OVERVIEW – GETTING STARTED

The 2:Unfinished Business map editor is the very tool that was used by the developers to create Jagged Alliance 2 and Jagged Alliance 2:Unfinished Business (JA2:UB). With this tool you will be able to expand the main campaign, adding new custom sector maps to the country of Tracona, creating your own version of a cam- paign that contains new combat challenges and rewards.

The “Set JA2UB Campaign” Utility

As you can probably imagine, there will be different campaigns made by various Jagged Alliance 2:UB players. To simplify things, each set of these campaigns is treated as separate version of the game, and therefore the related map files are stored in separate folders.

To make it easy to manage, we have included a utility program en- titled Set JA2UB Campaign that allows you to select which cam- paign you wish to play or create. This utility will allow you to choose an existing campaign (either the original or a custom version), or create a new campaign folder. The utility will also allow you to view a description of the campaign, or create one.

Jagged Alliance: Unfinished Business 1 Rules and Limitations

As you plan your own modifications and additions to the country of Tracona, keep in mind what you can or cannot do.

You can do the following:

· Name the campaign. · Add a custom map for each sector in the JA2:UB Tracona country map (see exceptions) · Replace a pre-existing campaign map with a custom map (see exceptions) · Block a pre-existing campaign map from being playable (see exceptions) · Create all the terrain and buildings in your map · Add items to the map, specifying the chance of existence for each · Control the statistics for each enemy · Control the overall number of enemies for each map by dif- ficulty mode · Specify the chances of the enemy re-invading that sector once it is under the player’s control · Name the map and specify which loading screen the player sees when the map is being loaded

You will not be able to do the following:

· Modify any of the original sector maps that are part of the main campaign and were included with the game; these maps are not accessible. You can replace them, however, or pre- vent them from being playable in the campaign (with the exception of H7, the starting sector). · retain any NPCs or civilians that exist in sector maps you replace · add civilians or NPCs · create or modify quests

2 Jagged Alliance: Unfinished Business Important Considerations

Because you’ll be adding to the main campaign (creating your own version of the campaign), each sector that is added needs to be adja- cent to an existing map or the player’s squad will be prevented from traveling to that sector. Therefore, preparation is fairly important. We suggest you don’t create new sector maps until you have played through the main campaign that was included with the game. Once you have played through, you’ll have a good understanding of the sectors used in the game, knowledge of all weapons (including those new to JA2:UB) and a good feel for how enemy invasions affect game play (which is significantly different in JA2:UB compared to JA2).

Also, since you can’t place NPCs in the game, if you replace any pre- existing sectors that contained NPCs, those NPCs will be absent from the game, as will the quests associated with them.

Jagged Alliance: Unfinished Business 3 Travel Exceptions

Due to the level design of the original Unfinished Business campaign there are obstructions which limit where you can travel. These limita- tions must be taken into consideration when planning the maps you wish to create.

Sector H7, the landing zone, cannot be customized or made unplayable. Whatever campaign you create, sector H7 must be the starting sector.

When deciding where you would like to place the map you have cre- ated, you must keep the following in mind:

· From sector H10 mercenaries cannot travel east. · From sector H11 mercenaries cannot travel west. · From sector I13 mercenaries cannot travel east. · From sector J13 mercenaries cannot travel east. · From sector K15 mercenaries cannot travel to any adjoin- ing sector.

These limitations apply only if the sector in question is an original map from the Unfinished Business Campaign. That is, you have not replaced them with a customized map. If you do replace one of the original maps with a customized one, just make sure that the map is accessible from all directions.

Sectors with travel exceptions: arrows indicate invalid travel direc- tions using original Unfinished Business campaign maps.Basic Steps for Adding a New Sector Map

4 Jagged Alliance: Unfinished Business 1. Use the Set JA2: UB Campaign utility to create a new cam- paign, or choose an existing custom campaign. This step basically tells both the game and the editor which folder to place the individual sector map files in. If the selected cam- paign is the default “Unfinished Business” campaign, you will not be able to enter the editor (as it will not know where to store maps that you wish to create) and you will receive a message to that effect. You only need to do this step once per campaign.

2. Decide which sector you want to add and make sure this sector is adjacent to a playable sector in the game (whether the sector was part of the original campaign included with the game or a player-created map is irrelevant). Take note of the sector location on the grid and the directions that the player could enter the new sector from (i.e. G7 would be on sector north of H7, the starting sector in the game). Make sure the travel exceptions listed above are not an issue.

3. If you wish to create an underground map, you must ensure that there is a way of entering that map; either via an adja- cent customized underground map or a customized aboveground map.

4. Run the editor, select your tileset, and create the terrain (in- cluding buildings and furniture if desired).

5. Place any desired items in the sector.

6. Place the required 32 enemies.

7. Specify starting number of enemies for all difficulty modes and enemy invasion data.

8. Specify the entry and exit data for the map.

9. Save the map with the proper sector ID name (e.g. G7.dat) and exit the editor. If you want to stop an existing map from being used, name it .nomap (e.g. G7.nomap)

10. Start JA2: UB, check for any error messages, and play-test the custom map.

Jagged Alliance: Unfinished Business 5 Testing Your Work

When you start a new game of JA2:UB, the program will check for custom sector map files in the current campaign folder and add them to the internal list of sectors that are “playable” for this campaign. If there are any errors or missing information in the sector map files, you will receive messages to that effect.

You can also load a as long as it was part of the same campaign and made before any of your mercs entered the customized maps you wish to test. Make sure you don’t load a save where your mercs have already entered the pertinent map(s) or you won’t be able to test your latest changes.

