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[hemmerling] Computer Games by "Gaijin" 5/5 - Video Tutorial "War Thunder - CDK: Mission Editor"

I Takeoff

1 Create a Player

  1. Select unit type “armada” ( default setting ). All aircrafts come under the “armada” type.
  2. Press the button “Create unit”.
  3. Place the “armada” unit.
  4. Press the key “P” to open the “Object Properties” window.
  5. “Object Properties” window:
    1. Change the name of the unit to “player”.
    2. Select the type of vehicle we want to use, by the pick list “Class”. Make shure that you own the vehicle, i.e. that it is unlocked in the vehicle tree!
      • The original video tutorial suggestes to select the vehicle “f4f-3”. However, this vehicle might not be available for you.
      • So I suggest that you select the reserve vehicle P-26A-34 M2, which you own and may use in any case. So set the pick list “Class” to “p-26a_34_m2”.
    3. Click on ”+ Properties”, to open the expandable area below.
    4. ”+ Properties”:
      1. Set the pick list “army” to “1”, to change the army of the player.
      2. Set “count” to “4”. We will fly a squad of 4 allies.
      3. We split the squad into pairs, by setting “numInWing” to “2”.

2 Configure the Mission

  1. Press the key “SHIFT+P” to open the mission property window “Properties”. Close the “Trigger/MissionObj” window. info” window, as we don´t need it.
  2. Let the mission know its player:
    1. Click on ”+ Mission Settings”, to open the expandable area below.
    2. Click on ”+ player_teamA”, to open the expandable area below.
    3. Click on ”+ wing”, to open the expandable area below.
    4. Click on the white selector ”<none>” to select a wing unit. A modal window “Select unit” opens. Select “player”.

3 Create an Airfield

  • There are several ways to create an airfield.
    1. Option #1, used in the training video.
      • However in this case, we don't need airfields, because the island of the binary dump file “wake_island.bin” has already several airfields. All we have to do is to find it in the mission. To do this, we use the zone tool.
      • Define the airfield by a start zone and an end zone. There are buttons to create different kind of zone: “Create point zone”, “Create sphere zone”, “Create cylinder zone”, “Create box zone”.
        1. Define the start zone.
          1. Press the button “Create sphere zone”.
          2. To create a sphere at a location, we need to choose it's central point and it's size.
            1. Point the mouse to the wanted central point.
            2. Left klick and drag sideways to set the sphere radius.
          3. Press the key “P” to open the “Object Properties” window.
          4. “Object Properties” window:
            1. Change the name of the unit to “airfield_start”.
            2. Set the position of the start of the airfield properly.
              • You may modify the position by these buttons. Press the button “Select (Q)” to leave the mode.
                1. “Move (W). Use 'Shift' for clone mode, 'Ctrl' for snap points mode”.
                2. “Move over surface (Ctrl+Alt+W). Use 'Shift' for clone mode”.
                3. “Rotate (E). Use 'Shift' for clone mode”.
                4. “Scale (R)”. Use 'Shift' for clone mode”.
              • Set “Radius” to “50”.
              • Set “Position” to “1961.45”, “16.8”, ”-2091.60”.
        2. Define the end zone.
          1. Select the sphere.
          2. Use the Move tool to clone the sphere:
            1. Select any of the movement axis ( with the blue, red, green arrows at top ).
            2. Press W to to actiate the move mode. Press the SHIFT key. Keep the SHIFT key pressed and move it ( by the mouse ) to the other side of the airfield.
            3. A modal window is opened “Clone object”. At “Name of clone(s)”, rename the clone to “airfield_end”.
    2. Option #2, demonstrated but scrapped in the training video.
      1. Select unit type “objectGroups”.
      2. Press the button “Create unit”.
      3. Place the “objectGroups” unit.
      4. Press the key “P” to open the “Object Properties” window.
      5. Select any airfield, by the pick list “Class”. All airfields start with “dynaf_” ( “dynamic airfield” ), e.g. select the airfield “dynaf_britain_ally”.

