Call to Arms

Call to Arms

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Tjdaggers EDITOR GEMS
By Tjdagger
This guide aims to help assist and empower just about anybody by sharing knowledge, scripts, tips and tricks for using the Gem editor, enabling them to create missions, maps and more for Call To Arms.
   
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Reinforcement Button Basics
Reinforcement Button Basics.

reinforcement buttons 001
This video shows using "actor_to_waypoint" command to call in reinforcements, and looks at where to find existing image button names for the reinforcement buttons.
It discusses using "Action" command to "move" troops vs relying on "actor_to_waypoint".
And a quick demo of editing the mission file text to quickly copy commands.

reinforcement buttons 002
This Video explores an alternative method to call in reinforcements using "placement" command to clone/spawn units at various point on the map.

reinforcement buttons 003 autoassign
This video addresses using the "autoassign" command to make your mission ready for Co-Op play.


Adding Enemy infantry
adding enemy
This video shows a common method for adding enemy waves using waypoints.


objective progress command to display remaining enemy reinforcements
objective progress
This video looks at using the "objective_progress" command to display text and a value on screen. In this example it is used to display remaining enemy reinforcement numbers.
Kill count script
Kill count script
This video adds a kill counter script using variables to track numbers.
Creating a mod for your map/mission
The first video goes over the basic setup for a mod. Looks at the Mod.info file, how to find the current game version and setting up the mod folder structure for your map.
Random Waypoint Tree Spawning
This little exercise is a response to a question posted on AS2 discussions.
It looks at the challenges of spawning objects (trees in this case) randomly around a waypoint while maintaining a reference to varying surrounding ground heights.

Sliding Links
This section focuses on entities used to create sliding doors and more.

Sliding link intro 01
What is it?

Sliding link how does it work 02
Looks at object files and scripted trigger relationships.

Sliding link but wait there's more 03
Looks at the different varieties of sliding links.

Sliding link triggers&conditions 04
A practical look at triggers and conditions used to activate sliding links.

Sliding link get creative
A quick example of getting creative with sliding links.



Reinforcement vehicles
This video attemps to illustrate how to use "Functions" in the editor with a functional step by step example. Using 3 waypoints and 2 units on the map. It shows how to spawn and crew vehicles via reinforcement buttons

enemy infantry ai behaviour
The video below illustrates using the (include...) command to add "player_infantry_reinforcementas_include" mission file to an existing mission. It also steps through adding and tagging units to the 3 AI behaviour types ("hunter", "scearcher", "defender").


Mission script file is found in...
\resource\map\single\script_base
Auto Medic include

Illustrates adding and setting up units for the "Auto Medic" script.
capture script include

Explores the features of the capture script which allows players to capture & interrogate enemy units. Also the ability to capture them to use in battle.