In order to facilitate the loading of saved games, the game will deter- mine which campaign is appropriate to the save selected and use it. This however, will have no effect on the JA2UB Set Campaign utility setting, which will remain set to the campaign you last selected (i.e the next time you start a new game or enter the editor, the game will use the former setting).

NOTE: If you hold down the CTRL key in the Load Game Screen, you can see the game settings related to the saved game, including the campaign name.

6 Jagged Alliance: Unfinished Business THE MISC. TAB:

When you first enter the editor this is the panel that will be at the bottom of the screen. Moving the cursor over any of the icons will give you a description of its purpose. For now, only the left side of the panel is relevant. The right side will be explained later in the document. If you wish to load or save a map you have already cre- ated, simply press the icons identified for that purpose, or use CTRL – S (save) and CTRL – L (load).

When you start the editor, you will begin with a bare slate. Should you want to abandon a map or start a new map, choose the NEW MAP button to wipe out all existing unsaved information. Basements and cave levels work a little differently so for now we will concen- trate only on above ground maps. If you wish to leave the editor, press the RED X icon.

The first thing you will need to do is to select a TILESET. You can choose from any tileset that was used in JA2 and JA2:UB. Press the icon with the cactus on it, and a list of possible tilesets will come up. Passing the cursor over the list will highlight the choices. Left click- ing the mouse over a highlighted choice will load it into the editor. Loading the graphics make take a few seconds.

In the space marked SECTOR DESCRIPTION you may give the sec- tor a label that will appear on the map screen in the actual campaign (i.e. Munitions Plant). LOADING SCREEN is the graphic the player will see when the sector is being loaded in the game.

At the bottom of the panel, you will notice a number of different tabs: TERRAIN, BUILDINGS, ITEMS, MERCS, MAP INFO and in or- ange MISC, the panel you are currently in. Left click on the TER- RAIN TAB, as this is the next panel you will need to go to.

Jagged Alliance: Unfinished Business 7 THE TERRAIN TAB:

From the TERRAIN tab, you’ll be able to alter the ground appear- ance, place trees, bushes, roads, obstacles and debris.

Drawing Ground

When you enter this panel, you will automatically be in the mode to draw land with the DRAW GROUND TEXTURES button selected. If you need to return to it, press the icon called DRAW GROUND TEXTURES, or use the Ground Shortcut Key: G

The land textures that are available are shown along the upper edge of the blue panel. There will be nine possibilities, with the last two being water. Merely click on a texture to paint with it. JA will auto- matically smooth the edges.

If you want your entire canvas to be covered by a certain base terrain before working on it, click the SET MAP GROUND TEXTURES button and then choose the texture you would like to have as the base.

Randomly Mixing Ground

You can choose to have the editor mix multiple textures for you by SHIFT-CLICKING on the various terrain textures. It will add the textures into the “mix” and will display a number in the corner of the texture.

You can give weight (a higher possibility of it being used) to a certain ground texture by adding more instances of it into the “mix”. To remove a texture from this mix, right click on it. To return to drawing with a single texture, hit Spacebar.

8 Jagged Alliance: Unfinished Business Water

There are 2 textures available for water. The second from the right (8th terrain texture) is the shallow water, while the texture all the way on the right (9th spot) is for deep water. The entire body of water must first be drawn as shallow water. You may deepen the areas you desire afterwards. Shallow water will automatically draw a land edge and it will match one of the land textures. You will want to put down a patch of the matching land texture before drawing the water to get smooth edges between your land and water. To remove a piece of water and have it use the proper land edges, you must ERASE it as opposed to drawing over it with other land.

Changing your brush size

You can hit the A or Z keys, or click on the CYCLE BRUSH SIZE button to scroll through the different brush sizes. The area of the brush is shown with red squares on the map. The brush description appears in a small text window on the blue terrain panel. There are 4 square brush sizes (Small, Medium, Large, Xlarge) and 2 special brushes (Width & Area).

Width: when in this mode, you can click, hold and drag to draw a straight line with a width of one tile. You can increase the width (up to 8 tiles) by hitting the “.” (period) key. You decrease the width by hitting the “,” (comma) key.

Area: when in this mode, click and hold to draw a box that will be filled.

Changing the brush density

A percentage is shown in the lower section of the blue terrain panel. This is the density of the graphic that will fill the area of your brush. Brush density can be increased by clicking on the red arrow pointing up located beside the box, or hitting “]” (bracket). Brush density can be decreased by clicking on the red arrow pointing down beside the box or hitting “[” (bracket). If you would like to solidly fill an area, increase this to 100%. To have the graphics be more thinly scattered, use a lower percent. This is useful when placing rocks, debris, etc… Sometimes it will be necessary to increase the density of the brush. For instance, if the trees you are attempting to put on your map are not being fully placed.

Jagged Alliance: Unfinished Business 9 Undo

You can hit BACKSPACE, or click on the UNDO LAST CHANGE button. Using the button will allow you to undo your last 10 changes.

Erase Mode

With the button for the type of graphic you wish to erase pressed (trees, roads, ground, etc…), click on the ERASER button or hit the E key and draw over the area you would like to alter. You can change the brush size to erase larger or smaller areas.

Roads

To put down roads you will need to select an array of road tiles and manually put them together like a puzzle. With the DRAW ROADS button selected, right click to enter the graphics selection sub-screen. All the possible road pieces should appear above the panel. The first 2 pieces are 2 halves of the road section that would run from the SW corner up to the NE corner. The second 2 pieces make up the road that runs from NW to SE. The next 8 pieces are used to make corners and turns. Some graphics are duplicated. There are 4 pieces that have no edge that are used to make intersections. Experiment.