4 Create the initial Trigger

  • Create a trigger. To make it an airfield out of it, we need to set the 2 spheres in the mission's triggers.
    1. Press the key “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger/MissionObj” window, change the “Name” of the trigger to “initial”.
      • The checkbox ”[x] Enabled” means, it is activated from the very beginning.
      • The tree elements under the headings “Events”, “Conditions”, “Actions” and “ElseActions” of the “Elements” pane describe the behaviour of the trigger:
      • “Events / periodicEvent {time=1.00}” - The event takes care of the time the event described in the trigger takes place at, or of how often it rule should be checked.
      • Let's make our trigger start time shorter, just in case to make it happen 1/10 sec instead of 1 sec after the start.
        1. Select the line “periodicEvent {time=1.00}” so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
        2. Set “time” to “0.1”.
      • Create an action.
        1. Press the button “Action” and select the action “addAirfield”.
        2. Select the line “addAirfield {runwayStart=””; runwayEnd=””; runwayWidth=10.00; army=0}” so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
        3. Set the parameter “runwayStart” to “airfield_start”.
        4. Set the parameter “runwayEnd” to “airfield_end”.
        5. Set the parameter “runwayWidth” to “100”.
        6. Set the pick list “army” to “1”, so that it belongs to the army of the player.

5 Define 4 Spawn Points for the Squad

  1. Define 4 spawn zones, so that all 4 airplanes of our squad may appear separately.
    1. Create spawn zone #1.
      1. Press the button “Create sphere zone”.
      2. To create a sphere at a location, we need to choose it's central point and it's size.
        1. Point the mouse to the wanted central point.
        2. Left klick and drag sideways to set the sphere radius.
      3. Press the key “P” to open the “Object Properties” window.
      4. “Object Properties” window: Change the name of the unit to “spawnpoint01”.
    2. Create spawn zone #2, #3, #4. Repeat the steps for every spawn zone.
      1. Use the Move tool to clone the sphere:
        1. Select any of the movement axis ( with the blue, red, green arrows at top ).
        2. Press W to to actiate the move mode. Press the SHIFT key. Keep the SHIFT key pressed and move it ( by the mouse ) to the other side of the airfield.
        3. A modal window is opened “Clone object”. At “Name of clone(s)”, rename the clone to “spawnpoint02”, “spawnpoint03”, “spawnpoint04” respectively.
  2. Turn the 4 spawn zones into spawn points of the airfield.
    1. Press the key “SHIFT+P” to open the mission property “Trigger/MissionObj” window.
    2. Select the line “addAirfield {runwayStart=“airfield_start”; runwayEnd=“airfield_end”; runwayWidth=10.000; army=1}” so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
    3. Click 4 times on the button ”+ spawnPoint”.
    4. Set the 4 “spawnPoint” fields to “spawnpoint01”, “spawnpoint02”, “spawnpoint03”, “spawnpoint04”.

6 Define the Spawn Point for the Player

  1. Create the event to cause the player to spawn at the start of the mission.
    1. Press the button “Action” and select the action “spawnOnAirfield”.
    2. Select the line “spawnOnAirfield {runwayName=””} so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
    3. Set “runwayname” to “airfield_start” to specify the name of the airfield.
    4. set “objects” to “player”, who we want to spawn on the airfield.

7 Specify a Mission Objective for the Player

  1. Press the key “SHIFT+P” to open the mission property window “Properties”.
  2. Press the button “Mission Obj”.
  3. Select the mission objective type “abstratMissionObjective”.
  4. Press the “Ok” button to add a mission objective to the project properties.
  5. In the “Trigger/MissionObj” window, set the “Name” of the mission to “cdk_tutorial_mission_takeoff”.
  6. Keep the checkbox ”[x] Enabled” enabled. It means that it will be activated by default, in example, occurring from the very beginning.
  7. Keep the checkbox ”[x] isPrimary” enabled. It means that it is a primary objective. If we remove it, the objective will show up as a secondary objective and will be displayed on the tactical map where the secondary mission objectives are usually displayed.

