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    Igor Editor FAQ by CMartin

    Version: 0.1.3 | Updated: 05/24/02 | Printable Version | Search This Guide

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    			I	
    				G
    					O
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                    T H E   G H O S T   R E C O N   E D I T O R
    
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    V 0.1.3++++++++++++++++++++++++++++++++++++++++++++++++++++BY: CODY MARTIN
    ==========================================================================
    last update: 5-24-2002
    
    >>>This faq was copyright 2002 by Cody Martin<<<
    This faq was written by Cody Martin, and can only be used on the following
    sites w/out permission from me:
            www.gamefaqs.com 
            www.cheatcc.com
            www.neoseeker.com
            http://DLH.Net
    If you have a website and want to use my faq, e-mail me at igorfaq@att.net 
    I will get back to you. Thanks...
    
    
    **************************************************************************
    i                      V E R S I O N   H I S T O R Y
    **************************************************************************
    
    0.0.1-4/26/02-just begun
            *added TOC and INTRODUCTION
    0.0.2-4/28/02-
            *added THE MAIN SCREEN/MAP section
            *added little thingy about websites and copyright
    0.0.3-5/5/02-
            *began THE BASICS section
               -added GETTING STARTED
               -added INSERTING PEOPLE
    0.0.31-5/8/02-
    	*finished INSERTING PEOPLE
            *changed copyright stuff
    0.0.4-5/9/02-
            *changed copyright notice
               -added INSERTING VEHICLES
               -began SOUNDS
    0.0.5-5/10/02-
    	*changed copyright stuff
            *changed website list
    0.1.0-5/15/02-
    	*finished SOUNDS
            *fixed several typos :)
    0.1.1-5/18/02-
            *re-arranged faq
            *began THE MENUS
               -added FILE
               -added EDIT
            *began ZONES
    0.1.11-5/19/02
            *almost finished EDIT (long)
    0.1.2-5/20/02
            *finished EDIT (loud rejoicing from he crowds)
            *added THE MAIN SCREEN diagram
            *ZONES still not finished
    0.1.3-5/24/02
            *finished ZONES
    
    **************************************************************************
    ii                               T O C
    **************************************************************************
    
       VERSION HISTORY                                                   i
       TABLE OF CONTENTS                                                ii
       INTRODUCTION                                                      1
           what is it?
       THE MAIN SCREEN\MAP                                               2
           blueprint
           command map
           3D view
           files\folders
           specifics
           main editor
      *THE MENUS                                                         3
           File
           Edit
           *View
           *Script
           *Tools
      *THE BASICS                                                        4
           getting started
           inserting\editing people
           inserting\editing vehicles
           sounds
           zones
           *map rooms
           *fixed weapons
      *ADVANCED TECHNIQUES                                               5
           *triggers
           *plans
           *zones
      *SCRIPTS                                                           6
      *TOOLS\EDITORS                                                     7
           *gun editor
           *actor editor
           *combat model editor
           *environment
           *hand held item
           *kit editor
           *projectile editor
           *server script editor
           *sound volume editor
           *vehicle editor
      *VEHICLE SPECIFICS LIST                                            8
    
    * is under construction
    
    **************************************************************************
    1                        I N T R O D U C T I O N
    **************************************************************************
    
           Ghost Recon is, in my opinion, the best Tom Clancy game ever. It 
    lacks the shear weapon count, but you can add that with this editor. It's
    more of a run-in-and-shoot-'em-up game. Last ones had too much planning. 
    Well, this faq tells you everything you need to know about running Igor. 
    To find it, go to your Ghost Recon folder 
    (default: C:\Program Files\Red Storm Entertainment\Ghost Recon) and double
    click on the little lightning bolt called Igor. If you have details sel-
    ected in the view tab, it should say Application under File Type and be 
    almost as big as the Ghost Recon file. IMPORTANT: this program comes on 
    all Ghost Recon cds...it should be installed on your computer Ghost Recon 
    is on correctly. If it isn't, try reinstalling Ghost Recon.
    