Selecting graphics in the graphics selection sub-screens:

10 Jagged Alliance: Unfinished Business To add a graphic into your “queue” (have it available on your brush), merely left click on it. A number will appear in the up- per left corner of the tile piece. This allows you to give certain pieces a greater chance of being used, a feature very useful for placing trees but pointless for making roads. You can also draw a selection box around graphics you want to add by left click- ing, holding and dragging. Graphics that are in your queue are shown with a blue background.

To remove a graphic, right click on it. To completely clear all the selected graphics, hit SPACEBAR. Once you have added the graphical pieces that you would like to use to your queue, either click on the checkmark or hit ENTER to return to your map. Hit ESCAPE or the X to return to the map without making any changes to the selected pieces.

You will see the piece of graphical road attached to your cursor. The graphic you are about to draw with is also shown in the lower left corner of the panel. Click on the terrain and it will “stamp” the road piece onto the land. To cycle between the difference pieces you have in your queue (on your brush), you can hit the PAGE UP & PAGE DOWN keys. Find the matching pieces and stamp them down to make the road sections com- plete.

Jagged Alliance: Unfinished Business 11 Debris (shortcut key = D)

This panel lets you choose small weeds, rocks and other pieces of debris. With the debris button chosen, right click to enter the graph- ics sub-screen and choose the pieces as described above in the road section. When drawing with debris, it will randomly place pieces from those that are in the queue. If you want a certain piece of debris to have a higher chance of being placed, increase the number on the graphic by left clicking on it in the sub-screen. If you want to use only one certain piece make sure it is the only one selected (blue) in the sub-screen. You may use the A & Z key to change the brush size.

Some tilesets have debris pieces that will tile together, like a puzzle, to allow you to place carpets or other floor enhancements. To use these pieces properly, you will need to select only the piece you want to put down, place it, and then change to the next piece. If you add multiple pieces to the queue, you will be unable to stop it from choos- ing one at random.

You will probably find it more useful to place debris last.

12 Jagged Alliance: Unfinished Business Trees & Bushes (shortcut key = T)

The Trees & Bushes button will allow you to place trees. With the button selected, right click to enter the graphics selection sub-screen. Click on trees to add them to your queue as described above. When drawing with trees, it is very useful to change the brush size and den- sity from the main panel to fill larger areas more densely or randomly.

Hiding treetops

Large trees can really block your view when working on your map. Hit SHIFT-T to toggle between showing and hid- ing treetops.

Rocks & other junk (shortcut keys = R & O)

The 2 numbered buttons (1 & 2) hold a variety of graphics from rocks & bushes, to barrels, crates and wrecked cars. Right click on either of these to buttons to enter their respective graphics selection sub- screens.

Openables

Some objects are considered to be openable, meaning they can be in either a closed or opened state. Openables allow you to put items inside them for the player to discover upon opening. Not all objects that look like they can be opened can be (although most are obvious). Placing items inside openables will be explained further in the ITEMS TAB sec- tion.

Jagged Alliance: Unfinished Business 13 Zoom out:

At any time you can hit the I key to zoom out and see your entire map. You will be able to see buildings, roads, enemies, trees, etc. while in this mode, but you cannot actually work on your map. Click anywhere on the zoomed out image and you will be returned to work- ing mode centered at the location you clicked on. Right click or hit the I key to return to what you were viewing before zooming out.

14 Jagged Alliance: Unfinished Business THE BUILDINGS TAB (shortcut key = B)

The buildings panel is divided into 3 areas. The buttons located un- der the area titled the Selection Method are used to place or alter specific building or furniture pieces. The buttons under the area titled Smart Method allow windows, doors and interior walls to be placed with greater ease. The buttons under Building Method are what you use to quickly place the shell of the building, and make additions or deletions to rooms or entire building sections.

The Building Method

Making the shell

Choose the button ADD A NEW ROOM and right click to enter the graphics selection sub-screen. Here you will see 4 wall choices, 4 floor choices, 4 flat and 2 slanted roof pieces. To draw a complete building, choose at least 1 WALL PIECE, 1 FLOOR PIECE and 1 ROOF piece. If you choose multiple walls, floors or roofs, it will randomly choose one for a building, but it will not intermingle the pieces in a single building.

Return to the map, click and hold to draw a box. Your building will fill that area. You can add to your building by drawing addi- tional boxes that touch a part of the building. As you draw inter- connecting boxes, the editor will automatically match the tileset pieces and meld the 2 pieces together.

Jagged Alliance: Unfinished Business 15 Hiding Roofs and Walls

To see the interior of your building, you can use the H key to hide roofs, and use the W key to hide the walls. There are also toggle buttons for roofs, walls (and room info to be covered later) on the left side of the blue building panel.

Remove Building Section

To completely remove a section of a building, click on the REMOVE AN AREA FROM AN EXISTING BUILDING button. Click and drag a box over the section you would like to remove.

Remove Building

To remove an entire building and its contents, click on the REMOVE A BUILDING button. Then click anywhere in an existing building to completely remove it.

Copying and Moving

With the COPY A BUILDING or MOVE A BUILDING buttons selected, click anywhere in an existing building and HOLD. You will see a red grid representing the building. Drag this grid to the location where you would like the build- ing to appear and release your mouse button. This is a very useful shortcut for duplicating houses and it’s generally most useful to do once you have completely furnished your build- ing. While room numbers will be discussed a little later, it is important to know that room numbers will not be retained or duplicated when moving or copying buildings.