8 Create a Waypoint

  • Create a zone and mark it as a waypoint for the player. When the player reaches it, the takoff objective will be marked as “complete”.
    1. Press the button “Create sphere zone”.
    2. To create a sphere at a location, we need to choose it's central point and it's size.
    3. Point the mouse to the wanted central point, above the airfield in 300 meters height
      1. Left klick and drag sideways to set the sphere radius.
      2. Press the key “P” to open the “Object Properties” window.
      3. “Object Properties” window:
        1. Change the name of the unit to “waypoint01”.
        2. Set the y-coordinate to “300” either by coordinates field the property window or in the main top buttonbar of the application window.
    4. Now we mark the sphere as place where the player must fly to. To this end, we add an “Action” to the so far one-and-only trigger, the trigger with the name “initial”.
      1. Press the button “Action” and select the action “missionMarkAsWaypoint”. It requires to indicate point as a target.
      2. Set the parameter “target” to “waypoint01”.
      3. Keep the checkbox ”[x] visible” enabled. It means that it will be displayed on the minimap and the radar, and that it will blink.
      4. Keep the checkbox ”[x] primary” enabled. If we would disable this checkbox, the waypoint looses it's yellow point in the center.
      5. Keep the checkbox ”[ ] ignoreDifficulty” disabled. If it is set, it means that the waypoint is even visible on simulated difficulty.

9 Create a Trigger Action for Completion

  • Create a new trigger with a condition.
    1. Press the key “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger/MissionObj” window, change the “Name” of the trigger to “take_off_done”.
    4. Create a condition, if the player has reached the target.
      1. Press the button “Condition” and select the action “playersWhenInArea”.
      2. Set the parameter “target” to “waypoint01”.
    5. Provide a means to check whether the player flew level into the zone. Whether he flew to the point underneath it or above it.
      1. Keep the parameter “math” set to “2D” ( the default ). By this the player will be credited with completing the mission if he flies into the zone, below or above it.
    6. The waypoint will disappear if the player flies into the zone, below or above it.
      1. Press the button “Action” and select the action “missionMarkAsWaypoint”.
      2. Set the parameter “target” to “waypoint01”.
      3. Set the checkbox ”[] visible” disabled. It means that the waypoint will no longer be visible, i.e. it won´t be displayed on the minimap and the radar, too.
  • We also consider the first objective to be completed.
    1. Press the button “Action” and select the action “noSetObjectiveStatus”.
    2. set “target” to the objective “cdk_tutorial_mission_takeoff”.
    3. set “status” to “2” ( “2” = completed task,”3” = unfulfilled task, in example failed ).

10 Final Completion of the Mission

  1. Press the key “SHIFT+P” to open the mission property window “Properties”. Close the “Trigger/MissionObj” window. info” window, as we don´t need it.
  2. Open the settings ”- Mission Settings”, ”- mission”, ”- locName”.
    1. Keep the parameter “type” set to “singleMission”.
    2. Set the parameter “name” to “wake_island_cdk_tutorial_mission”.
    3. Set the parameter “level” to “levels/wake_island.bin”.
  3. Open the settings ”- locName”.
    1. Set the parameter “locName” to “wake_island_cdk_tutorial_mission”.
  4. Open the settings ”- Singleplayer params”, ”- restoreType”.
    1. Change the player revival type “restoreType” from “attempts” to “tactical_control”. “tactical control” allows the player to take the place of any airplane in his squad after death, meaning the player will have as many attempts as he has airplanes in his squad.
  5. Open the settings ”- Weather params”.
    1. Set the parameter “environment” to “Morning”.
    2. Set the parameter “weather” to “Clear”.
  6. Save the mission as “wake_island_cdk_tutorial_mission.blk”.
  7. By the Windows explorer, delete the file “wake_island_cdk_tutorial_mission.autosave.blk”. Else you see 2 items with same name in the WarThunder User Missions list.

11 Prepare the CV File & modify the BLK File

CSV File "usr_wake_island_cdk_tutorial_mission.csv"

  • Create the file in UTF-8 format. I suggest to use the free OpenSource editor Notepad++ for Windows. Don´t use Windows own editors Notepad and WordPad!
"<ID|readonly|noverify>";"<English>";"<German>";<Comments>;<max_chars>
"cdk_tutorial_mission_takeoff";"Take off and follow the attack group leader";"Abheben und dem Angriffsführer folgen";
"missions/wake_island_cdk_tutorial_mission";"Wake Island - CDK tutorial mission";"Wake Island - CDK Tutorial Mission";
"missions/wake_island_cdk_tutorial_mission/objective";"Build your first mission";"Erstelle Deine erste Mission";
"missions/wake_island_cdk_tutorial_mission/date";"2020-08-03";"2020-08-03";

