Tutorial: Create a Planning Map
A planning map is needed for all SP games. It allows a player to use their additional teams to help them complete the mission objectives. With a properly done map, their AI teams can follow a route from the insert to any place the player chooses. This map can also be used in other game modes. By default, the map is displayed by pressing the “G” key.
There are three areas in the editor than you can assign the proper settings to make a functioning planning map. You will find them in the Level Properties, Surface Properties, and an Actor’s Properties.
Introduction
A planning map involves several settings to define where an object, wall, or floor is located in the map. The first setting is Planning Floors which informs the player where they are at. It is customary to assign your ground floor at 100. The next floor above that would be 101 and so on. If there is a lower floor (usually a basement or sewer) that would be 99 and so on.
You can also assign colors to different objects. This allows you to see different objects on the map easier. Normally, you would make all large static meshes one color. You might want to make the insert and extraction zones a specific color.
You can assign objects their planning values as you are building the map. I find it might be easier to wait until the map is build completely. That way you can do everything at once and won’t forget to assign the proper values to a newly added object.
For this tutorial, we will be using the Airport map as an example.
Level Properties
Press the F6 key to bring up the Level Properties and expand R6Planning.
Here is where you you define how many floors you have and the total size of the planning floor.
R6PlanningMaxLevel-This is where you enter your highest floor number. In airport it’s 101 (which is the second floor).
R6PlanningMinLevel-This is where you enter your lowest floor number. In airport it’s 100 (which is the ground floor).
The next step is to enter the total size of your planning map. This should be the section of the map where they player can actually walk on. In airport, the outside edges of the map are not accessible to the player. You need to expand R6PlanningMaxVector and R6PlanningMinVector. Each of them has separate settings for the X, Y, and Z axis.
Here is the direction of each of these axis (except Z, because it’s not needed)
The white X is the center of the mapping space. This would have a value of (x=0, y=0, z=0). You need to find the number for each direction in relation to this spot. For the airport map, most of the map was built in the MaxVector X axis and split evenly on the Y axis.
You can find this number one of two ways. The first would be to use the measuring tool. To do this, set your grid to a size that will allows you to reach the edge of your map. If the grid is on, the tool will measure in increments of the grid. To measure, put your cursor in the middle of the mapping space. Press and hold the Shift button and the Middle Mouse Button while moving the mouse in the direction you want. You should see a red line with a black box with white numbers. Once you reach the end of a particular axis, write the number down. Remember if your map is in the negative side of an axis, you will have to enter a minus (-) sign in front of the number.
If you can’t use the measuring tool or it’s too hard to read the numbers, try this method. Insert a relatively small static mesh in your map. Move the static mesh to one of the borders of your planning map. Open up it’s properties and expand the Movement section, then the Location field. Write down the needed number that is in either the X or Y field. Now do this for the other three sides and delete the static mesh when you are done!
Once you have your four numbers, enter them into the appropriate fields and close the Level Properties. This concludes this part of the planning process.
Surface Properties
Now we are going to add the floors and walls of our map to the planning map. In the 3d view, select a floor, right click and select Surface Properties or press the F5 key. On the Flags tab on the right side is the section we will be using. All floors must have the Floor box check. This will show the floor as a blue color in your planning map. You must also assign the proper Planning Floor by entering the same floor number in the main floor and sec. floor boxes. Click the Apply button to save the changes.
You can speed up the process by selecting a floor texture then pressing the Shift+C keys at the same time. This will select all of the textures on the same plane at once. You can then assign the proper settings. Be sure that you are not including a “floor’ that is outside of the the playable area of the map.
Next we are going to assign walls. Select a wall and open up it’s Surface Properties. The Wall box must be checked. Enter the proper number for the main floor and sec. floor boxes. A wall may have multiple floor numbers. For example, a two story wall would be included on the ground floor (100) and the second floor (101). You would enter 100 in the main floor box and 101 in the sec. floor box. The main floor box will always be the lowest number and the sec. floor box will always be the higher number. Click the Apply button to save the changes.
