_mapedit
To enable the editor place unsupportedextension_mapedit & ATVI in the same directory as your Armada2.exe The default directory for Star Trek: Armada II is C:\Program Files\Activision\Star Trek Armada II\
Launching
the Editor:
Create a shortcut to the Armada2.exe file
and place it on the desktop (or
wherever).
Change the target to read: "C:\Program Files\Activision\Star
Trek Armada II\Armada2.exe" /edit map.bzn
map.bzn is the name of the map you wish to edit. Make sure the 'Start in' line says: "C:\Program Files\Activision\Star Trek Armada II"
Launch the shortcut. If you do not have a map with that name a blank map will be created. If you have a map with that name it will open it in edit mode.
Pressing CONTROL-R will get you to the Map Settings Dialog Box:
Map Type
Should be set to 'mp-regular'
Width and Height
The typical map that shipped with
Star Trek: Armada II was 12,800 by 12,800. (Each
Grid in the game is 100 "units"
square)
When changing the size of the map
(by using Control+R), you should save
your new settings, exit out of the
editor and then reload it. If you
have objects on the map and you change
the size the distance between them
will be scaled, but their relative
positions will remain the same (i.e.
if you double the map size objects
will be twice as far from each other)
For this reason if you change the
map size it's a good idea to delete
and re-place any asteroid belts or
nebula fields. Also make sure you try to limit your map sizes to 50,000 by 50,000 due to the fact most large maps cause lag when playing online and there is the fact the starfield does not scale to fit the map in sizes above this resolution.
Rule File, Script File, TechTree
Unused in Multiplayer and Instant
Action Values here are set by the
Shell.
Background
This changes the appearance of the
background "skydome" around
the map.
Valid names are:
· mbgaqu
· mbgdk
· mbgflu
· mbggb
· mbgkl
· mbgpur
· mbgred
· mbgrg
Note: These are not .SOD or .odf
files.
Starfields
Changes the number and appearance
of stars in the background of the
"skydome"
Valid names are:
· stblob1.odf
· stblob2.odf
· stblob3.odf
· stblob4.odf
· stspiral1.odf
· stspiral2.odf
· stspiral3.odf
· stspiral4.odf
Stardate
Logging for the Admirals Log will
begin at this stardate for any game
played on this map, and will slowly
advance as the game is played. This
info is collected for when ships
are created, destroyed, when planets
are colonized, etc.
Max Officers
Officers are a way to limit the total
number of ships on a map. Each ship
and station uses up a specific number
of officers. There is no way to increase
this number once the map is saved.
This value applies to all teams,
human and AI.
Map Specific Parameters
Time needed to defend base to win
if this is a Assault
map. Amount of Latinum needed to
win if this is a Collect Latinum
map.
Start Location Info
Unused in Multiplayer and Instant
Action.
Start Locations:
When bringing up the map properties
by hitting Control+R, you will notice player
properties to the right of the dialog box.
There will be a list of buttons from
top to bottom... 1 to 8. When creating a map
with a certain amount of players, make sure you
set the individual drop down boxes to be 'empty'
so that the game engine will not place additional
markers in the centre of the map.
Starting locations of course are placed on the map by holding down the Alt key and Double Clicking the Left Mouse button to bring up the map marker dialog box. Make sure in the text box that states 'path_01', you place 'Camera_1' for the first player starting location, 'Camera_2' for the second player and so on. Click OK when completed with editing the information for the map marker, and right click on the map to close the plotting for that marker. It should then turn white. You can click on the circle of the marker, holding the mouse button, making sure it changes colour meaning its selected, and then move it around to place it. To place on the Z axis, do the above to select, hold the Control key and move the mouse slowly up and down to place it in the Z axis or height on the map!
Saving Maps:
To save the map hit Control+S. You can
name it anything you want. Make sure
you never exit from edit mode, then
re-enter and save. Since much of the
AI and game engine initialisation is
done when you exit edit more, a map
saved after exiting edit mode, even
for the shortest time, will not be reliably
saved.