BLK File "wake_island_cdk_tutorial_mission.blk"

  • Change
    locName:t="wake_island_cdk_tutorial_mission"
  • To
    name:t="wake_island_cdk_tutorial_mission"

11 Launch the Mission ingame

11.1 Launch the WarThunder Client

  • For the current mission:
    • You must own the vehicle of the custom mission, i.e. it must be unlocked in your vehicle tree. For this mission, it is the reserve airplane P-26A-34 M2.
    • If you don´t own the vehicle, the mission briefing states “Requirements: Purchase XXXX” :-(.
    • But you must not have the vehicle in the active preset, i.e. you must not put the vehicle into a preset at all. It must not even be repaired !

11.2 Learn to land on an Airfield without Airplane Landing Rollover

  • Learn to fly and especially to land a airplane for this user mission! This is especially an advice for “Air Arcade Battle” ( AB ) players, who usually must not land their airplanes in standard combat. Focus your training on landing without airplane landing rollover, after some rolling out on the airfield, briefly before expected standstill!
    1. Select USA as active nation.
    2. Press the button “Research” to open the research tree
    3. Select the airplane “P-26A-34 M2”.
    4. Right-click on the vehicle and select “Test Flight”.
  • For rookie pilots, I suggest not to use the crossed reserve planes of this list, as landing is too difficult for beginners. These airplanes tend to do airplane landing rollover. For expert players, try to master the crossed reserve planes :-).
    1. USA:
    2. Germany:
    3. USSR / Russia:
      1. I-15 WR √.
      2. I-15R √.
    4. Great Britain / UK:
      1. Nimrod Mk I - By test drive, you may train starting and landing on an airplane carrier ship :-).
    5. Japan.
      1. Ki-10-I √.
    6. China.
    7. Italy.
    8. France.
      1. D.500 √.
    9. Sweden.
      1. J6B √.

11.3 Start the Mission

  • Select the menu item “Battles / User Missions”.
    1. In the window “User Missions”, find your mission. The user mission “wake_island_cdk_tutorial_mission” is at “campains/singleMission”.
    2. Select this mission by clicking on “wake_island_cdk_tutorial_mission”.
      1. Press the button “Start”.
      2. Press the button “Apply”.
    3. If you modify the file “usr_wake_island_cdk_tutorial_mission.csv” freqently, best is to change the language of WarThunder at the BurgerMenu, “Options / Language”. This causes WarThunder to reload the CSV file, if you load and execute next user mission :-)!

II Destroy Bombers and return to the Base

1 Place the Enemy Planes

  1. Select unit type “armada” ( default setting ). All aircrafts come under the “armada” type.
  2. Press the button “Create unit”.
  3. Place the “armada” unit.
  4. Press the key “P” to open the “Object Properties” window.
  5. “Object Properties” window:
    1. Change the name of the unit to “enemy_bombers”.
    2. Set the y-coordinate to “1000” either by coordinates field the property window or in the main top buttonbar of the application window.
    3. Turn the enemy airplanes towards the island:
      • UPDATE OF THE TRAINING VIDEO:
        • When we select an object, we can see 3 lines around it. The red line is always in line with the direction the object is facing.
        • Either
          • Press the button “Rotate (E). Use 'Shift' for clone mode” or.
          • Press the button “Draw object Axis”.
        • Now we can see 3 lines around it. The red line is always in line with the direction the object is facing.
    4. Select the type of vehicle we want to use, by the pick list “Class”. Make shure that you own the vehicle, i.e. that it is unlocked in the vehicle tree!
      • Select the vehicle “g4m1”. Note that you must not own enemy vehicles, i.e. the vehicle must not be unlocked in the vehicle tree :-).
    5. Click on ”+ Properties”, to open the expandable area below.
    6. ”+ Properties”:
      1. Set the pick list “army” to “2”, to change the army of the enemy. It is important that the player's army and the opponent's army are different.
      2. Set “count” to “3”. There will be 3 enemy planes.
    7. Click on ”+ Weapon & Bullets”, to open the expandable area below.
      1. Set “Weapon” to “g4m1typemod6”. See WarThunder Wiki "G4M1"
        Suspended armament
        Setup 1
        12 x 60 kg Navy Type 97 Number 6 ground bomb