    =====================
    W H A T   I S   I T ?
    =====================
    	
          Igor is a program made by Red Storm Entertainment that basically 
    customizes your game, letting you change the settings and parameters it 
    functions on. You can do just about anything except change the campaign 
    missions. You can rename them and play them as multiplayer maps, but not 
    as part of the campaign. This is kind of like a debug menu. However, Igor
    doesn't have any tech support, so that's what I'm writing this faq for...
    
    If you have any questions, comments, or corrections, please e-mail me at 
    igorfaq@att.net
    
    
    **************************************************************************
    2                     T H E   M A I N   S C R E E N
    **************************************************************************
     ________________________________________________________________________
    / [file name]                                                            \
    | File Edit View Script Tools Help________________________ ______________|
    |                  |                                      |              |
    |   [blueprint]    |        [command map]                 |   [files\    |
    |                  |                                      |   folders]   |
    |                  |                                      |              |
    |                  |                                      |              |
    |                  |                                      |              |
    |__________________|                                      |              |
    |                  |                                      |              |
    |                  |                                      |              |
    |  [main editor]   |______________________________________|              |
    |                  |                                      |              |
    |                  |                                      |              |
    |                  |           [3d view]                  |______________|
    |                  |                                      |              |
    |                  |                                      |  [specifics] |
    |                  |                                      |              |
    |                  |                                      |              |
    |__________________|______________________________________|______________|
    \________________________________________________________________________/
    
    
    B L U E P R I N T
    
           The blueprint is the small, blue (hence-blueprint) map in the top
    left of the screen that shows a top down view of the entire map. The red 
    box is the current area being shown in the command map just to the right 
    of it, and the yellow angle shows what the 3D view shows. Really, the only
    thing this is good for is that you can click on it to center your command
    map and 3D view wherever you click. Otherwise, it's pretty useless.
    
    C O M M A N D   M A P
    
           This is in the middle, to the top, just to the right of the blue-
    print. This is the main screen you will use to place items, people, etc. 
    and probably the most important view. You can turn stuff on or off in this
    view under the View menu tab. To view the specifics on something on your 
    map, just click on it in this view, and it will turn yellow to show you
    have selected it and the details will show up in the specifics section.
    More info about how to use this screen in the basic and adavnced editing 
    chapters of this faq.
    
    3 D   V I E W
    
           The 3D view is right beneath the command map area. Really doesn't
    do much. If you have something selected then it shows up as a yellow 
    circle where it is located in the 3d world. Just mostly for looks. Use 
    a,s,w, and d to move it around.
    
    F I L E S \ F O L D E R S
    
           This section of the screen is in the top right. It holds every-
    thing that has to do with your map in a series of folders. Works just like
    Windows Explorer, and it's very useful for selecting files quickly.
    
    S P E C I F I C S
    
           The area just below files\folders in the bottom-right is the 
    specifics area. If you select anything on the command map or in the files\
    folders area, everything that you can change about it shows up here. If 
    you have an actor selected you can change his name, appearance, kit, 
    position, and stance. You can change the names of all the companies, 
    platoons, teams, vehicles, and just about everything else here.
    
    M A I N   E D I T O R
    
           The main editor is in the bottom left of the screen. It's to the 
    left of the 3d view and below the blueprint. This has 5 major tabs used
    to insert just about everything into your map. You can add actors via the
    "actor" tab, sounds via the "sound" tab, anf vehicles via the "vehicles" 
    tab. Under the "misc" tab you can add companies, platoons, and teams...3
    tiers of actors...you can add effects, notes, new plans for people and\or
    vehicles, stations, waypoints (briefings), stationary weapons such as the
    .50 cal machine gun, and zones. Ctrl+[left click] puts something in. Under
    the "plans" tab, there is a series of things you can add to plans. More 
    about plans in the advanced editing...
    
    **************************************************************************
    3                            T H E   M E N U S
    **************************************************************************
    
            Most people already know how to work menus, but I thought I'd put
    this in for the different ones like View and Tools.
    