The Smart Method

The Interior Walls

In the smart method section, choose PLACE WALLS USING THE SMART METHOD button. Match the wall type you have used for the shell of the building by hitting PAGE UP or PAGE DOWN to cycle through the 4 wall choices. The wall type is displayed in the lower left corner of the blue panel.

16 Jagged Alliance: Unfinished Business You must start with your cursor touching an existing wall for the smart wall to draw correctly. Click, hold and drag and a wall will be drawn that automatically joins to the other walls in the building. When dragging the wall sections you can draw cor- ners, add intersecting pieces, etc. To remove any section of wall, RIGHT CLICK on it.

Graphical glitches

Occasionally you may find it difficult to get an intersection to place properly. If this happens, you can often get around it by right clicking to remove a couple pieces, drawing the section that was giving you a hard time, and then replacing the section you had to remove. You will need to experiment a little.

It is possible that you can end up with graphical glitches, shadows that remain behind, wall pieces in the middle of nowhere, etc… This may happen when you use the BACK- SPACE to undo something related to buildings. As an emer- gency measure, you can remove EVERYTHING on a given tile by hitting the Delete key with your cursor on the tile. Note that this will remove everything from that single tile and return it to its original land type. It will not “fix” the graphics touching that tile so you can end up with pieces missing from roads, water, etc… where the surrounding tiles no longer blend properly. It is recommended that you try using ERASE or right clicks before using Delete.

Adding Windows and Doors

The editor will smartly place the correct door or graphic piece to fit the direction of the wall when you use the PLACE DOORS USING SMART METHOD or PLACE WINDOWS USING SMART METHOD buttons. There are window and door varia- tions available and you can use the PAGE UP and PAGE DOWN keys to cycle through them. The graphic will be displayed in the lower window. Click on any section of wall (interior or exterior) and it will correctly place a door or window in that location.

Jagged Alliance: Unfinished Business 17 Damaged Wall Sections

Using the PLACE DAMAGED WALLS USING SMART METHOD button and the PAGE UP and PAGE DOWN to cycle through graphics, you can add damaged and stained wall sec- tions to your building.

The Selection Method

There are a number of buttons available in this section. Here you can manually choose pieces of wall, roof, shadow, etc… should you ever need to “fix” a hole or other glitch. You can manually choose dam- aged wall pieces or windows, but you will need to make sure that you match interior and exterior walls properly, and are facing in the ap- propriate direction.

This section is important however, as this is where you will find fur- niture and wall decals to decorate the interior of your building. There are 2 buttons for furniture and 1 for wall decals. Browse the available graphics to decorate your buildings.

Openables

Some pieces of furniture are considered openables meaning there is a closed and open state to the item. Openables al- low you to put items inside them for the player to discover upon opening. Not all objects that look like they can be opened can be (although most are obvious).

Switches

In the wall decals section, you may see switches. These graphics get placed on walls and your mercs can “interact” with them (i.e. pull them). In order for the switch to do anything however, you will need to use triggers (covered later under ITEMS TAB).

Lights

In the wall decals section you may also see lights. You can place lights on your building, however in order to get them to work, you will need to go to THE MAP INFO TAB. The controls for this tab are explained later.

18 Jagged Alliance: Unfinished Business Stairs

Not all tilesets will include the graphics for stairs. Look in the debris slot to find graphic pieces that can be tiled to form stairs or ladders leading down. Placing stairs is similar to placing double or garage doors, in that they may require the removal of a wall piece first.

Locking doors and crates

Unfortunately, you cannot lock doors, crates, chests, etc… on your customized map. The editor was not used to per- form this function when creating the maps for Jagged Alli- ance 2 and Unfinished Business.

Jagged Alliance: Unfinished Business 19 Room Info

When your building is complete, you will need to add room info. This information will allow the roof to disappear properly when your mercenary sees into or enters a building. Clicking on DRAW ROOM NUMBER will place numbers on the floor tiles. When a merc views a numbered tile, the game will remove the roof from ALL the tiles that have been marked with the same number – even if those tiles are behind walls or “impossible” to be viewed. If they have the same number, they will be removed. Note that while a roof tile may be removed, if your merc does not have a line of sight to the tile, you will not see enemies or items that may be there (i.e. there are separate systems controlling what you see).

When you click on the room info button, you need to ensure that your selected brush size is either area or width; otherwise room numbers will not be placed on the map.

The best way to place room info is to do one window or door at a time. Figure out the line of sight through that particular opening and lay down a common number on the floor that relates to it. The editor will automatically go to the next number when you place down the room info for the following window or door.

Sometimes you may want to give two separate areas the same num- ber or add another section to an existing number. In order to do this you must manually enter the number in the box labeled room #. IM- PORTANT: You MUST hit the ENTER key after entering the num- ber. The number in the box highlighted in red will turn black to con- firm its acceptance.

20 Jagged Alliance: Unfinished Business THE MERCS TAB

This is where you will create possible enemy positions that can be used by the game when putting down enemies. These slots contain information about an enemy’s attributes and items. You must place all 32 possible enemies on your map. You will specify the actual num- ber of enemies that will be in the game from the MAP INFO Tab (covered below). Bloodcats are optional. You do not have to place all 32. Like enemies, you will determine how many are actually in the game in the MAP INFO Tab.

When you click on the Mercs tab, you will see buttons on the left side that let you choose Enemy or Bloodcats. Click on the one appropri- ate to what you want to do. You can cycle through all the enemies (or bloodcats) that exist in the map by RIGHT-CLICKING on these but- tons.

Placing Enemy Troops

Once the Enemy button is pressed, click anywhere on the map to put down an enemy. He will be placed in the map and four white arrows will be shown at his feet to show that he is selected. To move him to another location, right click on the new tile. To select a different enemy, right click over the enemy and you will see the four white arrows appear at his feet.