Placing Objects
Observe the edit menu listed along
the left side of the screen. You
can enter sub-menus and place objects
by hitting the appropriate function
key (F1- F12). TAB will take you
back up a level.
Note: Under Windows 2000 the F12
key will break the program, as it is
Window's default debugging key. Simply
continue when this happens.
I'm not sure this happens if
you don't have the development environment
as I had, someone will have to
experiment
to see.
Selecting an Object
When over an object Left Click to
select the object. You can also Left
Mouse Drag around multiple objects
or hold down Shift and use Left
Mouse Drag on multiple objects
to select them all.
Cut Copy and Paste
Single or Multiple selected objects
can be cut, copied, and pasted with
the Control+X, Control+C, and
Control+V
keys respectively.
Editing an Object
Double clicking on an object (or
using Alt+P) brings up the object
settings dialog box. The object properties
dialog box lets you set parameters
for all objects in the game. Not
all parameters are appropriate for
every object.
Label
This is how the game recognizes objects
for scripting calls. Unused in Multiplayer
and Instant Action except for specific
wormhole functionality (See:
Fun
with Wormholes)
Display Name
Name of the object shown when it
is selected in the game.
Health/ Max Health
Hull strength of the ship.
Crew / Max Crew
How many crew are on the ship.
Shields / Max Shields
Shield strength.
Position
Allows you to set exact coordinates
for the object position. Objects
may also be moved parallel to the
grid plane by selecting and Left
Mouse Drag. Groups may be selected
and moved together. When over a selected
object Control+Left Mouse
Drag to
adjust the height.
Roll Pitch Yaw
Allows you to set exact orientation
for the object. Objects may also
be rotated by selecting and Right
Mouse Drag.
Race
Sets the object race. Ignored if
not valid (i.e. for a nebula)
Special Energy / Max
Sets the unit's special energy level.
Team / Perceived Team
What team is the object on. These
values should be the same. You can
use Shift+Up Arrow and Shift+Down
Arrow to change the team number before
you create an object. Any objects
placed will be set to the team displayed. Some objects, like
dilithium moons and nebulas, are
on Team 0. These objects will always
be placed on Team 0 regardless of
whether the edit menu has another
team selected. Changing the team
of these resources will have undefined
results.
Resource Stuff
Edit the amount of resources an object
has here. Setting the 'Is
Infinite'
flag will make the resource infinite.
Set the type of resource you want
to add to the object by selecting
it from the list box. Enter the amount
of the resource you want the object
to have from the Resource Content
edit box. Adding resources to objects
which don't expect them (i.e. adding
metal to a dilithium moon or latinum
to a starbase) will have undefined
results.
Planet Stuff
Change the civilian population of
a planet.
Note: The Max Crew and Team values
depend upon civilian population.
If they don't update properly set
the civilian population, hit OK,
then double click on the planet again.
You should now be able to edit the
Crew and Team/Perceived Team values.
Deleting an Object:
After you have selected an object, hit
the Delete key to delete it.
All Objects Dialog:
Pressing Control+Shift+A in the editor
will bring up the All Objects
Dialog.
This will allow you to view and edit
all the objects on the map. The dialog
will show you the handle, race, team
and class of each object.
Filtering
Clicking on the Show radio buttons
will allow only Ships/Stations,
only Background Objects (moons, nebulas,
etc) or only Paths to be shown in
the list above. If you check the
Show Only Team checkbox, then enter
a team number, only objects from
that team will be shown. Both filters
may be used at once (i.e. only show
Ships/Stations on team 3).
Edit
Select an object and hit the Edit
button to bring up the Object Settings
dialog box. If multiple objects are
selected, only the first will be
edited.
Goto
Select an object in the list and
click Goto. When you close the dialog
box the camera will centre on the
selected object. If multiple objects
are selected only the first will
be shown.
Delete
All objects selected in the list
will be deleted.
Placing Down Asteroid/Nebula Paths:
Laying Down Paths
Alt+Left Mouse Click lays down a 3D
point. Additional Left Mouse Clicks
will add points to the path Right
Mouse Click closes and deselects the path.