    ============
    3.1  F I L E
    ============
    
            The file menu is the basic for all programs. Under File, there is
    New (CTRL+N), Open (CTRL+O), Save (CTRL+S), Save as, and Mods. New gives 
    you a new mission, save saves your progress under the last saved name, 
    save as lets you save your progress under a name of your choosing, and 
    open lets you load a saved mission (duh)...Mods lets you select which mods
    are running in your game outside of the game (pretty useful) so that you
    don't have to close and reload Ghost Recon.
    
            Beneath that, there is a list of all the last edited missions in
    line from the closest (top) to the farthest away (bottom). Exit is under-
    neath that and lets you close this program.
    
    ============
    3.2  E D I T
    ============
    
            Edit menu is just to the right of file. It has under it Undo [the
    last action] (CTRL+Z), Delete (DEL), Map, Mission, and Briefing. Map lets
    you choose the map you are using for your game:
    
    ++++++++++++++++++++++++++++++EDITING THE MAP+++++++++++++++++++++++++++++
    
    ENVIRONMENT: The current map you are using for this mission. You have to 
         start a new mission to change maps
    
    MAP SHOTS: The current list of pictures and the command map you are using
         during the briefing for this mission.
    
    MAP NAME: The name of the map as appears when loading the map
    
    AVAILABLE TO CUSTOM GAME TYPES: whether or not you can play this under the
         custom games area. If not, then it only works in the campaign.
    
    WEATHER:
       CLEAR- clear skies outside
    
       RAIN- raining during mission
    
       SNOW- snowing during mission
    
       INTENSITY-how heavy the rain is coming down. Not really measured in any
         true measurement unit. The higher the number, the more rain/snow. Go
         ahead and expirament with it.
    
    FOG: If the fog doesn't override the environment, tehn the game might run
         a little slower on slow computers
       OVERRIDE ENVIRONMENT- Whether or not he fog blocks out the environment
         so that you can't see. When turned off, there is no fog, the map just
         fades out the further away you go.
    
       NEAR- How far away from you the fog starts. I think it's in meters...
    
       FAR- How far away the fog completely covers up the map so that you can
         not see anything at this distance.
    
       COLOR- what color teh fog is. Default is a medium grey. Same color 
         selecting system as in paint (darkness is on far right, and shade is
         in big colorful box)
    
       FAR CLIP DISTANCE- don't know...e-mail me-->igorfaq@att.net
    
       MAX SPOT RANGE- how far away the computer recognizes people seperate
         from rocks and landscape. Aslo how far away your reticule recognizes
         friend or foe. Good idea to set pretty far.
    
    ++++++++++++++++++++++++++++++EDITING THE MISSION+++++++++++++++++++++++++
    
            To edit different aspects of the mission, click "Mission" under 
    the edit menu...
    
    SUPPORTED MODES:
       SINGLE PLAYER- whether or not this mission is available to campaign or
         custom mission game types.
    
       MULTIPLAYER COOP- whether or not this mission is available to multi-
         player coop type games
    
       MULTIPLAYER SOLO- whether or not this mission is available to multi-
         player solo game types
    
       MULTIPLAYER TEAMS- whether or not this mission is available to multi-
         player team games
    
    MISSION NAME: the name as appears on the custom mission and the campaign
         menus from the main screen...also on the briefings screen
    
    REQUIRES UNLOCKING: whether or not the mission has to be unlocked by com-
         pleting another mission. I don't know how to specify exactly what
         mission...I think it's the filename with the number right before the
         current mission. I'll find it out as I make another map.
    
    COMBAT POINTS: How many combat points available to assign to your soldiers
         before the mission in custom mission mode.
    
    DEFAULT TEAM: the six default classes of characters that the computer will
         use. don't really know what else it's for...
    