To delete a selected enemy, hit the Delete key. You can copy an en- emy placement and paste it elsewhere. With an enemy selected, hit CTRL-C to copy him to the buffer. To paste copies down elsewhere, move the cursor to another tile and hit CTRL-V.

Jagged Alliance: Unfinished Business 21 The Star sub-panel

Use Find to have the editor center on the selected enemy.

You can set, or change, the direction the enemy faces when placed by clicking any of the arrows.

Choose whether you want him to be Administrator (weaker), Army (normal) or Elite (strongest).

If you want this placement to DEFINITELY BE USED in the game, click the check box next to the “!”. If this box is not checked, then this enemy may or may not be chosen randomly by the game when it puts down enemies. If you have a particular enemy that you want to always appear in the map, then be sure to check the box next to the “!”.

Specify enemy’s orders and attitude.

Orders o Stationary: Does not move from tile unless he sees in- truders or is under fire, in which case he can move up to 5 tiles away. o On Guard: Stays within 5 tiles of where he’s placed. o Close Patrol: Patrols within 15 tiles. o Far Patrol: Patrols within 25 tiles, increases range to 50 tiles once he knows about intruders. o On call: Patrols within 10 tiles, increases range to 30 once intruders are known to be around, and will respond to other enemies call for help o Seek Enemy: Pretty much patrols the whole map and will respond to other enemies call for help.

22 Jagged Alliance: Unfinished Business o Point Patrol: Allows you to create a specific path for the enemy. Click on it and then use the numbers 1 to 9 on your keyboard to define it. The enemy will travel to each point in sequential order, staying within 10 tiles of each point. o Random Point Patrol: Same as Point Patrol except the enemy randomly chooses which point to go to next, rather than following a sequential order.

Attitude o Defensive: Is more cautious in battle. o Cunning: Searches extensively for cover. o Brave: More interested in the fight. o Aggressive: Into killing at all costs. o Aid (brave or cunning): Will call to other enemies for help o Solo (brave or cunning): Fearless, does not call for help

The Strongarm sub-panel:

This is where you must specify the enemy’s experience level and attributes. Experience level ranges from 1 – 9 where 1 is novice and 9 very experienced. Attributes range from 1 – 100 where 1 is useless and 100 is incredibly high.

The value entered in the health field represents the enemy’s maxi- mum possible health. Current health represents the present state of the enemy’s health. Its value would therefore be equal to, or less than, health.

Jagged Alliance: Unfinished Business 23 The Gun sub-panel:

This is where you will specify an enemy’s inventory and what items he may be allowed to drop. When you select this button, you will see a silhouette with boxes over the different body parts, and 4 boxes along the right side. The boxes over the body parts are for worn or hand items, the 4 boxes to the right are for car- ried items. The enemy’s primary hand slot is the box over his left hand. Keep in mind many types of items, which are not weapon or armor, cannot be used by enemies (such as med kits, camo kits, toolboxes, etc…) however, they can still be dropped for the player to pick up. To have an enemy drop any of his items when he terminates, merely click the check box next to the slot.

Enemies do not run out of ammo for their firearms, so it is not necessary to give them ammo unless of course you want to specify ammo as a droppable item. Grenades, 40 mm shells and mortar shells however are ammo types that will run out and therefore must be given to the enemy in the quantities you want him to potentially use.

To choose the item for any slot, right click on the box. The item selection sub-panels will appear. For example, to give the en- emy a weapon, right click on his left hand box and make sure the weapons tab is selected. Scroll through the available weapons, and left click to select one. You will be returned to his body profile and the chosen weapon will appear in the box. To have him drop this weapon when he terminates, click the checkbox next to the slot.

24 Jagged Alliance: Unfinished Business Note: The editor will not prevent you from putting inappro- priate items in the various slots. For instance, it will allow you to select armor for the hand slot, or a weapon for the head slot. Should you place items inappropriately you may get some unexpected and undesirable results.

You can alter or enhance some items used by enemies. If you left click on an item that has been given to an enemy, you may see some extra information appear on the right side of the blue panel. For instance, you can add ceramic plates to certain types of armor, or silencers, scopes, etc… to a carried weapon.

About Grenade Launchers & Mortars

If you would like an enemy to use a grenade launcher or mortar, choose 1 of the 4 slots on the right and add a launcher or mortar to the slot. Do not put them in his hands. You will also need to give him ammo for these weapons by click- ing another of the 4 carried slots and giving him the appro- priate ammo (e.g. 40mm grenades for the launcher or mor- tar shells for the mortar). Enemies will not use under slung grenade launchers.

Placing Bloodcats:

With the Bloodcat button chosen, left click to put down a bloodcat. Everything works exactly the same as for enemy troops. Follow the steps mentioned above to specify attitude and orders, and give the bloodcat attribute values. Bloodcats however do not benefit from a marksmanship value or use inventory items.

Jagged Alliance: Unfinished Business 25 THE ITEMS TAB

To put items down in your map, click on the items tab. You will see a number of sub tabs appear along the bottom where the items are divided into categories (e.g. weapons, armor, etc…) E1, E2, and E3 contain miscellaneous items such as med kits, camouflage kits, etc…

To place an item on your map, select it by left clicking on it. Move your cursor to the tile you would like it to appear on and left click. Items will be ringed with a green circle and the item that is currently selected will have its name appear.