Editing Points
You can move points with Left Mouse
Drag. You can raise and lower points
by Control+Left Mouse Drag. You can delete
points with Left Mouse Hold+Delete.
Path Dialog Box
Double clicking on any point on a path
brings up the path dialog box:
Path Name
Used by the game to reference paths
for missions. Unused in MP and AI
except for starting positions...
(See:
Player Starting Positions)
Editing Individual Points
You can edit the position of individual
points along the path by entering
the number of the point you want
to edit, then changing the X, Y, Z
values under Point Info.
Making an Asteroid Path
After placing down a path, Double
Click on one of the points and select
the Asteroid Belt option. The editor
will automatically create an asteroid
belt along the path. You can also
place down individual asteroids one
at a time. The Speed parameter is
unused. All asteroid belts are stationary
(a change from Star Trek: Armada).
Making a Nebula Field
After placing down a path, Double
Click on one of the points and select
the Nebula Field option. The editor
will attempt to fill the area the
path encloses with nebulas. This
works best with a path that is enclosed
like a loop. You can change the type
of nebulas created by changing 'Type'
box under Nebula Field Parameters
Make sure that the Nebula Type is a valid range between 6 and 12 or the editor will crash.
Making Asteroid Fields and Nebulas
that fill the map from top to bottom
Hit the Alt and the + key on the number pad after you have
placed the objects in the editor.
This will make all asteroid belts
and nebula fields span the map from
top to bottom. This is necessary
for appearances in tactical mode.
To Lock Nebulas so they don't get
in the way of selecting other objects:
Ctrl+Alt+Shift+N toggles Nebula select ability
in the editor.
Player Starting Position
Create a point in the map at the
desired start location. Double
Click on the point and name it 'Camera_1'
This sets the starting position for
the first player. Continue this practice
for each starting positions by incrementing
the number, i.e. 'Camera_2' etc.
Left Mouse Drag can be used to move the
point around. The number of
Camera's
that are appropriately named will
determine the number of players that
can play on a given map.
Placing wormholes in pairs will automatically
link them.
Example: The first wormhole laid down
is connected to the second wormhole
laid down, the third is linked to the
fourth and so forth.
Pressing Shift+Double Click on a wormhole
will bring up the Wormhole Dialog
Box:
Wormhole Partner
The Handle (not the display name)
of the object connected to the other
end of the wormhole. Setting this
to be a
non-wormhole object (i.e. a Starbase)
will have unpredictable results.
Delete Buddy Label
The Handle of the Delete Buddy. If
this object is destroyed, the wormhole
is also destroyed.
Expire on Close
Remove the wormhole the first time
it is used.
Delete Craft on Transport
Ships going in will simply be deleted
instead of transported.
Compatible Team
What team is allowed to use this
wormhole.
Cheating to use the AI's Building Capability:
In the RTS_CFG.h file, set the following
values as listed below:
// Build cost multiplier handicap for
hard AI
float HARD_AI_COST_HANDICAP = 0.05;
float HARD_AI_SPEED_HANDICAP = 0.05;
In the RTS_CFG.h file, set the following
values as listed below:
OVERVIEW_MAX_HEIGHT = 50000.0;
Or some other suitably large number.
This will let you zoom way out and balance
multiplayer maps by seeing the whole
map at once. (You can see paths and
planets, but not usually ships, stations,
or nebulas)
Once you have enabled the editor, you
can use the following keys to help you
debug the AI
AI Debugging Display
Press Alt+Shift+A to cycle through
the four screens of the AI Debugging
display. Each will display information
about an AI team along the left hand
side of the screen. Included will
be the AIP values for various goals,
amount of resources, AIP loaded,
build list status, and so on. As
you cycle through the modes, the
mini-map will display four different
sets of information
Mode One: Strategic Goals. Brighter
goals are higher priority:
· Purple - Explore
· Blue - Resource
· Red - Attack Units
· Yellow - Attack Base
· Green - Defend Base
Mode Two:
Map explored:
Mode Three: Threat Map. How much does the AI consider each area of the map a threat:
Mode Four: DeathMap. Has the AI lost more ships than it's destroyed in each area, or vice-versa
You can change the AI team displayed
with Control+Up Arrow and Control+Down
Arrow.
