Moreover, you can always save your project (pressing 'Ctrl+S') and exit, using later the command above to continue you work.
Setting up the initial units
The first thing you should probably plan when creating a mission is the initial units provided to each faction. In this mission, Poland, which is controlled by the player, will start with just a single rifle man, while Germany will start with a ship and a supply depot to feed it.
To add units to the battle field, just go to the Objects tab, and press Units button. In the new dialog of the right panel, press the button Add, and set the following filter:
4 units will remain in the list, namely 'pl_platton_at' (which is not actually a unit, but a squad of soldiers), 'platinf', 'plrifle' and plsniper. You can identify moving the mouse over them. Select the 'plrifle', as shown in the following snapshot, where the unit selection area has been highlighted with a zoom window:
Now you can place your unit! Just use the mouse wheel to make zoom on the north-east entrance of the fortress, and click on the terrain to place your new unit:
Now we are placing the German units. Hence, you shall use the team selector to change the team to Germany. The ship we wanna add is called T196, while the building (remember to conveniently set the filter unit type as Buildings) is called Large Supply Depot (Of course, you should select the German one):
You can rotate your units selecting them, and pressing Properties button (at the second row of right panel). Also, make sure you set the ship state to Hold fire and Hold pos.
Time to save the project pressing 'Ctrl+S'
Let's start with the mission itself. Since this is the first mission of the game, we should first teach the units handling basic concepts.
Right after the scenario begins, we are showing a welcome dialog. To do that, select the Logic tab on the top side of the right panel. Then press on the Triggers button, and in the new embed dialog, press on Add. That will open a new dialog to configure your new trigger.
First, set the name of the trigger in the upper box as 001 - Welcome Dialog.
Now press the Events Add button, and select Game started. Then press the Actions Add button, and select Dialog. In the Value box paste the following text:
Good morning sergeant! Since the courtesy visit of the German ship, Commander is a bit paranoid. Indeed he asked us to participate in some military exercices. Press OK when you are ready to begin!
If everything has gone fine, you should see something like that:
Indeed, right after the game starts, a dialog will be shown, and the game will be paused until the player press OK.
Regroup with your squad
When the welcome dialog is closed, we are asking the user to move his very only available soldier to a different point.
To do that, we are showing an additional dialog, we we are explaining how to select and move units.
Such dialog is followed by a camera movement, and a couple of marks to guide the user.
As you may figure out, the logic this time would become more complex.
Add a new trigger again, entitled 002 - Move Unit Dialog.
This time, you should add a Closed Dialog event. You should also add a Dialog action, as you did before, but with the following text:
You should join your squad, sergeant! To move a unit you should first select it, by a left mouse click over it. Then you can ask it to move to a different position by a right click on the destination point
Let's move to the next trigger, that will show the marks and move the camera.
Add a new trigger, entitled 002 - Move Unit.
Such trigger should have a Closed Dialog event as well.
However, this time we are adding 3 actions:
Camera/Camera target. To set the Value, click on the box, and then click over the rifle man --he should be close to (8850, 24, 4400)--.
Marker/Add Marker. Set the position in the same way you did with the previous action. As Value, set the following text: 1.- Left click to select the unit.
Marker/Add Marker. Set the position as the east roads intersection --close to (9205, 23, 4290)--. As Value, set the following text: 2.- Right click to move here.
Right now you should see something like that:
If you test your scenario right now, you'll notice 2 issues.
Both 002 - Move Unit Dialog and 002 - Move Unit are simultaneously triggered when the first dialog is closed. Such issue is not that bad.
However, you can also notice that you are in an endless loop, due to the fact that 002 - Move Unit Dialog is triggered again after closing the dialog that itself has generated.
Indeed, 002 - Move Unit should be disabled by default, becoming enabled by 002 - Move Unit Dialog, and both triggers should be disabled after executing their actions.
Let's start disabling 002 - Move Unit.
The easiest way to do that is clicking on the Runtime button, at the top of the side panel. In the new embedded panel you can just uncheck Move Unit.
Now you can come back to Triggers, and click on 002 - Move Unit Dialog to edit it. We want 2 add 2 new actions:
Trigger/Disable trigger, with the value as the trigger itself, i.e. 002 - Move Unit Dialog.
Trigger/Enable trigger, selecting this time 002 - Move Unit.
Finally, we are proceeding in a similar way to edit 002 - Move Unit, adding an action to disable itself.
Generating your squad
Now we want generate a squad for our dear sergeant, when he arrives the designated point.
To do that, we need to create an area to detect whether the unit enters on it.
Click the Area button at top of the side panel, and then click on Add button.
Drag an area around the destination point. Not too big area, not too small neither.
Now we are physically adding our squad. Don't worry! we are removing it later... It is just a helper.
To add units you should use Objects/Units, as you did when setting up the initial units.
Add the following units, in the positions shown in the figure:
4 x 'plrifle'
With your squad ready, we can create a new trigger, entitled 003 - Create Units.
Such trigger will be leaded by an Unit enters area event.
In principle, the very only unit which may enter such area is our dear sergeant. However, it is safer to add 2 Conditions to check that the right unit has entered the right area, as it is depicted below.
Now you must create several Unit/Create Unit actions, one for each unit of the squad.
The process is quite simple... You add the new action, and then click on the unitType value box, selecting the unit. Then you repeat with the position value box --This time you are actually selecting the position, not the unit--. Finally check that Poland team is selected, and press OK.
If everything has gone fine, you should see something like that:
Press OK to generate the trigger.
Of course, we wanna avoid that the player may generate infinite squads, so we must disable 003 - Create Units itself right after become triggered.
You are probably now familiar with this process.
Click on 003 - Create Units trigger, and add an Trigger/Disable trigger action to disable itself.
Finally, we wanna remove the markers.
To do that, add 2 Marker/Remove Marker actions with the positions of the markers --(8850, 24, 4400) & (9205, 23, 4290)--
Let's keep the new units for a while...
Sending the motorcycle to look for a truck
It's time to show a new explanation dialog to the player. Edit again the 003 - Create Units trigger, adding a Dialog action, with the following text:
Sargeant, walking to the town would take forever. Fortunately, you have a motorcycle. Unfortunately, the motorcycle may not transport additional units, so we must send him to borrow a truck from town
Now we are creating a new trigger, entitled 004 - Borrow truck, leaded again by a Closed Dialog event.
Before we can even forget that, we are disabling the trigger by default.
Indeed press OK to generate the trigger, and go to Runtime to disable 004 - Borrow truck.
Then edit 003 - Create Units and add an action to enable 004 - Borrow truck trigger.
We are ready to work with 004 - Borrow truck!
Edit it, and add 2 Marker/Add Marker actions:
"Move this unit...", at the position of the motorcycle (9200, 23, 4360)
"...here", at the entry of the town, close to the railways (12400, 11, 5220)
As you can figure out, this mission is pretty similar to the one where the sergeant have joined your squad.
The main difference is the distance, which is significantly larger now.
In order to avoid the player get lost, we are drawing a line between the motorcycle position and the destination.
To do that, we are creating a positions array, clicking on Variables button, at top of the side panel, and the the Add button.
Call the variable like the trigger, 004 - Borrow truck, and select position_array as Type.
Then click on Array, and Add 6 positions. You should get something like that:
Perfect! Now you can edit your 004 - Borrow truck trigger, adding a Marker/Draw Line action. In such action you change to Variable option, and select the 004 - Borrow truck one.
Now you can select all the NEW units, and remove them pressing 'Supr' key. Take care to don't remove the areas!!!