Actor Properties
We also need to make sure that the larger items (static meshes) that would block a player are seen on the planning map. This will allow the player to make a route for their back AI team with out trying to walk through an item. If you had a car (static mesh) that wasn’t included in your planning map and they player set up the route to go through the car, the AI team may have difficulties finding a way around it. They may end up stopping and not continuing their route, which would not help out the player.
Select a large static mesh that would block the player and open it’s properties by right clicking and selecting StaticMeshActor Properties or by pressing the F4 key. Find the R6Planning section and expand it. Enter the proper values for m_iPlanningFloor_0 and m_iPlanningFloor_1. Most of the time, they will be the same number. Just like walls, some of the static meshes may need to be included in multiple floors.
You can also change the color of these objects. The easiest way is to click to the right of m_PlanningColor (which is white by default) and select the “…” button. A box titled Color will pop up. Select the color you want (I would suggest sticking to a Basic color) and press the OK button. You will notice the white changes to the color you selected.
You can also select the Pick button and an eye dropper will appear. If you click on something, it will sample that color. I don’t recommend you doing this because your colors will, more than likely, be different. If you expand m_PlanningColor you will see four field that determine the color. If you are familiar with these setting and want to use this method, have fun. Just remember the values so you can use them for the other objects.
Stairs
Stairs are a common object that will be in two or more planning floors. There are several ways to show this on your planning map. If the stair is a static mesh, you can simply assign the correct floors to it. In addition you can have the R6StairOrientation (big white arrow in the middle of your stair volume) actor show up in the planning map. Open it’s properties, then the R6Planning section and set m_bSpriteShowFlatInPlanning to be True. You can also se the top part of a collision hull (brush) to be included in your planning floor.
Ladders
Ladders are another common object that will be in two or more planning floors. Open the properties to the actual ladder volume and expand the R6Planning section. Enter the correct numbers for m_iPlanningFloor_0 (lowest floor) and m_iPlanningFloor (highest floor)_1.
For the lower R6LadderOrientation (big white “H”), open it’s R6Planning section and make the following changes. The m_iPlanningFloor_0 and m_iPlanningFloor should be the lowest floor. Set m_bSpriteShowFlatInPlanning to be True (the “H” will appear on the planning map to represent a ladder).
For the higher R6LadderOrientation (big white “H”), open it’s R6Planning section and make the following changes. The m_iPlanningFloor_0 and m_iPlanningFloor should be the heighest floor. Set m_bSpriteShowFlatInPlanning to be True (the “H” will appear on the planning map to represent a ladder).
Other Icons
There are other objects you should have displayed on your planning map. They include R6 Objective Icons, Insertion zones, and Extraction Zones. You should include these in your planning map so the player knows where to find them. Set them up as you would a static mesh, but I would suggest changing the color to have them stand out from the other objects.
Planning Map (In Game)
This is what the lower right hand corner of the airport planning map will look like in the planning stage. Notice the insertion zone is red, while the extraction zone is green. They also set it up so the R6StairOrientation arrows are displayed on stairs. All properly set up working doors will be displayed in green.
This is what the same map will look like while in the game. I am the idiot running into the fire truck! This map moves with the player and can be zoom in and out.
Notes
*If you can’t use the measuring tool, make sure your middle mouse button is assigned as a “middle mouse button” in the mouse properties. If it’s assigned a different function, it won’t work.
*Assigning a floor or static mesh as Walkable, will also allow the player to place a Claymore or Remote charge on the floor.
*To have the color of your static meshes match the color used in stock maps, manually assign these values. Red=111, Green=111, Blue=111. To have your Collision Hulls (made out of a static mesh) match the color used in stock maps, manually assign these values. Red=107, Green=95, Blue=66. This will help show the player where stairs or ramps are in the map. (contributed by wilky9)
Written by cwv_Odedge
