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| Note: Level 1 Lessons have been finished by Heavy. Edits may be made to the page, however Heavy requests that if you do, please leave a note in the discussion page saying what you edited and why. Thanks. ":) | | Note: This page does not contain any course material. This page was used during the creation of the program as a workboard, and now contains only an outline of the actual course material. To take the course, please go to the acad webpage, or contact [[HeavyD]]. |
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| | The official website for this Academy program can be found here: [http://xvt.rebelsquadrons.org/xvtedacad/] |
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| ==XvTED Academy Revision Proposal== | | ==XvTED Academy Revision Proposal== |
| * COM [[David "Heavy" Pasiechnyk]], after some personal ideas and a brief readover of the current XvTED Acad course, has decided to revise, update, and expand the current course with intention to provide applicants with a better understanding and more experience with the XvTED program. | | * COM [[David "Heavy" Pasiechnyk]], after some personal ideas and a brief readover of the current XvTED Acad course, has decided to revise, update, and expand the current course with intention to provide applicants with a better understanding and more experience with the XvTED program. |
| * The majority of this proposal was written before Heavy found the existing XvTED course information and is thus new in the majority of the content, although many parallels will be found, along with some parts taken from the original course in full or in edited form. | | * The majority of this proposal was written before Heavy found the existing XvTED course information and is thus new in the majority of the content, although many parallels will be found, along with some parts taken from the original course in full or in edited form. |
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| | ==Current Stage of Progress== |
| | * Course Levels 1 through 3 have all been written up, reviewed, and edited. Course is available for members to apply. |
| | ** Course Level 2 and 3 pending minor adjustments after first members have taken the course and feedback is collected. |
| | ** Course Level 4 on hold for the time being. |
| | * Website construction has been completed at [http://vsg.rebelsquadrons.org/xvtedacad/ VSG website]. |
| | ** Course level outlines posted. (exception: Level 4) |
| | ** Considering the addition of "dummy-proofing" links and emails to streamline course. |
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| ==Academy Outline== | | ==Academy Outline== |
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| ==Lesson Outlines== | | ==Lesson Outlines== |
| '''Legend:'''
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| * These sections denote information.
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| '''a)''' These sections denote practical actions to be done by applicants.
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| | This section is outdated and has thus been removed. |
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| ===Level 1: Lesson 0===
| | Those lessons which have been completed are as follows: |
| * User friendly, logic oriented program used to build missions for X-wing vs. TIE Fighter (and its expansions, official or 3rd party)
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| * The program is organized by tabs and makes use of drop down lists for majority of selection operations.
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| * The program lists can be edited through the use of external *.txt files, and thus makes 3rd party expansion missions easier to build.
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| * There are many different methods for building a mission. There are multiple methods to achieve a specific in-game result, each of which will have its upsides and downsides.
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| * The most important thing to remember when building a mission is frequent testing of the mission during the build process. This is made much easier if the mission can be broken up into build stages. The mission can be built as a series of steps, each of which will include testing after completion of a built stage. This is more practical for longer or more detailed missions, and is not necessarily required for shorter or simpler missions.
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| * By frequently testing a mission after stages of building, it will be much easier to detect the location of build errors than it would be to build an entire mission from start to finish and then look for the errors in building.
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| '''a)''' Produce a short, basic mission outline that will be used for the final submission to complete your Level 1 course. Do not make this an extensive outline, as only the basics of mission building will be covered in this Level. Basic requirements for the outline include: Situation, location, and summary of forces/groups. <br>
| | * Level 1 - all lessons (reviewed and updated once) |
| '''b)''' Once you have submitted the outline, you will receive a number that will be unique to you. This number will be the number that you will use for testing your mission.
