Single Player GenED 3 604
In this tutorial I will be showing you briefly the interface for GenED 3.604. I will be uploading more tutorial about this version to create single player maps for Ground Control.
You will need to download 3.604 from here: http://nbek.org/external/GC/GenED3604.zip
I have also included the manual for GenED, the one that was released by Massive. To install the files just copy this into your C:\Sierra\GC\Data folder and place a short-cut of the .exe on your desktop.
I will be uploading more videos on creating a SP map, so keep watching..
Music by www.soundjay.com
Nulls (Extracted from GenED Tips)
One of the most useful additions we've added to GenEd is the "null" object. This is a tiny, invisible, intangible object that doesn't directly interact with anything else in the game. No one can see it, no one can shoot it, no one can bump into it. All it can do is have a location, and move around if you give it orders. While this may sound limiting, it's actually very, very useful.
The most common use for Nulls is to organize the behavior of a group of AI-controlled enemies. If you give a bunch of enemies the same movement order, they'll all move at their own speeds, and thus get all spread out. Want the bad guys to march in a nice formation and not get too far from each other? Have them all follow a null. As long as the null moves at about the same speed as the enemy forces (or a little slower), they will all stay in a nice, neat group. Sure, you could try to get the same effect by having enemies follow each other, but then you have to worry about what will happen when one of those units is killed. If everyone is following one heavy tank, and that heavy tank gets a special weapon up the exhaust pipe, then your formerly organized army is going to be running around like a gaggle of chickens with their heads cut off. Nulls can never be killed, so you never have to worry about the chicken problem.
Another neat null trick (that I don't think we used in our missions) is getting a permanent lock on the player's APC. Normally, you can tell when the APC does specific trigger actions, but since the APC is not a unit that was placed in GenEd, you can't directly refer to it in your GenEd commands. The solution is to create a null at the start of the mission, and have it "SetFallbackOrder(Follow/Affector)" on your "CommandAPCEnterArea" trigger that you already have set up for your "Dropscript" (assuming you're following standard Massive script style). Now you have an object that you can directly refer to in any script that will always be lurking just below the player's APC. Sure, you can't attack it, but you can do all sorts of fun things with follow triggers. Remember how in the first game you always had a sense of security because the AI would always attack your front line, leaving your APC safe in the back? Now you can take away that security and make the player sweat a little by sending in a wave of aerodynes (for example) that specifically track his APC.
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