    UNLOCKED HERO FILE: I think it's like combat points. Even if you haven't 
         unlocked a hero, if you put his(her) name here, then you can play w/
         him for this mission...but none of the campaign missions have them
         I'll look into it 
    
    +++++++++++++++++++++++++++EDITING THE BRIEFING+++++++++++++++++++++++++++
    
            The briefing is the screen just before character selection when 
    you start a mission. It is layed out like so (everything in brackets are
    changeable in this section):
    
     ________________________________________________________________________
    /                                  ___________________________________   \
    |        BRIEFING                 {_____[Mission Name]________________}  |
    |  _______________________________   ___________ _____________           |
    | / Objectives                    \ / WORLD MAP | COMMAND MAP \________  |
    | | 1. [Mission Objective #1]     | |                                  \ |
    | | 2. [Mission Objective #2]     | |                                  | |
    | | 3. [Mission Objective #3]     | |   [either the world map, or the  | |
    | | 4. [Mission Objective #4]     | |   command map...click tab above  | |
    | \_______________________________/ |   to switch betweeen the two]    | |
    |  _______________________________  |                                  | |
    | /______________/\_______________\ |                                  | |
    | |                               | |                                  | |
    | | [Paragraphs of your actual    | |                                  | |
    | | briefing. This is read to you | |                                  | |
    | | in campaign games...]         | |                                  | |
    | |                               | |                                  | |
    | |                               | |                                  | |
    | |                               | |                                  | |
    | |                               | \__________________________________/ |
    | |                               | /                                  \ |
    | |_______________________________| |___________[location]_____________| |
    | \______________\/_______________/ |  [weather]     |    [date]       | |
    |      _______________________      |                |    [time]       | |
    |     {_____Play Briefing_____}     \__________________________________/ |
    \________________________________________________________________________/
    
    IMAGE: the world map picture in the map area (right side) that shows when 
         you have the world map tab selected...this is one of two:
      "brfg_map-01.rsb" shows the black sea and area centered on Georgia
      "brfg_map-02.rsb" shows Western Russia and Finland and all of the other
         smaller countries around there.
    
    CYCLE IMAGE: these are the pictures that the briefing cycles through that
         show the mission objectives in detail (shots from above and around)
         Pick the best one that fits, however, when selecting one, pick one 
         that has a mission number followed by "_brfg-box.rsb" 
            (ex: "m01_brfg-box.rsb")
     ________________________________________________________________________
    /                                                                        \
    | NOTE:don't use the ones that say "_shots.rsb" at the end...your comp   |
    | will crash with bad luck, and the program will shut off with good luck |
    | I still don't know what these are for...                               |
    \________________________________________________________________________/
    
    LOCATION: fill in two blanks before the letters "x" and "y". This is where
         the flashing dot is on the world map portion on the right side of the
         screen. Those that have already taken algebra, it's just the fourth 
         quadrant of a grid, but for those that haven't:
       X- the line above the map...numbers increase going from left to right
         (see example below)
       Y- the line going alon the left side...numbers increase going from top
         to bottom (see example below)
    
        EX: so, if i put in 11 as "X" and 4 as "Y", then the radiating dot on 
         the world map would be at Point A
    
    
                     X-axis  
      
         0_1_2_3_4_5_6_7_8_9_10_11_12_13_14_15_16_etc.
         |
        1|
         |
     Y  2|
         |
     a  3|
     x   |
     i  4|                       A
     s   |
        5|
    
    WEATHER: Shows up in the "[weather]" section on the briefing screen...a 
         pull-down menu in which there are 8 choices. All are self-explanatory
         choices include:
       SUNNY
       PARTLY-CLOUDY
       CLOUDY
       RAIN
       SNOW
       CLEAR (NIGHT)
       PARTLY-CLOUDY (NIGHT)
       FOGGY
    
    LOCATION: what it says in the "[location]" section of the briefing screen.
         they are case sensitive
    
    DATE: character by character, what it will say in the "[date]" section of
         the briefing screen. Once-again, case sensitive
    
    TIME: what it says in the "[time]" section of the briefing screen
    
    DEMO CHARGES REQUIRED: whether or not the computer requires that you carry
         at least one guy with demo charges into the mission. It will warn you
         if you try to go into the mission without them, and won't let you
         begin
    
    DEMO CHARGES RECOMMENDED: same as above, except that it will let you 
         continue into the mission after warning you once.
    