| | * Level 2 - all lessons |
| | * Level 3: TRAIN/CAMPAIGN - all lessons plus project writeup |
| | * Level 3: MELEE/TOURNAMENT - all lessons plus project writeup |
| | * Level 3: COMBAT/BATTLE - all lessons plus project writeup |
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| * A total of two missions will be built during the course of your Level 1 training. One will be built through the guided lessons, and the second mission you will build on your own at the end using those lessons that you have learned. The latter will be graded by your instructor, as well as possibly by a group of your peers, as is seen fit by the instructor.
| | Those which are yet to be completed: |
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| | * Level 4: all lessons |
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| ===Level 1: Lesson 1===
| | Current goal is to have Levels 1 and 2 to be reviewed and edited where necessary within the next week or two so that I can start running the program and start getting new builders accustomed to the XvTED program (particularly for squadron and/or fleet level building). |
| * The first things that must be added to a mission are craft and flight groups. Without craft and flight groups, there won’t be anything for you to fly, nor will there be anything for you to shoot at. 9 times out of 10, if there’s nothing to shoot, it isn’t a fun mission. That last 1 out of 10 is a mission which has an excellent storyline and some ingenious building behind it to create an excellent mission to fly.
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| * Flight groups, once added to the list in XvTED, will be assigned a default craft and team, which will be needed to be changed in most cases.
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| * The tabs that we will be focusing on in this first lesson are the ''Ship'' and ''Options'' tabs under <u>''Flight Groups''</u>, as well as the <u>''Teams''</u> tab.
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| '''a)''' Go to the <u>''Teams''</u> tab.
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| * Here, you can change Team Names, default IFF settings, and set allied team settings.
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| : '''i)''' For Team 1, set the Team Name and default IFF to be Rebel.<br>
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| : '''ii)''' To access Team 2, press the -> button and change the name and IFF to Imperial.<br>
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| '''b)''' Return to the <u>''Flight Groups''</u> tab. Make sure you are on the ''Ship'' tab here.
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| * At this location you can add flight groups, change the number of craft and waves for each flight group, name fight groups, change team and IFF settings for flight groups, as well as other varying ship status options.
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| * 2 methods of adding flight groups are as such:
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| ** Right click on the black area and then select "Add New Flight Group"
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| ** Click on the little glowing page icon at the top of the window.
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| : '''i)''' Add 3 flight groups so that you end up with a total of 4 flight groups.
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| : '''ii)''' For the first flight group, this will be the player's flight group. XvTED, by default will have already set this up to be Player 1. Next, set up the following settings:
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| :: - Craft: 2 waves of 6 X-Wing
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| :: - Team: Rebel
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| :: - IFF: Rebel
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| :: - Missles: Proton Torpedoes
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| : '''iii)''' For the second flight group:
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| :: - Craft: 4 waves of 6 TIE Interceptor
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| :: - Team: Imperial
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| :: - IFF: Imperial
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| :: - AI: Top Ace
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| : '''iv)''' Third flight group:
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| :: - Craft: 1 wave of 1 Corellian Corvette
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| :: - Team and IFF: Imperial
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| :: - AI: Top Ace
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| : '''v)''' Final flight group:
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| :: - Craft: (will vary depending on whether XvT(IPV), BoP(M/CRV), or the RS Patch(GSP) will be used during training)
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| :: - Subsequent settings same as above, along with a Missle loadout of Concussion Missles
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| * The ''Options'' tab allows the builder to adjust the settings which affect the ingame craft selection options, as well as those settings which will generate automatic messages such as the "Primary target has been destroyed." messages. This section is simple to observe and test, and thus will be left for your own experimentation for the most part.
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| '''c)''' Select the player flight group, go to the ''Options'' tab, and set the Optional Ships settings to be "All Rebel Flyable Craft".