26 Jagged Alliance: Unfinished Business On the far right of the blue panel, you have the ability to control some information before placing an item. For instance, you can control the chance of it appearing in the map by changing the EXIST CHANCE value where the number specifies the % chance of the item appearing in the game (e.g. 100 = always there, 80 = 80% chance, etc…). You may also be able to adjust the quantity of an item (e.g. packs of ammo, number of grenades) or add things like scopes or ceramic plates to weapons and armor. You can control the status of an item, which basically means what condition it is in. Status of 100 is perfect con- dition, where status 25 is almost useless. You can also booby trap items by placing a numerical value in the appropriate box. This value roughly represents the experience level needed to detect the fact that it is trapped. The higher the number the less chance that the trap is detected (11, or above, would mean that it will probably never be detected).

When you put down an item, a number will appear next to the item in the blue panel. This tells you how many of that item has been placed in the map. If you right click on the item graphic that appears in the blue panel, the editor will cycle through the location of each item of that type.

With an item selected, you can delete it by hitting the DELETE key.

Hidden items

There is a toggle for hiding items. If you place an item into an openable structure (e.g. a crate, cabinet, etc…), this flag will automatically be set to ON. You will see the letter “H” on the item confirming it is hidden in the openable. When an item is hidden like this, the player’s mercs will not spot the object until the openable object is actually opened. Any item sitting on any tile can be given the hidden flag but then the player must actually “search” the tile to find the item. Non-hidden items are considered to be sitting on top of whatever the object is and will be spotted by a merc as soon as it enters his line of sight.

Jagged Alliance: Unfinished Business 27 Triggers

You can use triggers to create a variety of situations, from pressure plates that set off explosions to wall switches that open doors. Under the Triggers tab, you will see individual items for Panic Triggers (1 through 6) and under those Panic Actions (1 through 6). Using the arrows to the left, you can scroll through the list and see Triggers (1 through 10) and Actions (1 though 10) underneath them. At the end of the list, you’ll see Pressure Actions (a trigger is necessary for these).

Triggers and actions must be used together (with the excep- tion of Pressure actions). Place a numbered trigger on the map, then place the same numbered action (s) on the map for them to be associated. When you put down any of the Action items, you will see a button on the right side of the blue panel. When you click on this button, a list of all the available actions will appear (e.g. explosions, open door, alarms, etc…).

Buttons, switches and other similar graphics can usually be found by pressing the wall decal button in the BUILDINGS TAB menu. Once you have placed the graphic, the trigger or action “item” is always placed on the tile “behind” the wall switch or door it is acting on.

28 Jagged Alliance: Unfinished Business Panic Triggers

Panic Triggers and Panic Actions are things that will be used by enemies once they know about your presence. In general, enemies will keep trying to pull a panic trigger such that if you kill an enemy that is heading for the trigger, another will try to get to it in his place. If a Panic trigger is given the action - alarm, an enemy will try to set it off only if your presence in the sector has not become “com- mon” knowledge. In other words, enemies will not try to pull a trigger associated with an alarm action once a general alert has been sounded.

Tolerance means that the enemy will only go for the panic trigger it once a certain percentage of the total enemies in the sector have been killed. So, if you enter a value of 80, it means that 80% of the enemies must be killed before any of the remain- ing enemies would go for the trigger.

Ex: You placed the graphic of a red button on a wall in a Guardhouse. You want the enemies inside the guardhouse to sound the alarm if they spot any intruders. Click on Panic Trigger 1 and place it on the tile behind the red button. The letter “H” should appear on the placement confirming that it has been attached to the button. Click on Action 1 and set the action to be Alarm (or Global Alarm, if you want the whole world to hear it), then place your cursor over the map and click where you want the alarm to sound.

General Triggers

Unlike Panic triggers, the mercenaries themselves activate general triggers. That is, the player would have to trigger the action to happen (usually un- knowingly). However, the theory behind placing them on the map is pretty much the same.

Ex: If you want a wall switch to set off a series of

Jagged Alliance: Unfinished Business 29 teargas explosions in another building, you would place the Trigger 1 on the tile behind the section of wall that you have placed the switch on. You would then place the corresponding Action 1 (as many as you want) on the tiles where you want the teargas explosions to go off, making sure that you have chosen Teargas Explosion from the action list. If you want another wall switch in the same map to open all the doors leading into a room, you would put Trigger 2 behind that switch, and Action 2 items behind every door that you want to have opened when the switch is pulled, making sure that you have switched Teargas Explosion to Open Door on the action list. The actions corresponding to a trig- ger do not need to be the same. In the above ex- ample, you could have your Trigger 1 switch be associated with both Action items by simply mak- ing action (s) 1 that set off explosions, and placing another action 1 item (s) that affects doors.

Pressure Action (trigger)

A Pressure Action is used where you want the trig- ger to be set off by someone walking on it. The trigger and action share the same location on the map, and therefore only require the action to be set and placed.

The trap level affects how skilled someone must be to de- tect the presence of the trigger and is somewhat tied to the mercenary’s experience level. Setting the trap level to 4 means that in general, a level 4 mercenary could detect it. If you set it above 11, it means that it will probably never be detected.

30 Jagged Alliance: Unfinished Business THE MAP INFO TAB:

The map info panel allows you to control some general map aspects. Moving from the left side of the panel to the right, you have the fol- lowing controls:

Color Tint

The 3 boxes on the very left allow you to tint your map red, green or blue. Merely enter a value into one of these fields and hit ENTER to control the tint.

Light Timers

The boxes with Prime, Night and 24Hr allow you to set the tim- ing of when lights will be on in your map. The overall light level in Outdoor maps is controlled by the time of day that is tracked by the game, so lights during daylight hours are unnecessary. Prime lights come on more or less between the hours of 8pm and midnight. Nightlights remain on during the entire night cycle and go off sometime in the early morning hours. 24HR lights are primarily for use in basements and caves where there is no “day- light.” You must choose one of these settings BEFORE setting your lights. You cannot change the time of an already placed light so if you want to change a night light to a prime light, you must first delete the night light, then put down the prime light.