    ANTI-TANK ROCKETS REQUIRED: same as "DEMO CHARGES REQUIRED" except that it
         has to be at least one guy with rockets (M136) as opposed to charges
    
    ANIT-TANK ROCKETS RECOMMENDED: same as "DEMO CHARGES RECOMMENDED" except 
         that there should be one guy with rockets instead of demo charges
     ________________________________________________________________________
    /                                                                        \
    | NOTE: none of the four above will quit the mission if you run out of   |
    | charges or rockets...it only effects what happens during the briefing, |
    | and it doesn't have anything to do with the mission while playing      |
    \________________________________________________________________________/
    
    BRIEFING TEXT: what it says, word-for-word, in the "[paragraphs of your
         actual briefing...]" section on the briefing screen. put a "{p}" in
         to start a new paragraph.
    
    ============
    3.3  V I E W
    ============
    
    
    **************************************************************************
    4                           T H E   B A S I C S
    **************************************************************************
    
            This section tells you about the basics of editing a map. Here you 
    will learn how to insert everything from enemy soldiers to cricket sounds. 
    
    ==================================
    4.1  G E T T I N G   S T A R T E D       
    ==================================
    
    	First of all, you can't change the campaign missions. I've tried  
    everyway I can think of so if you can figure out how...e-mail me. However,
    you can change the campaign missions and just save them under a new name.
    They won't be part of the campaign, so you have to play them as quick mis-
    sions. To begin with open a map (FILE>>OPEN>>[then pick a map]). It's a 
    good idea to start with the multiplayer training map...cause it doesn't 
    have anything on it.
    
    =====================================================
    4.2  I N S E R T I N G \  E D I T I N G   P E O P L E
    =====================================================
    
            Inserting people is easy. To put anything onto the map, you hit 
    CTRL+click wherever you want it on the command map. People in Igor are 
    called actors. If you select the "actors" tab in the main editor area, the
    list of all the possible actors usable on this map shows up. If you pick 
    one and set it somewhere on the map it should show up as a yellow circle
    with a line on the map. 
    
    ++++++++++++++++++++++++TEAMS/PLATOONS/SIDES++++++++++++++++++++++++++++++
    
            Now before you insert an actor, that person has to
    have a side (enemy, friendly), a platoon, and a team. Keep in mind that 
    when you assign plans, you assign them to a team. More about that in 
    advanced editing. To put those in you select what side you want a platoon
    on, select it in the files\folders area, and double click on the word
    "patoon" under the "Misc" tab of the main editor. It should show up under
    the side you chose, and you can name it by clicking on it in the specifics
    area. Same with a team. Select a platoon and double click team. 
      Ex:
    If I want to add a bad guy that stands in the claymore range on the multi-
    player training map, then I select Enemies in the files\folders area, then
    I double click on "Platoon" in the "misc" tab, name it "Claymore range" in
    the specifics tab. Then, I click on that platoon, double click on "Team"
    in the "misc" tab, and name it "Claymore Guard" in the specifics area.
    
    +++++++++++++++++++++++++++EDITING PEOPLE+++++++++++++++++++++++++++++++++
    
            Now, the line coming from the circle that is the actor is where 
    the person is facing. When you have a person selected, then when you SHIFT+
    click somewhere, they face that direction. If their icon on the command map
    is yellow, then all the options you can change show up in the specifics
    area. You can change the following:
    
    NAME: click on the tab with the name on it, and rename it. From above ex. I
         named it Claymore Gaurd 1.
    
    CLASS: Here you can change the look of the character. The names are self-
         explanatory. "m01_rec_ak47_7.atr" is the seventh ak-47 gaurd from m01
         on the recruit difficulty level. Change it by clicking in the box with
         the name on it and picking a new actor.
    
    KIT: here you change the weapons or items that the actor holds. Most come 
         with the default kit. Kits are also self explanatory: for instance the
         "ak47_1gernade.kit" is an ak47 and one gernade. Change this the same 
         way as you change people.
    
    START: This changes the starting position. The easiest way to edit this is
         to click and drag the actor to were you want him. However, you can 
         also insert coordinates.
    
    STANCE: These four selections change the starting stance of the person.
         They include standing upright, sitting down, crouched down on a knee, 
         and lying flat on the ground (prone). Just bubble whichever stance 
         you want.
    
    IDLE: This is what the actor will do when standing still. Some choices 
         include briefing and being briefed, cooking, talking, playing cards,
         etc. Just click the down arrow and select an option.
    