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| | ==Suggested Rewards for Course Level Completion== |
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| ===Level 1: Lesson 2=== | | ===Level 1=== |
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| * The map page gives the builder a visual aid in constructing the mission, and can be a vital tool in setting up the battle scene. | | * VSG merits for completed missions. |
| * The map page gives the builder a view of the 3D space in 3 orthagonal views (ie. planes), the x-y plane (default), x-z plane, and y-z plane.
| | * 1-2 merits for each mission pending on quality determined by Instructor. |
| * With the map page a bulider can create and adjust waypoints manually (drag and drop) or by numerical input (typing numbers into boxes). In most advanced missions, a combination of both methods is used for optimal results.
| | * XvTED Acad Level 1 ribbon. |
| * A secondary method for creating flight groups can be used here, although in many cases it is more reliable to use the ''<u>Flight Group</u>'' and ''Ship'' tabs.
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| * Map setings for the briefings can also be edited in this area. | |
| '''a)''' Open the Map View by clicking on the small red grid button at the top of the program window.
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| '''b)''' At the top of the Map Screen window there is a drop down box with a flight group name in it. This box is used for selecting which flight group's waypoints you wish to edit. Select the player flight group to start with. Press the button which has the letters '''WP''' on it.
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| * The window which pops up allows you to input numerical co-ordinates for all types of waypoints. This can include the Start Position(s), flight path waypoints (denoted by '''WP#'''), a Rendezvous Point, the Hyper Point, and the various team briefing map waypoints.
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| : '''i)''' Change '''Start 1''' to have the values X=-2, Y=0, and Z=0.
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| : '''ii)''' Highlight '''WP1''' and input X=0,Y=0,Z=0.
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| : '''iii)''' Close the Waypoints box. If you adjust the zoom settings you will be able to see that the X-wing flight group has now moved and has a solid line in front of it.
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| * For any of the waypoints to be used in mission, they must be highlighted. For craft to show up in the appropriate briefings, those must also be highlighted. This will be looked at in higher course levels.
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| '''b)''' TI FG
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| : '''i)''' Start 1: X=2,Y=0
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| : '''ii)''' WP1: X=0,Y=0
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| '''c)''' CRV FG
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| : '''i)''' Start 1: X=3,Y=-1
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| : '''ii)''' WP1: X=1,Y=-1
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| : '''iii)''' WP2: X=-1,Y=-1
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| : '''iv)''' WP3: X=-1,Y=1
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| : '''v)''' WP4: X=1,Y=1
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| '''c)''' (Fourth flight group)
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| : '''i)''' Start 1: X=3,Y=1
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| : '''ii)''' WP1: X=-2,Y=1
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| : '''iii)''' WP2: X=-2,Y=-2
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| : '''iv)''' WP3: X=2,Y=-2
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| : '''v)''' WP4: X=2,Y=2
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| : '''vi)''' WP5: X=-2,Y=2
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| '''d)''' You should now see an organized map showing the X-Wings coming head on with the TIE Interceptors, with the two Imperial support ships on an patrol pattern which has them encircling the dogfight region of the fighters in a square path. (Patrol path is signified by the dotted lines.)
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| * This will be the extent of direct instruction on the map page. It is expected by the instructor that each of the various buttons and tools will be played with. Questions may be sent to the instructor as to the meaning of various buttons and tools not described in the lesson. | |
| * One other location can be used for adjusting waypoint values, but is strictly by numerical adjustment without the readily available visual aid of the map. This is found at the ''WPs'' tab found under ''<u>Flight Groups</u>''.
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| '''e)''' Go to the ''WPs'' tab. Here, we will set up a very basic briefing map for the mission. Press the "Set To Start 1" button found here. This will automatically input the values of the start positions into all of the briefing WP fields.
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| | ===Level 2=== |
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| ===Level 1: Lesson 3===
| | * VSG merits for completed missions. |
| | * 2-3 merits for each mission pending on quality determined by Instructor. |
| | * XvTED Acad Level 2 ribbon. |
| | * Recommendation to TacOps as a '''qualified''' builder. |
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| * Individual orders consist of three basic parts:
| | ===Level 3=== |
| ** Order type
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| ** Target selection method (ie Global Group, Ship Type, Flight Group)
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| ** Target group (ie. 1...2...etc, X-wings, B-wing Green)
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| * You will see at the ''Orders'' tab that there are 2 basic sections, one where orders are edited, and one where the separate orders are selected.