Jagged Alliance: Unfinished Business 31 Light Radius and Map Light Level

You can control the brightness of each light you put down by changing the radius. The brightest setting is 8.

As previously mentioned, the overall light level in Outdoor maps is controlled by the time of day that is tracked by the game. You can however enter a value into the Underground Light Level box to dim the light of a map that you are working on so that you can better see the effect of the individual lights. This value will NOT be saved in outdoor maps. Underground and cave levels do save this value with the map.

Exit Grids

The button that displays the graphic with the red dots allows you to place exit grids. Exit grids are only necessary if you need to change levels within a sector (i.e. go to the basement). When you mark a tile with an exit grid, it basically functions as a teleporter to automatically move mercs to another position. This is how you move mercs up and down stairs or ladders to different map levels. However, if wanted to get creative, you could also actu- ally use it as a teleporter.

The first field is the destination sector, the second box is for the destination level, and the third is for the numerical value of the grid where you would like the mercs to arrive.

Destination Sector

This is simply the sector the levels are located within. If the level you want the squad to arrive in is in sector G7, then enter G7.

Destination Level

A ground level map is level 0, the first basement level is 1, the second is 2 and the very bottom level is 3. You cannot go lower than 3. Enter the appropriate level number for the level you want the squad to arrive in.

32 Jagged Alliance: Unfinished Business Gridno

A gridno is the numerical position of a tile on the map. As you move your cursor around the map, a 5-digit number appears in the bottom left corner of the blue panel. This number is the grid number. Enter the grid number of the tile you want the squad to arrive on. Make sure there is nothing on that tile and room exists for up to six mercenaries.

Ex: Lets say you are on the ground level of sector A1 and want to move mercs to a map directly below it. You would enter A1 in des- tination sector, and 1 in the destination level field. You then need to get the gridno from the basement map you plan on going to. So, load the basement map, pick your arrival spot, place an exit grid if you want your mercs to be able to go up as well as down, and make note of the gridno that appears in the lower left corner. Reload the upper level map and enter this gridno in the destination gridno field.

Of course, to move a team back up, you would have to enter the same type of info in the basement map as well. So, make a note of the gridno for the exit grid on the ground level map, and then load the basement map. A1 would still be the destination sector, the destina- tion level would be 0, and the gridno would be derived for the arrival/ exit grid of the ground level map.

Entry Points

In order for mercs to travel between adjoining sectors, there must be entry points positioned along the edges. The N, W, S, E but- tons allow you to place these points. With N button selected, find a location along the Northern edge of your map that has plenty of room for a squad of mercs to arrive, and click on it. With the W button pressed, do the same for the Western edge of the map. You’ll need to repeat this exercise for the South and East directions as well. The game will use this tile as the starting point for calculating which tiles are valid for mercs to arrive in when entering a map. Now, use the C to mark a tile near the center of the map (zooming out with the “I” key will make it easier) that is more or less unobstructed. The game uses these points when making various decisions and calculations, and it is very important that they be present.

Jagged Alliance: Unfinished Business 33 Isolated entry points

Although rarely necessary, depending on what you do in your maps you may need to mark an isolated entry point. If you en- close an area of a map (e.g. fence in the perimeter) so that it can only be entered from a certain adjoining area of a map, you would need to mark the interior area with an isolated entry point in order for the game to properly calculate valid entry points.

34 Jagged Alliance: Unfinished Business THE MISC.TAB (again):

Time to explain the right side of the MISC TAB panel that came up when you first entered the editor. This where you will set the number of enemies you want to be actually placed in the game depending upon the selected difficulty level, and determine the intensity of any enemy counterattacks.

Starting Population

You can determine the number and type of enemies to be placed into the game for each difficulty level simply by placing a numerical value in the appropriate box. However, it is important to remember that in order to be placed in the game, they must actually exist. That is, you must have positioned them in the MERC TAB section of the editor as possible enemies of that type (i.e. admin, army, elite). Hitting the F5 key will bring up a summary of the number and type of enemies you created (including Bloodcats).

Invasion Data

Once the enemy loses a sector, they may opt to try and take it back. The editor allows you to control precisely what it is they decide to do and how they decide to do it.

Min. Enemies

Determines the min. number of enemies in the initial coun- terattack force. You may place a value of up to 25 enemies. Each time the enemy fails in its attempt to take back the sector, it will increase the size of the next force it sends.

Jagged Alliance: Unfinished Business 35 Grace Period

Is the amount of time the enemy waits before making a deci- sion as to whether or not it wishes to launch a counterattack. The higher the number the longer it waits.

Probability Rate

Is the chance that the enemy decides to counterattack when making the decision. The higher the probability rate entered the greater the possibility that the decision will be to launch a counterattack. Entering a value of 0 would make a coun- terattack impossible.

Insertion Direction

Is the direction from which the enemy will enter the sector when counterattacking. If you select auto, the direction will be randomized and therefore unpredictable.

Gridno

Is used for underground counterattacks. It allows you to specify the precise tile upon which the enemy will show up. Once again, the gridno is found on the bottom left of the blue panel. You can choose the foot of a staircase or ladder, an elevator door, an isolated room, or whatever else catches your imagination. Using a gridno overrides the insertion di- rection rendering it unnecessary.

