XEd Tutorial 01
XEd Tutorial 01
Part I: Quickstart
Create your first simple multiplayer mission
To create your first map, start XEd. Double-click the XEd icon on your desktop. The splash
screen will appear. When the Welcome to XEd! dialog has loaded, select the type of Landscape
type you would like to use, under “New Mission” at the bottom. Pick “Desert”, and click “New”.
When the map has loaded, the sky will look odd. On the Commands drop-down menu, click
Select Environment. Environments are connected to the terrain type and desert only has two -
one morning and evening. Select “Morning” and click OK.
You should know how to move around. Holding down the right mouse button will allow you to
push and pull your way around the map, or W, A, S and D can also be used. Holding down the
ALT key will slow this movement by a factor of 10. Holding the right mouse button and the CTRL
key lets you look around in the world, while rolling the mouse wheel will raise and lower the
camera – this motion, too, can be slowed by holding down the ALT key as well.
We need to raise the whole terrain above water level. The easiest way to do this is Floodfill,
available under Commands. Water level is just below 19.5 meters, so type in 25 and click OK to
raise the ground above this.
It is also possible to import heightmaps into XEd. Click File->Import Heightmap and browse to
the file to be imported. The files should be a 513 by 513 pixel grayscale Truevision Targa (.TGA)
file.
Expand myPlayers and go through all eight players available on the map to make sure that both
TEAM_1 and TEAM_2 are listed, but no other team. Players may still change their team in the
lobby, but if a team is listed among the players in MissionStats, players will also be able to
choose that team in the lobby - even if that team has no landing zone. Now close the
MissionStats window.
Select the InstancePlaceTool. Now find two reasonably flat areas on your map where
you want dropships to land. Using the InstancePlaceTool, click on the ground where you
want the LZ_thing. This flat white marker is a thing; an object that has no collision, but
which can be animated. When used to mark a Landing Zone, the marker will change color to
reflect whether the zone is neutral, friendly or hostile.
Notice that when you placed the LZ_thing, a new item appeared on the Instances list, under the
Things branch. Expand this branch to see the name of the new Thing, which is most likely
LZ_thing__1. Change this name by selecting it and clicking the Rename button at the bottom of
the Instances panel. Do this now, and set the new name to LZ_1_thing.
Click the AreaPlaceTool. It works a little differently
from the InstancePlaceTool in that it only places
Areas, and these require a radius. Therefore, when
you select this tool and click on the ground, hold down your
mouse button in order to also set the radius of the area before
releasing the button to create the area in the place and size
you wanted.
If you make a mistake, you can Undo the area, or use the InstanceEditTool. Clicking on
an instance with this tool will select it – surrounding it with a green translucent sphere.
Select the area you placed. Now hold down the CTRL key, click and drag the mouse.
Normally this would rotate the instance, but because Areas are round, it instead allows you to
change their size. Holding down ALT instead will allow you to move the instance to another
position. When you are done, find the new Area in the Instances list and change its name to
LZ_1_area.
You now have all the components necessary to create a landing zone. Use
ViewScriptsDialog to make the script panel visible. In the upper left is a list of all existing
scripts. As you can see, START is the only script listed, and it is empty. When you have
closed that window, click the New button in the Script window to create a new script named
ZONES.
Select the START script again. Under Available Commands,
please find TRIGGER_AllPlayersReady and double-click it.
Change myTriggeredScript (the only option) to ZONES. This
means that once the trigger activates, it will start the ZONES
script, and the commands within it will run. In our case, that
means the Landing Zones are created once all players are
reported ready. Now find the
WEATHER_ChangeWeatherEffect command, and double-click
it. When the options for this command shows up, select one of
the Default_Cloud weathers, as this will add a cloud cover and
fog border to your map.
This time, name all components something with LZ_2, and tie them all together with a
TEAM_AddZone command with myStartingTeam set to TEAM_2. Rename this new zone LZ_2.
Once you have done this, all components of the map are in place. Click save to name your map
and save it. Once it is saved, press the Export button, if you can. Sometimes, it becomes
disabled and you will need to move the camera or something in the world for it to realize that the
map has been “changed”. Wait for the export to be completed, and when it is done you will have
a brand new SDF file in your Custom_maps directory – your very first exported and compressed
map for Ground Control 2.