

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.
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|
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.
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