36 Jagged Alliance: Unfinished Business Additional Info

Making a Basement Map:

Not all tilesets are appropriate for basements. Look for tilesets la- beled as underground or basement. You must see an all brown tex- ture when you change to the tileset, otherwise the roof and walls will not look correct in your map. Since the editor is defaulted to making outdoor maps, you MUST click on the NEW BASEMENT button (2nd from left in MISC TAB) before placing anything on your map.

When making basements, you will more or less do the same things that you did for an above ground map. Keep in mind however that the editor will not stop you from placing trees and other outdoor look- ing objects.

The biggest difference between outdoor and basement maps is how you draw the rooms of your buildings. When working in a basement, you will still use the ADD A NEW ROOM from the Building Method section of the Buildings Tab to choose the graphics for your wall and floor. However, you WILL NOT use this to actually draw your rooms.

Basements and caves work by REMOVING areas from the map to form rooms so to actually put down walls and floors you will choose the REMOVE AN AREA FROM AN EXISTING BUILDING but- ton. Left click, hold and drag a box over the section you would like to remove, and you will see your room appear when you release the mouse button. If you need to fill in a section (chunk) that you have removed, then use the ADD A NEW ROOM button and drag an area to fill in and make inaccessible again.

You still place walls, furniture, wall decals, debris, etc… the same way you would in an outdoor level. However, though most tilesets contain 4 different types of walls, only 2 can actually be used prop- erly underground: Build 30 and Build 19B. They should be visually obvious. This also applies to sewers.

When you are totally done working on your basement, you will need to mark all the areas with room number information (just like an out- door level) and then follow the steps described below to “cover” your entire level with a roof texture that matches the unused areas (other- wise the player will see the whole map upon entry).

Jagged Alliance: Unfinished Business 37 To cover your basement with a roof texture, change to the MAP INFO TAB and temporarily mark the map as OUTDOORS instead of BASE- MENT. Return to the building tab and choose the ADD/REPLACE BUILDING’S ROOF WITH NEW FLAT ROOF button. Right click on it and choose the dark texture that is on the very left (this texture will match the unused roof areas). Click once anywhere in the inte- rior of the basement and the entire area will be filled. Return to the MAP INFO TAB and change the map back to BASEMENT.

Hiding basement roofs

You can still use H to hide the roof in a basement, however this will hide all the roof area, including the areas where there is no building at all. While this can be useful while making your basement, it won’t give you a very good representation of how the map will look to the player. When you have filled in your entire level and want to see how it will look to the player, you can hit ALT-H to cycle between differ- ent modes of hiding roofs.

38 Jagged Alliance: Unfinished Business Making a Cave Level

Caves are similar to basements in that you will remove areas to make the caves by using the REMOVE AN AREA FROM AN EXISTING BUILDING button. REMEMBER to choose the CAVE tileset or your graphics will be very messed up. Again, since the editor is defaulted to making outdoor maps, you MUST click on the NEW CAVE LEVEL button (3rd from left in MISC TAB) before placing anything on your map. There is only 1 button for drawing the cave walls under the Building Method section. With this button selected, right click, hold and drag to remove sections of the cave. To add sections back in, left click hold and drag. You may use any brush size while drawing caves, and setting your brush size to Small will allow you to create irregular looking cave walls. You can find cave “décor” pieces in the furniture sections.

There are no roofs or room numbers to worry about when making caves, since lighting is used to “hide” the cave areas from the player. In the MAP INFO TAB, set the underground light level quite low (3- 5) and use the radius lights throughout the cave. All the lights will be “hidden” from the player, leaving the map very dark, until their mercs actually see them using their line of sight.

The Final Steps

Saving Maps

Now that your map is ready to add to the campaign, you must ensure that it is saved with the proper file name.

Aboveground Map: .dat (e.g. G7.dat)

First Basement or Cave Level: .dat (e.g. G7_b1.dat)

Second Basement or Cave Level: .dat (e.g. G7_b2.dat).

Third Basement or Cave Level: .dat (e.g. G7_b3.dat).

Jagged Alliance: Unfinished Business 39 Radar Map

In JA2 and JA2: Unfinished Business, while playing a sec- tor on the tactical map, the player can see a miniaturized version of the full sector map on the far right of the bottom panel. This map is referred to as the radar map. You can make a radar map for the sector you have just created by clicking on the “GENERATE RADAR MAP” box shown on the bottom left of the save screen.

It is not necessary to do this every time you save, and since it substantially increases the amount of time the editor takes to create a save file, you’ll probably only want to do it once your map has been finalized. Creating a radar map is not mandatory. The game will still run without one, but it will be totally black and while it will still show locations of all visible entities, terrain information will be missing.

Distributing Your Campaign

After you’ve play-tested your campaign, simply use a utility such as WINZIP and compress the entire campaign folder (including the name of the folder). You can then easily distribute your entire campaign with this one file.

The folder is stored in Data\Campaigns.

40 Jagged Alliance: Unfinished Business SHORTCUT KEYS

Save: Ctrl - S Load: Ctrl – L Exit: Esc

Draw ground textures: G Cycle brush size: A & Z Cycle brush size: . (period) & , (comma) Increase brush density: ] Decrease brush density: [ Cycle through graphics on brush: Page up & Page Down Clear graphics on brush: Space Bar

Undo last change: Backspace Erase: E

Select building tab: B Select debris: D Select trees and bushes: T Select rocks: R Select other junk: O

Zoom: I

Toggle treetops on/off: Shift – T Toggle roofs on/off: H Toggle walls on/off: W

Copy a placed enemy: Ctrl – C Place a copied enemy: Ctrl – V

Show country map and enemies placed: F5

Jagged Alliance: Unfinished Business 41