2 Make the Enemy Airplanes visible after the Player has reached the Waypoint

  1. Press the key “SHIFT+P” to open the mission property window “Properties”.
  2. Create an Action, so that the player will be unaware of the enemy airplanes until he reaches the waypoint. The enemy airplanes won´t appear on the map or on the mission, in general.
    1. Select the line “initial” of the Trigger section so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
    2. Press the button “Action” and select the action “unitPutToSleep”.
    3. Click on ”+ Element”, to open the expandable area below.
    4. Click on ”+ Props”, to open the expandable area below.
    5. Set “target” to “enemy_bombers”.
  3. Create an Action, so that enemy airplanes will become active when the player reaches the waypoint.
    1. Select the line “take_off_done” of the Trigger section so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
    2. Press the button “Action” and select the action “unitWakeUp”.
    3. Click on ”+ Element”, to open the expandable area below.
    4. Click on ”+ Props”, to open the expandable area below.
    5. Set “target” to “enemy_bombers”.

3 Create a Waypoint for the Enemy Planes

  • Define a waypoint for the enemy planes.
    1. Press the button “Create sphere zone”.
    2. To create a sphere at a location, we need to choose it's central point and it's size.
      1. Point the mouse to the wanted central point.
      2. Left klick and drag sideways to set the sphere radius.
    3. Press the key “P” to open the “Object Properties” window.
    4. “Object Properties” window:
      1. Change the name of the unit to “bombers_waypoint”.
      2. Set the y-coordinate to “1000” either by coordinates field the property window or in the main top buttonbar of the application window.

4 Tell the Enemy Planes to fly to the Waypoint

  • Create an Action to tell the enemy planes to fly to the waypoint.
    1. Press the button “Action” and select the action “unitMoveTo”. Place it right after the action “unitWakeUp”.
    2. Click on ”+ Element”, to open the expandable area below.
    3. Click on ”+ Props”, to open the expandable area below.
    4. Set “object” to “enemy_bombers”.
    5. Set “target” to “bombers_waypoint”.

5 Create some Targets for the Bombers

5.1 Create some Ground Forces ( Vehicles, military Emplacements )

  • Create some AA gun emplacements.
    1. Select unit type “air_defence”. All AA guns come under the “air_defence” type.
    2. Press the button “Create unit”.
    3. Place the “air_defence” unit.
    4. Set the pick list “army” to “1”, to change the army of the player.
    5. Set the pick list “Class” to “us_40mm_bofors”.
    6. Keep “formation type” as “row”.
    7. Set “count” to “3”.
    8. Set “formation_div” ( the squad amount ) to “2”.
    9. Press the button “Show unit assets”.
    10. Fix the position and especially the y coordinate so that the unit fits into the landscape.
  • Create some moving vehicles.
    1. Select unit type “wheeled vehicles”. The list of vehicles includes cars, trucks and halftrack vehicles.
    2. Press the button “Create unit”.
    3. Place the “wheeled vehicles” unit.
    4. Set the pick list “army” to “1”, to change the army of the player.
    5. Set the pick list “Class” to “us_cargo_trucks”.
    6. Keep “formation type” as “column”.
    7. Set “count” to “5”.
    8. Set “formation_div” ( the squad amount ) to “1”.
    9. Press the button “Show unit assets”.
    10. Our vehicles are too far away from each other. Reduce the formation step.
      1. Set the x-axis of “formation_step” ( the first, left value ) to “2”.
      2. Set the y-axis of “formation_step” ( the second, right value ) to “1.5”.
    11. We can also add a little noise to make the column look less artificial, since a perfectly even column of units looks too artificial.
      1. Set the x-axis of “formation_noise” ( the first, left value ) to “0.2”.
      2. Set the x-axis of “formation_noise” ( the second, right value ) to “0.2”.

