Ghost Recon Retreat
IGOR TUTORIAL
Written by
Cynical
Saint
Nov 13, 2001
I
am dense. How's that for a way to start
off an article? When it comes to game
editors, whether it be worldcraft, MaxEd,
or the infamous RSEditor, I tend not to
be so bright. I can never seem to understand
all that is going on. When I finally got
my hands on Igor, the new editor for Ghost
Recon, I was pleasantly surprised. I thought
that I might just try making a mission
right off the bat without any testing.
To my astonishment, the mission loaded
in GR!! No crash, no explosion, no blue
screen of death. Now mind you, I had no
enemies to kill, no objectives to complete,
and no way to end the mission, but I made
it in just the same. This of course set
my mind racing to see what I could do
next. For the benefit of all of the modders
out there anxious to get their hands on
GR, I will take you through the basics
of creating your first mission.
One
of the most beneficial
new features with Igor is just about the
first thing you stumble upon, mission
templates. As you select File>New,
it asks you to choose a mission template.
Now you don't need to do this, but it
is very helpful and a huge time saver.
Select a mission for the map you are going
to be creating a mission for. In this
case since I am working with the demo,
I have chosen the mp6_castle.mis file.
Once the mission file loads up you will
notice that a lot of the tedious work
has been done for you.
All
of the 3D sounds have been scattered throughout
the map for you, and all of the "zones"
needed have been placed. This includes
the sound tags for each individual room.
The first thing we want to do is name
our mission and set its properties. In
the top right window click on what now
says MP06 Castle. This opens up your options
in the lower right hand window. First,
click the button to edit the Mission Properties.
The mission we are creating will be a
single player mission but it can also
be used for coop play. So, in the new
window that opens, select Single Player
and Multiplayer Coop. This now allows
you to name your mission. I will be naming
mine Tutorial Mission 1. "Requires
unlocking" and "Combat points"
both only make a difference in full campaigns
so we will leave those alone for now.
The drop down boxes at the bottom allow
you to set your ideal team. In game, when
you choose to auto-assign your teams,
this is what tells it what specialties
to assign. I will set mine up as shown
in the pic below.