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| * In the editing section can be found the order type, primary and secondary order sections, and then some secondary settings that will vary in value or importance depending on the order type selected.
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| * In the order selection section (at the bottom), the first three lines represent a craft's default orders, and all three will be performed in succession as each is completed. Also, if Primary and secondary targets are defined in an order, any primary targets will be approached first no matter what, while secondary targets will only be approached if there are no primary targets in the area (or is being defended against). The fourth line is reserved for orders under special/specified conditions.
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| * Basic order types that can be found are starfighter attack/movement orders, starship attack/movement orders, and boarding and docking orders. This lesson will concentrate on the more basic of the attack/movement orders.
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| '''a)''' At the ''Orders'' tab, create the following orders for the player flight group:
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| : '''i)''' Order 1: From the drop down list, choose "Attack Targets". Under primary targets "Class A", from the "None ?" drop down box choose ship category, and then in the box to the right make sure that it has "Starfighters" selected. Now, for the "Class B" row, we will select IFF and Imperial, respectively. One final change is needed for Primary targets, and this is to remove the check mark from "Either A or B". This will tie Classes A and B together so that the Primary targets will be Imperial Starfighters. This will be seen in text format at the bottom of the tab screen in the first order line. For secondary targets, do the same as before except this time let the targets be Imperial Starships.
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| : '''ii)''' Order 2: Select order 2 by clicking on the second purple line at the bottom. From the drop down list, choose "Fly Home". This will tell your squad mates to fly home once the mission has been completed.
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| '''b)''' For the TI flight group, have their first and only order to "Attack Targets" "Flight Group" "XW (name)". This type of order will tell craft to attack a specific target as opposed to a generic target as was defined for the player flight group.
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| '''c)''' The final two flight groups will get the same orders since they are both starship class and both have the same target.
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| * By highlighting both flight groups you will be able to set their orders at the same time.
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| * Since they are starship class, they will need to use "SShip ~" or "SS ~" orders. These orders are specific to starships and will have an effect on how the craft moves while it performs it's task. If a starship were given regular orders, in most cases they would move and jump around in an inappropriate fashion for starships. It is certainly something interesting to play with, but for high quality missions, using the proper orders are of utmost importance.
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| : '''i)''' Once you have the final two flight groups both highlighted, create the order as follows: "SShip Patrol + attack" "Flight Group" "XW (name)". * Note: for the Primary target, you may set it up as stated here or in the other method that was previously shown.
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| | * VSG merits for completed missions. |
| | * 2-4 merits for each mission pending on quality determined by Instructor and peers. |
| | * Relevant XvTED Acad Level 3 ribbon. |
| | * Recommendation to TacOps as a '''qualified and experienced''' builder. |
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| ===Level 1: Lesson 4=== | | ===Level 4=== |
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| * A wide range of goals and conditions can be set to create an almost endless # of various mission outcomes to define the Victory and Loss for a mission.
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| * During this series of Lessons we have set up a very basic dogfighting mission where the victor is the team which destroys the other first, and therefore this mission will have very simple goals.
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| * There are 3 different main types of goals: ''Primary Goals'', ''Prevent Goals'', and ''Secondary Goals''.
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| ** Primary Goals are those which MUST be completed to obtain Victory.
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| ** Prevent Goals are those which MUST NOT occur to have Victory.
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| ** Secondary Goals are the those goals which are not pivotal to the mission, but will provide extra points (if they are so set) to the player/team.
