MA Tutorial 204: Patrols


Memphis_Bill

 

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Mission Architect Tutorial
200 series - Advanced goals
204 - Add a patrol.


Preparation

Open up your tutorial 203 from the last walkthrough. Patrols cannot be required objectives, so they must be added to an existing mission. We will be starting a new mission. Save it as 204 - patrol. Also under Mission Settings, Write Text, write "Number 204 - Patrols" under Introduction Dialog.

We will be adding to this mission for the rest of the 200 series.

Patrols

Patrols are nothing more than roving bands of enemies. They're meant to add a bit of life to a mission, and perhaps some extra difficulty if one comes up on you unexpectedly. You can add multiple patrols to a mission if you so choose, mixing groups of varying alignment or difficulty as your story or whim requires.

Patrols don't have many settings, so this will be a short tutorial.

Click on the second (details) page of Mission 1.

Select Advanced Mission Goals, then Add a Patrol.

Patrol settings


Patrol Name - like the others, this is a label. Just call it "patrol 1." You may want to use something more descriptive in your own missions if you have multiple patrols, so you can tell at a glance what they are.

Enemy Group - Again, you can pick from standard or custom. We're going to stick with 5th Column for this. Since the patrol is the only moving group, you'll be able to tell where they are.

Settings (Optional)

Again, there's no "Required for mission complete" selection here - a Patrol can't be a mission goal.

The Mission Goal is created when... Use None. "None" refers to what it's dependant on to spawn - set to none, it will exist when the mission starts. If you look at the dropdown list, you'll see options for when your hostage is rescued, and when the rescue is complete. Use those options in your own missions if you want to simulate increased activity from "security breaches" or the like.

Quantity - Set to 3. That should ensure you run across at least one. There's nothing wrong with having just one.

Patrol Alignment - Set to Enemy (the default.) Yes, you can have an Ally or a Rogue patrol, as well.

Patrol Placement - use Any (default.) This controls where the patrol starts.

Patrol Difficulty - Leave at Easy. Again, this affects the rank of what's in the patrol.


Patrol Dialog (Optional)

There's not much here. Just the initial dialog for each patroller (Patroller 1 and 2.) You can use this to indicate (as mentioned above) a heightened sense of alarm for any new patrol triggers. Since we're not getting fancy, I just used "Man, I'm beat" for patroller 1, and "Me too, I could use a donut" for patroller 2.

Save and test. You should now have a patrol wandering through your mission.