introduction | map layout | objectives setup | extraction point setup | EAS actors | tips



The standard EAS game involves the capture of a CD from a laptop placed inside the map, once captured the attacker holding the CD then moves to the extraction point to win the round. Setting up this basic EAS gametype is quite simple and only requires setting up 2 actors. The laptop and an extraction point.

But the possibilities of EAS are endless. Apart from the Capture the CD type of setup, there is the ability to setup complex Objectives for players. From Capturing or Defending an area, to laying explosives on an Anti-Aircraft gun, all are possible objectives. The game type also allows for both teams to be assigned Missions. The first team to complete their objectives will win the round.




Adding the Laptop
It is advised that you read the map layout section and use it as a guide when placing the laptop in your map. Placement of this item is vital to how the map will eventually play. To place the laptop do the following:

1. In the actor browser, select:
INF_GameObjects >> EASGoal >> EASObjectGoal >> Capture Goal >> SpecialistCaptureGoal >> INFg_SpecialistFB_Defender
2. Add the laptop to the map as you would any other actor. Placing it in an accesible, sensible spot. The laptop should be sitting flat. You may place it on the ground but it makes more sense that it will be placed so that it can be accessed from a standing or crouched state, like on a table. It has a set radius and angle that it can be accessed from so ensure that the front section of the case is not blocked in any way.

3. Right click and look at the properties for the laptop. There are a number of things to adjust in here. Set each of the following as needed.

Important Properties:

INFg_SpecialistFB_Defender
Section Property Function
EAS ActionTime Amount of 'grab' time taken to capture the CD from the laptop.
CompletedGoalMessage Message given when CD has been taken
FailedGoalMessage Message given when CD is dropped
GoalTitle Name given to CD - e.g 'the documents'
GrabMessage Message displayed to attacking player in range.
GrabRadius Maximum distance away player can 'grab' the laptop from
OtherTeamGrabMessage Message displayed to defending player in range.
EAS_Bots NearestPathNode For bot use, this laptop needs to be set to the tag of the nearest pathnode. This pathnode has to be within the GrabRadius of the laptop of course. Without the NearestPathNode tag set the bots will sit right on top of the laptop to capture it. In most cases this is not possible at all due to obstructions (ie. room ceiling). So setup this pathnode to let bots easily access the laptop.

And that's it, the laptop is ready to go. Now all that is needed is to set up an extraction point.







As another alternative to setting your map up with the basic you are able to setup Area Goals. These goals work in a number of different ways depending on the configuration.

INF_GameObjects >> EASGoal >> EASAreaGoal >> ControlArea

1. Select and place the ControlArea in the map, nearby your desired area. At this point it is advisable to increase the size of the icon to make it easier to find during the tweaking process. Under Display - simply change the DrawScale.

2. At this point you need to decide whether to make the CaptureArea associated to a Zone or to use the collision of the actor. In the Zone associated mode Control Area is linked to a ZoneInfo and will use the confines of a Zone as the area to be occupied. Using the collision setting will use the Collision Radius of the CaptureArea actor.

Setting up the Zone Associated Area Goal:
- Under the EAS section of the ControlArea's properties, set the AreaID to a number.
- Add the following type of ZoneInfo to the zone you wish to be your Area Goal: Info >> ZoneInfo >> AreaGoalZoneInfo.
-
Under the EAS menu in the AreaGoalZoneInfo properties, set the AreaID to that of your ControlArea.

Setting up the Collision based Area Goal:
- Under the EAS section of the ControlArea's properties set bNoAreaUseTouch to True.
-
In the Collision menu, set all types of Collision except for CollideActors to False.
- Set the CollisionRadius to the desired size. Turning on Radius viewing in the your Top view portal helps when laying these objectives out and tweaking the radius.

NOTE: The Collision Height setting does not have an effect. The area is measured as a sphere, using the CollisionRadius, with the CaptureArea being the centre of the sphere. This is important to consider, if you have areas above or below the objective.

3.
Set the NeededControlTeamPercentage to a number between 0 and 1. With 0 being 0% and 1 being 100%. Also set the NeededControlTime to a reasonable amount. Most ControlArea times in 2.9 are 45 seconds or more.

NOTE: NeededControlTeamPercentage reflects the percentage of players you need in an area to maintain control of it. If you have the setting quite high a single enemy may be able to reset the control count. I recommend setting the percentage to around 50% for most goals. This setting in most cases makes it so that the enemy has to have at least 1 more player than the team in the control area to reset the Capture counter.


Important Properties:

ControlArea
Section Property Function
EAS AreaID ID number assigned to this control area if it's related zone..
CompletedGoalMessage Message given when Goal is complete
FailedGoalMessage Message given when Goal has been failed
EnteringMessage Message displayed when player enters the Area.
LeavingMessage Message displayed when player leaves the Area.
NeededControlTeamPercentage Percentage of TeamMembers needed
NeededControlTime Time needed to complete Goal in seconds.
EAS_Bots NearestPathNode For bot use, this ControlArea needs to be set to the tag of the nearest pathnode. It is recommend that you set up 5 or 6 pathnodes with this tag attached to stop Bots grouping up.






The order that Objectives are captured in can be set via a few simple settings. You are able to setup Objectives that are either needed for completion of the Mission or not. Also you can assign Objectives to groups that need to be completed before the next set of Objectives appear.

A maximum of 20 goals per objective and a maximum of 20 objectives per map is possible.

All EAS Objective Actors
Section Property Function
EAS ObjectiveID ID assigned to Objective classes i.e ControlArea or INFg_SpecialistFB_Defender
ObjectiveListOrder Order within the 'Stage' the Objective is assigned to. This dictates the position that the Goal Description is displayed when the Objectives are shown.
bRequiredForObjective Set to True this Objective will be required to win the round.


Think of this as assigning a 'Stage' to each part of the mission. The first 'Stage' will be the objectives setup with ObjectiveID 0. Objectives with higher ID's will not be displayed in the original briefing. You can assign up to 20 Objectives per Objective ID and you can have up to 20 Objective ID's.

Once a set of Objectives are completed, the next 'Stage' of Objectives, with the next highest ObjectiveID's will become active.

You can simply leave all Objectives set to the default ObjectiveID of 0.

Non-Critical Mission Objectives

Objective Actors such as Control Areas and Timed Grab Triggers etc may be used to trigger events that are not critical to the main objectives. By setting the Objective ID of the actor to a high number, 90+ is recommended, and setting bRequiredForObjective to False, these smaller objectives will not be displayed.

If you do want these Non-Critical Mission Objectives to be displayed, simply assign the Objective ID to a 'Stage' you have already setup.