    EASY: wether or not this actor is there on the recruit difficulty level
    
    NORMAL: same as above for the veteran difficulty level
    
    HARD: same as above for the elite difficulty level
    
    INITIALLY HIDDEN: this is a little handy tool for reinforcements and other
         units/actors that you want to come into the game later. Check this
         and they don't show up at the beginning of a mission until you tell
         then to in a script...more about that later
     
     ***Credit***
       Thanks a bunch to Rose for telling me about the above explanation for
       Initially hidden
    
    ========================================================
    4.3  I N S E R T I N G \ E D I T I N G   V E H I C L E S
    ========================================================
    
            Inserting vehicles is just the same as inserting people. You just
    CTRL+click to place and SHIFT+click to point. Click and drag to move it 
    around (All of this has to be done on the command map area).
    
            Teams, companies, and platoons are all the same also except for 1
    thing. Vehicles can't be assigned to teams. They can only be added to the
    platoons.
    
    ++++++++++++++++++++++++++++EDITING VEHICLES++++++++++++++++++++++++++++++
    
            You edit vehicles the same way you edit people...in the specifics
    area. Click on the vehicle icon in the command map of the vehicle you want
    to edit, and all of the options show up in the bottom-right.
    
    NAME: Click on area where name is and change the name.
    
    CLASS: The appearance and the weapons of the selected vehicle. Easy to 
        understand: "truck_m35" is the m35 class truck. See list of them in
        Vehicles section.
    
    START: coordinates that the vehicle begins the mission at. You can insert 
        some to be really specific...but clicking and dragging is much easier.
    
    EASY: whether or not this vehicle is there on recruit difficulty
    
    NORMAL: same as above for novice
    
    HARD: same as above for elite
    
    INITIALLY HIDDEN: same as in actors except with vehicles. Once again, the
        vehicle stays hidden (not there) until you tell it to appear...
    
     ***Credit***
       Rose told me about this one too. Thank you Rose...
    
    DON'T STOP WHEN SHOT: If this vehicle is assigned a plan, then if this box
        is checked, it will perform that plan no matter who or what is shoot-
        ing at it. However, if unchecked, one pistol shot at it and it will 
        stop doing whatever it's doing and try to eliminate whoever is shoot-
        ing at it (usually you). Once the threat is destroyed, then it goes
        back to the task it was assigned
    
    =================
    4.4   S O U N D S
    =================
    
    	Inserting sounds is a lot different than people. The basics are the
    same though. CTRL+click inserts something...but if you SHIFT+click on it,
    it goes away. If you SHIFT+click on the area around the main emitter, then
    little secodary emitters show up. This way, if you click on a single sound
    emitter in the folders section, several are selected...and you also don't
    have to change all of the options for every seperate thing, just the main
    one. 
    
      NOTE: Sound emitters make your mission sound real. If you want a pitch-
    black night mission, add some cricket sounds around in the forest. It's 
    amazing how much a few simple sounds can add to a mission.
    
    ++++++++++++++++++++++++++++++EDITING SOUNDS++++++++++++++++++++++++++++++
    
    	Click on a sound in the files\folders section by name, or by the
    little music icon on the command map. The sound with a yellow box thing
    around it is the one currently selected. All options show up in the bottom-
    right (specifics area).
    
    EMMITER TYPE:
       POINTS- check to just have radial (circular) point sound emitters. 
           They emit sound out to a certain radius around the point.
        
       LINE- check to have a line of the sound. Sound is continuous from one
           end of line to other (all along line). Sound is same volume at all
           points on the line. Add more by SHIFT+clicking
        
       MOVING- check to have a moving sound. SHIFT+click to have a new sound
           waypoint. Sound follows line from sound emitter A to sound emitter
           B at the speed shown in the box in the bottom right of the emitter
           type section. Speed is shown in meters-per-second.
    
    GROUNDED: don't know...assume it has something to do with the height (??)
        e-mail me-->igorfaq@att.net
    
    HEIGHT: How high above (or below) the ground the sound is heard from. If 
        you insert a lamp breaking sound, it shouldn'e be at ground level. I 
        like to put bees and gnats buzzing around head height (2.5 meters).
    