The text will be displayed in the
team colour.
Build List Info
The debugging info will show you
the last line that the AI tried to
build from it's build list, and the
reason it can't build. Each game
cycle the AI scans through it's build
list. If an item exists it is skipped.
If a station has been assigned to
build the item, or a construction
ship, the AI moves on to the next
item. It keeps doing this until it
finds an item it can't build.
The reason it can't build is displayed
last:
NO PRODUCER - there isn't a ship
or station available to build the
item requested. All ships and stations
might be busy doing something else,
or if they aren't something is wrong
with your build list.
NO TECHNOLOGY - The AI can't build
this list because the tech tree won't
let it. A good example of this is
when you ask for a ship before the
shipyard is finished. Remember, the
AI will assign a construction ship
to build the station, then immediately
move on to the next item on the build
list, so the station might not be
finished. If you are sure that you
have the available technology, check
your tech tree.
NO METAL - Self Explanatory.
NO LATINUM - Self Explanatory.
NO DILITHIUM - Self Explanatory.
CONSTRUCTING - It's in the middle
of a group of ships on the same line.
You generally light a map by setting
its Ambient value (in the Map Dialog
box) and then placing two directional
lights down, one pointed up and one
pointed down. Lights are accessible
in the edit menu under
F8 - Map Objects > F4 - Directional
Light > F1 - Directional Light
These lights affect every object on
the map regardless of where you place
them. You can adjust the map lighting
by laying down a light, then Double
Clicking on it and using the colour option to
set its intensity and colour. You can then rotate and position the
light as desired.
These are the default light values for
the Single Player missions in Armada2:
Federation |
Ambient |
Red:
67 |
Directional Light (Up Angle) |
Red:
0 |
Directional Light (Down Angle) |
Red:
255 |
Klingon |
Ambient |
Red:
89 |
Directional Light (Up Angle) |
Red:
249 |
Directional Light (Down Angle) |
Red:
112 |
Borg |
Ambient |
Red:
94 |
Directional Light (Up Angle) |
Red:
0 |
Directional Light (Down Angle) |
Red:
196 |
Note: Every polygon in the game
is processed with every light, so adding
multiple lights is a sure way to bog
down slower computers. Two or three
should be all you need.
Map Editing Controls:
Standard
Controls
Control+A | Toggles edit mode |
Esc | Exit to menu |
Alt+Shift+A | Step through AI Debugging Screens |
Control+Up Arrow | AI Debugging Team Select Up |
Control+Down Arrow | AI Debugging Team Select Down |
Alt+I | Toggle bounding sphere |
Alt+U | Toggle bounding boxes |
Alt+Y | Toggle object debugging info |
Alt+Q | Toggle quadtree (path planning) info |
Alt+M | Toggle memory debugging |
G | Toggle grid |
Alt+Shift+Control+Z | Decouple Windows Mouse and Game Mouse |
Alt+Enter | Switch from fullscreen to windowed mode. |
In Edit Mode
Control+Shift+A | Display All Objects Dialog Box |
F1 > F12 | Selects objects or nested menus |
Tab Up | One menu level |
Shift+Up Arrow | Sets current team number up |
Shift+Down Arrow | Sets current team number down |
Delete | Delete object or path point if selected |
Alt+R |
Restore object to .odf settings |
Alt+Shift+R | Restore all objects to .odf settings |
Control+R | Map parameters dialog |
Control+S | Save map |
Control+Alt+Shift+N | Toggle nebula select-ability in the editor |
Alt+P | Bring up object dialog box |
Control+C | Copy Objects |
Control+X | Cut Objects |
Control+V | Paste Object |
In Game
Alt+V | Toggle fog and shroud |
Alt+T | Timing Info |