5.2 Give the moving Vehicles a Path

  • All moving units, including planes, can be given a path using waypoints.
    1. Select the unit “us_cargo_trucks”.
    2. Press the button “Create waypoint”. This causes the button “Select only unit waypoints (Ctrl+4)” to be pressed. You may just select waypoints only, now.
      1. Click on the map to create waypoints. Make a route around the airfield. Our vehicles will try to drive from point to point.
      2. Each waypoint has his own speed settings.
      3. Check ”[x] Close waypoints”. This makes the vehicles travel in a circle.
      4. To leave the waypoint mode, press the right Mouse button.
      5. Press the (pressed) button “Select only unit waypoints (Ctrl+4)” to release it.
    3. Press the button “Select only unit waypoints (Ctrl+4)”.
      1. Select a waypoint.
      2. Press the key “P” to open the “Object Properties” window.
      3. Open the setting ”-Properties”.
      4. Each waypoint has its own speed settings. Right now it's “300”. But that doesn't mean that our vehicles will drive with a speed of “300” km/h, they will move at their maximum speed.

5.3 Make the Airfield to be a Bomb Target

  • The airfield is not an object, but just consists of 2 distant sphere zones.
  • To make it a potential target for the bombers, create a Dummy Structure.
    1. Select unit type “structures”.
    2. Press the button “Create unit”.
    3. Place the “structures” unit.
    4. Press the key “P” to open the “Object Properties” window.
    5. “Object Properties” window:
      1. Change the name of the unit to “bombtarget01”.
      2. Set the pick list “Class” to “dummy”.
      3. Set the pick list “army” to “1”, so that it belongs to the army of the player.
      4. We can place it a little bit underground, set y coordinate to ”-6.69”.
  • Create 4 other Dummy Structures, by cloning the first one.
    1. Use the Move tool to clone the sphere:
      1. Select any of the movement axis ( with the blue, red, green arrows at top ).
      2. Press W to to actiate the move mode. Press the SHIFT key. Keep the SHIFT key pressed and move it ( by the mouse ) to the other side of the airfield.
      3. A modal window is opened “Clone object”. Click on the “Ok” button.

5.4 Combine all Targets to a Group

  1. Select unit type “squad”.
  2. Press the button “Create unit”.
  3. Place the “squad” unit.
  4. Press the key “P” to open the “Object Properties” window.
  5. “Object Properties” window:
    1. Change the name of the unit to “ground_targets_squad”.
    2. Open the setting ”-Properties”.
    3. The pick list “squad_members” allows Multiple selection of items. Mark all AA guns, vehicles and the airfield dummy structure ( so all items but not “player” and not “ground_target_squad” ) and press the button “Ok”.

6 Tell the Bombers to attack the Airfield and the Ground Forces

  • Now that we have all our targets we need for our bombers, all what remains is to tell our bombers to attack them as soon they reach the waypoint set as their destionation.
    1. Press the key “SHIFT+P” to open the mission property window “Properties”.
    2. In the mission property window “Properties”, click on the button “Trigger”.
    3. In the “Trigger/MissionObj” window, change the “Name” of the trigger to “bombers_near_island”.
    4. Create a condition, if the player has reached the target.
      1. Press the button “Condition” and select the action “untilWhenInArea”.
      2. Set the parameter “object” to “enemy bombers”.
      3. Set the parameter “target” to “bombers_waypoint”.
      4. Keep the parameter “math” set to “2D” ( the default ). By this the bomber will be credited with reaching the destination if he flies into the zone, below or above it.
    5. Press the button “Action” and select the action “unitAttackTarget”.
    6. Select the line “unitAttackTarget {playerAttracted=false; object=””; target=””}” so that it is highlighted in dark blue. By this, the properties for this element are displayed below.
      1. Set the parameter “object” to “enemy_bombers”.
      2. Set the parameter “target” to “ground_targets_squad”.
      3. Open the setting ”- fireRandom”.
      4. Check ”[x] fireRandom”. This means that the bombers won't concentrate on just one target, but will instead distribute their fire over all of them.

7 Create a Retreat Point

  • Create a retreat point.
    • Press the button “Create sphere zone”.
    • To create a sphere at a location, we need to choose it's central point and it's size.
      • Point the mouse to the wanted central point.
      • Left klick and drag sideways to set the sphere radius.
    • Press the key “P” to open the “Object Properties” window.
    • “Object Properties” window: Change the name of the unit to “retreat_point”.


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