    3D SOUNDS: All the grey boxes in the middle can only be edited by clicking
        the "Edit..." box to the right of where it says "3D Sound" near the
        bottom of the section.
      
       PLAYBACK- Two blanks="number" to "number" sec.s
           First blank: The time that the sound begins at
           Second blank: The time that the sound ends at
         Ex- If you want to use the gnats sound (3 seconds long), but just the
          second half of it, then you put 1.5 in as the first number and 3 as the
          second. That way, the sound starts 1.5 seconds through the recorded
          sound and ends 3 seconds into the recorded sound.
       
       VOLUME- The percentage of the recoded volume that this sound plays at. If 
           you put this at 0.50, then the sound will be 50 percent (half) of
           it's original volume. You can't go above 1.00 which would be 100 
           percent.
    
       MAX PLAYS- This is the maximum number of times the sound repeats itself.
           If you set it at -1, then it goes on indefinately until you end the 
           mission.
    
       USE 3D POSITION- whether or not the sound uses the Z-axis while in game.
           When turned off, all sounds only work on a flat plane (X and Y).
    
       LIMITED 3D PROPOGATION- sets a limit to how far the sound goes (????)
           e-mail me-->igorfaq@att.net
    
       POSITION- X, Y, and Z coordinates for the sound point currently select-
           ed. Change X and Y by clicking and dragging the music icon, and 
           change Z by changing the "Height"
    
    ==============
    4.5  Z O N E S
    ==============
            A zone is any area on the map specified by a dashed square or
    circle and a box at one of the corners. Zones are used to specify places 
    that can be used as enemy or friendly strongholds, the map's central area,
    insertion zones, extraction zones, etc.. You can also assign sounds to 
    zones (editing).
    
            To insert a zone, CTRL+click where you want a corner of it. If you
    want it to be a point zone, than just leave it...but if you want it to be 
    the area of a circle or square, than click on one of the corners of the 
    little square and drag it to where you want the other corner to be.
    
    ++++++++++++++++++++++++++++++++EDITING ZONES+++++++++++++++++++++++++++++
    
            You also edit the zones in the specifics area. To edit a zone, 
    click on the little box in the corner of the square or center of the cir-
    cle. It should turn yellow and add another square in the opposite corner,
    or somewher on the circle.
    
            You can change the size and location of these zones by clicking 
    and dragging on one of the little boxes. The dashed line is the entire 
    zone.
    
    "Zone Properties"
    
    NAME: Change the name by clicking on the name in the tab and renaming it
         in the po-up window.
    
    RECT: click if you want the zone to be rectangle in shape. It will change
         on the command map.
    
    RADIUS: click if you want the zone to be a circle. It will change shape on
         the command map.
    
    MAP:
       POINT- check if you want the zone to be a single point on the map. You
         can change the way the point faces by SHIFT+clicking on the command 
         map. This is useful later for scripting if you want to specify a 
         trigger event for a certain point. *more in ADVANCED*
    
       BASE- check if you want the zone (must be rectangular or circular...not
         point) to be a base. You can specify what these are used for by writ-
         ing a script and planning out triggers. *more in ADVANCED*
    
       CENTRAL AREA- Click if you want this zone to be the central area for the 
         mission. Don't know exactly what it's for, but i think it's for
         scripting *more in ADVANCED*
    
       RECON INSERTION- check this to make the zone an insertion zone when 
         playing this mission in the "Recon" mode in the custom mission section
    
       RECON EXTRACTION- make this zone the extraction zone when playing this
         mission in the "Recon" mode in the custom mission section
    
       DROP-DOWN MENU- this is the type of room (sound wise) that the zone is 
         in. If it's a hallway, select hallway, and the sounds inside will sound
         louder than if you had outside slected. Very helpfull and adds a lot
         of realism...
    
    MISSION:
       ISERTION- check to make this zone the insertion zone when playing in the
         "mission" mode
    
       EXTRACTION- check to make this zone the extraction zone when playing in 
         the "mission" mode
    
    ======================
    4.6  M A P   R O O M S
    ======================