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| * Goals can be set for any and all teams, however, those teams which have human players on them MUST have Primary Goals set. Without primary goals, that team will not have any conditions to achieve, and will therefore not be able to claim victory. If only Prevent Goals are set, a team will start out with a Victory condition, and if the prevent goals are "achieved" the team will then change to a Failure status. Finally, if only Secondary Goals are set, there will be no goals shown in the ingame goals window, nor will they contribute to a Mission Complete status.
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| * Individual goals are set up in the following fashion: '''(amount)''' of '''(FG or other)''' '''(name of FG or other)''' must '''(do or be something)'''.
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| '''a)''' Since this is only a Single Player mission, we will only set goals for Team 1.
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| : '''i)''' Under ''Primary Goals'' we will set one goal. This goal will be "100% of FG TI (name) must be destroyed"
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| : '''ii)''' For a ''Prevent Goal'', we will set the following goal: "75% of FG XW (name) must be destroyed"
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| : '''iii)''' Finally, for a ''Secondary Goal'', we will set it as having destroyed the final two flight groups. This will be set as "100% of Ship Category Starships must be destroyed".
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| * In most missions, the final order would not be valid as both teams may have starships. In this case, more refined options would be necessary. This will be observed in Level 2 Training.
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| * Here, only destroy goals have been shown. However, as was previously mentioined, there can be defend goals, capture goals, and many other types of goals.
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| '''b)''' Test and submit the finished mission. Your work will be looked at and marked off as having been done.
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| ===Level 1: Final Submission===
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| From the information that you have learned in these lessons and anything that you have learned about the editor on your own time to create a mission based on the writeup that you had submitted in the introductory lesson. During construction of your mission you will recieve limited help and feedback should it be needed. Your peers may be looked to for testing assistance, but any work on the mission is expected to be your own. The final submission is expected to be a fairly simple construct. Once you have built it to completion and tested it to be clear of bugs or other unwanted occurances, you will submit the final copy to your instructor for grading. It will be graded '''by the instructor only''' at this level.
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| ===Level 1: Challenge===
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| If a person wishes to challenge this Level (ie. obtain the ribbon without going through each of the lessons), a submission of their work must be made which includes the following:
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| * Minimum of 10 Flight Groups
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| ** 2 of which must be starships
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| ** 2 of which must be transport class
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| ** 6 total flight groups must have 2D waypoint paths with 5 or more waypoints
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| * Primary, Secondary, and Prevent Goals
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| * Player Flight Group must have craft, warhead, and countermeasure options.
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| * Mission must have custom messages occuring at various pionts during a mission, with varying colors representing different people speaking.
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| ===Level 2: Intro===
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| Level 2 is intended to give applicants a cohesive understanding of all aspects of the editor. It will build upon the foundation created by Level 1 and should give people enough understanding of the editor to build fleet quality missions. It will '''NOT''' however, provide people the necessary experience, however (in my opinion), that is expected of fleet-level builders.
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| Applicants will learn about arrival/departure conditions, orders inolving more complex situations such as boarding and capturing, goals which require specific events as opposed to generic situations, bonus goals, implementing in-flight messages, and how to create good looking, animated briefings.
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| '''a)''' As with Level 1, you are required to produce a mission outline which will be used for your final submission for Level grading. This mission can be as complex as you choose it to be, however it must not be too simple in construct either. The outline will be read over and approved by the instructor before Lessons will begin. If you had just completed Level 1 training and are continuing on, you will continue to use the number you were given previously for mission testing. If not, you will be given one.
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| ===Level 2: Lesson 1===
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| ===Level 2: Lesson 2===
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| ===Level 2: Lesson 3===
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| ===Level 2: Lesson 4===
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| ===Level 2: Lesson 5===
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| ===Level 2: Final Submission===
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| ===Level 2: Challenge===
| | * XvTED Acad Level 4 ribbon. |
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| [[Category: Proposals]]
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| [[Category: Academy]]
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| [[Category: Courses]] | | [[Category: Courses]] |
| [[Category: Post-Graduate Courses]] | | [[Category: Post-graduate courses]] |