Now
in the case of this mission, the template
gave us a little too much. We only want
our mission available as a "mission"
type game in the "Quick Mission"
menu. So, we need to click the plus next
to zones and delete all zones except for
the "wind zone". (This zone
is a box around the entire map only listed
in order to play the windy sound in all
areas). Now that we have cleared out all
of the "zones" we are going
to add back in the one zone we actually
do need. Clicking on the misc. tab in
the lower left window, we need to click
once on "Zone" and then we need
to choose a spot for it on the map. Once
you have chosen, hold ctrl and left click
that spot on the map. Now you will see
that it has been added to the "File
View" in the upper right window.
Select that zone and look at its properties
below. For now all we need to do is rename
it to "Insertion Zone", or anything
else to help you keep
track, and at the very bottom of the properties
click "insertion". Now we need
to expand that zone a little bigger to
allow six full grown men to spawn there.
Press the Page Up button to zoom in a
little on your planning map. To save time
finding where your insertion zone is on
that map, simply click on it in your "File
View". To enlarge that zone hold
your alt button, and click on the square
designating your insertion zone and drag
out a small square area. This gives us
a little more room for the team to spawn.
Next
we can get on to the most important part
of any mission, the "bad guys".
I know I know, they aren't really "bad"
just misunderstood. Placing characters
in Igor follows a basic military order.
We need to first create a Company for
our baddies. On the misc. tab in the lower
left window, double-click on Company.
In the properties window click the name
and rename it to Enemies. Within the Company
we need to create a Platoon. From the
misc. tab double click on Platoon. In
the properties click on name and rename
to Exterior Enemies. All of this renaming,
as tedious as it may be, is simply for
organizational purposes. Now we need to
add a team to this Platoon so on the misc.
tab double click on Team and rename this
team to Ext_Team1. Always remember to
select the appropriate Company and Platoon
by clicking on it in File View before
adding a team or it will add your team
to the last platoon selected. Now we want
to go ahead and add our first enemy. While
Ext_Team1 is still highlighted, select
the Actors tab in the lower left window
and click on one of the actors. Once you
have decided which character to choose
from this long list, you will add this
actor to your planning map much like you
did while adding your zone. Select a spot
on the map and hold control then left
click. You will see the icon appear for
your first enemy. Again in the properties
box rename this character to something
that helps you remember where it is and
what it does. I will rename this one to
ET1_1(ExteriorTeam1_1). You also have
the opportunity to select a kit for what
weapons to be carried, but for simplicity
sake, we will leave it on default. This
tab also allows you to choose how they
will be standing when they spawn, if they
are idle what animation to use, and what
difficulty levels this character will
appear on. This is very helpful
as you may make a team of 5 enemies but
two of them only appear on hard difficulty,
and so on. For our first mission we will
add two more enemies as listed above.
Be sure to place them on the map close
to each other, so they may be able to
work together. Also remember that you
should zoom into your first enemy and
place the other two close to him. With
the map zoomed out, characters that look
close to each other could be a long distance
apart.
We need to now give these enemies something
to do, which is called a "plan".
If you do not give them a plan they will
still fight, but will not move around
the map unless they hear or see you. Select
your Team in the File View window, and
on the misc. tab double-click plan. Now
click on the plans tab and you will see
a list of actions that you can assign
to your team. I will go over the two most
important being patrol and path. If you
assign a path your team will follow a
specific route until they come into contact
with you. If you assign a patrol zone,
they will randomly patrol an area until
they come into contact with you. To assign
a path click path in the list and ctrl-click
the first point in the path you want your
enemies to take. The first point should
be near to where your enemies will spawn.
Now we need to add more points in the
path. Hold the shift button and click
out a path on the plan map that
you want your enemies to follow. Be sure
to place points going around objects on
the map so that your characters don't
need to "figure out" how to
get around themselves. In this instance
I want the enemies to walk this path,
then turn around and walk the other way.
So in the properties window click loop.
Once they reach the final point, they
will turn around and go back to where
they started.
The other type of plan I will show you
is patrol. In this type we want to give
the team an area to patrol. This will
work best on the interior of the castle
so I will create a new platoon(Interior
Enemies) and a new team(Int_Team1). I
will also add three actors to this team
exactly as we did above, always following
naming conventions, inside the castle
walls. Then select your new team and assign
a plan to them from the misc. tab. In
the plans tab we first want to determine
the area for them to patrol, so you will
click add zone. We need to place this
zone exactly like our insertion zone.
Click one spot on the map and then hold
alt and drag the mouse to outline the
patrol zone. We will simply make an outline
of the open area inside the castle.

Once
we have added the patrol zone, double-click
on patrol in the plans tab. This tells
the team to patrol that zone. Now I must
admit that sometimes getting them to actually
patrol is a little difficult. You may
need to delete your plan and retry it.
You now have two teams with two different
ways to find you. You may add as many
more teams as you like, with a large variety
of different and more complex plans that
I am sure will be covered in future tutorials.
For our first mission we just wanna finish
this thing up so we will move on to the
final touch.
The only thing left that is not allowing
our mission to work is the script telling
the engine what we have to do to complete
the mission. Since this mission will be
a search and destroy type mission we want
it to end once we have killed all enemies.
Again, like the mission template, there
is an easy way to do this. From the top
toolbar click script>import. Our mission
is most like a firefight mission, so open
the (sp)firefight file. Now if you go
to script>edit you will see that it
automatically added the scripts for you.
Only one problem, it again added more
than we need for our particular mission.
All we need here is a script that tells
the computer that we won if we eliminate
all enemies. So we can delete the first
two lines and close out of the scripting
window.

You
now have a mission that is playable from
the Quick Mission menu.

Although the above may sound very difficult
I can assure that it is not. After finishing
this tutorial I went back and created
the above mission start to finish in only
5 minutes including the proper naming
conventions. I have found that Igor has
an amazing learning curve. You are able
to create simple missions in a very short
time, or you could spend hours taking
advantage of all of the plans, sounds,
mission objectives, and especially the
scripts. This is good on the one hand
because it allows the average Joe to create
a mod. This is also bad because it means
that there is a good possibility of a
ton of un-original mods flooding the community
soon after Ghost Recon's release.
My
advice is as follows: Those modders who
are well known in our community, Mother.May.i,
Serellan, Oblivion, etc... are only known
because they put massive amounts of planning
and hard work into their mods. No one
ever gets famous for 5 minutes worth of
work. So, I urge everyone out there to
test the limits of Igor. Learn all you
can and implement it in your mods. I can
honestly say that there are few limits
to creating missions using Igor and it
is a vast improvement over the RSEditor.
Until next time, enjoy your modding.
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