【EN】AA3编辑器手册
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FlexMedia PSI/SI编辑器使用手册杭州迪立科技有限公司目录1 软件概述 (4)2 运行环境 (4)3 菜单 (5)3.1 文件菜单 (5)3.2 SI编辑菜单 (5)3.3 PSI编辑菜单 (6)3.4 查看菜单 (6)3.5 工具菜单 (7)3.6 帮助菜单 (8)4 SI编辑 (8)4.1 网络编辑 (8)4.1.1. 网络特性编辑 (9)4.1.2. 网络的描述符编辑 (9)4.2 传输流编辑 (15)4.2.1. 传输流特性编辑 (15)4.2.2. 传输流的描述符编辑 (15)4.3 业务编辑 (21)4.3.1. 业务特性编辑 (21)4.3.2. 业务的描述符编辑 (21)4.4 事件列表编辑 (30)4.4.1. 事件特性编辑 (30)4.4.2. 事件的描述符编辑 (30)4.5 业务群编辑 (36)4.5.1. 业务群特性编辑 (36)4.5.2. 业务群的描述符编辑 (36)4.5.3. 业务群传输流列表编辑 (37)4.6 业务群传输流编辑 (37)4.6.1. 业务群传输流的描述符编辑 (37)4.6.2. 业务列表的编辑 (38)5 PSI编辑 (39)5.1 节目编辑 (39)5.1.1. 节目特性编辑 (39)5.1.2. 节目的描述符编辑 (39)5.2 基本流编辑 (43)5.2.1. 基本流特性编辑 (43)5.2.2. 基本流的描述符编辑 (43)5.3 条件接收信息编辑 (52)6 辅助工具 (52)6.1 PSI/SI打包器 (52)6.2 PSI/SI混合器 (54)1软件概述FlexMedia PSI/SI编辑器是本公司开发的符合DVB标准和国家有关标准的EPG编辑软件,可直接编辑PAT、CAT、PMT、NIT、BAT、SDT、EIT等表格信息。
适合于数字电视设备商、数字电视集成商、数字电视教育实验等编辑EPG 的使用。
软件的主界面如下:2运行环境FlexMedia PSI/SI编辑器的运行环境:z CPU:P IVz内存:256Mz硬盘:IDE 80Gz操作系统:WindowsXP、Windows2000等3菜单3.1 文件菜单z新建:建立新的PSI/SI文件。
D3-Air节目单编辑软件使用手册V2.5.0.0目录编单软件简介 (3)第一部分菜单栏的说明 (3)1.1 文件菜单说明 (3)1.2 编辑菜单说明 (7)1.3 查看菜单说明 (11)1.4 操作菜单说明 (13)1.4.1“审核”子菜单 (13)1.4.2“审批”子菜单 (14)1.4.1“取消审核”子菜单 (15)1.4.4“取消审批”子菜单 (16)1.4.5“刷新素材”子菜单 (16)1.4.6“素材比较”子菜单 (17)1.4.7“校验”子菜单 (17)1.4.8“提交”子菜单 (18)1.4.9“节目单管理”子菜单 (18)1.4.10“重连数据库”子菜单 (20)1.5 窗口菜单说明 (20)1.6 帮助菜单说明 (23)第二部分工具栏的说明 (23)2.1 快捷键的使用 (24)2.2 系统时间显示 (24)第三部分频道窗口说明 (25)3.1 按照频道划分 (25)3.2 按照日期划分 (25)3.3 按节目单划分 (26)第四部分编辑窗口说明 (27)4.1 编辑窗口说明 (27)4.2 常用属性说明 (28)4.3 键的设置说明 (30)4.4 边播边载说明 (32)4.5 引用CG说明 (34)4.6 先编单后上载 (36)第五部分属性窗口说明 (38)5.1 素材管理器说明 (38)5.2 节目单模板说明 (38)5.3 节目单校验说明 (39)5.4 节目单信息说明 (40)编单软件简介编单软件的界面大体可以分为一下5个部分:菜单栏、工具栏、频道窗口、编辑窗口以及属性窗口,下面就分别作介绍。
第一部分菜单栏的说明说明:D-Cube-Air编单软件的菜单栏包括:“文件”、“编辑”、“查看”、“操作”、“窗口”以及“帮助”6个菜单。
下面将按照先后顺序分别对这几个菜单的使用作详细说明。
1.1 文件菜单说明1. D-Cube-Air编单软件的【文件】菜单,主要涉及编单软件关于节目单的设置操作,展开之后的【文件】菜单,如图所示。
Operating ManualUP C3操作手册(行级)Version1.0/2022/UMuPC3目录1.0简介 (3)1.1产品.........................................................................................................................31.2进一步协助..............................................................................................................................31.3维护 (3)2.0PGDX 7界面显示 (3)2.1主界面......................................................................................................................................32.1.1登录和主菜单.........................................................................................................................42.1.2机组信息..................................................................................................................................42.1.3常用设定点..............................................................................................................................42.1.4机组开/关................................................................................................................................52.1.5历史曲线..................................................................................................................................52.1.6网络轮值..................................................................................................................................52.1.7报警信息..................................................................................................................................52.1.8pGD1模拟器..........................................................................................................................63.0PGD1模拟器用户界面 (6)3.1PGD1用户界面.....................................................................................................................63.1.1主界面......................................................................................................................................73.2主菜单......................................................................................................................................73.2.1用户..........................................................................................................................................83.2.2服务..........................................................................................................................................83.2.34.0功能........................................................................................................Manufacturer Level. (88)4.1制冷运行管理.........................................................................................................................84.1.1制冷模式..................................................................................................................................84.1.2强制冷却模式.........................................................................................................................94.2加热运行管理.........................................................................................................................94.2.1加热模式..................................................................................................................................94.2.2除湿电加热模式.....................................................................................................................94.3湿度运行管理.......................................................................................................................104.3.1加湿模式...............................................................................................................................104.3.2除湿模式...............................................................................................................................104.4EC 风机运行管理.................................................................................................................104.4.1EC 风机最大温差保护........................................................................................................114.4.2压缩机启动EC 风机管理...................................................................................................114.4.3压缩机回油EC 风机管理...................................................................................................124.5室外冷凝风机运行管理......................................................................................................124.6压缩机回油管理...................................................................................................................124.6.1回油功能后 (12)4.7压缩机安全时间管理 (13)4.7.1高压管理 (13)4.7.2高排气管理 (13)4.7.3低压管理 (13)4.8温度湿度过高/低报警管理 (14)4.9网络轮值 (14)4.9.1设置 (14)4.9.2控制 (15)4.10其它报警功能设置 (15)4.10.1水盘满水与漏水检测故障 (15)4.10.2关机后警报 (16)5.0报警 (16)5.1实时报警的查看及复位 (16)5.2报警日志 (17)5.3报警列表 (17)6.0应急程序 (17)7.0故障排除 (18)7.1风扇故障排除 (18)7.2压缩机和制冷系统故障排除 (18)7.3电加热系统故障排除 (18)8.0附录 (19)8.1菜单和页面列表 (19)8.2报警参数设置清单 (23)8.3手动调试参数设置清单 (24)8.4机组轮值参数设置清单 (25)8.5EEV设备参数设置清单 (25)8.6加湿器设备参数设置清单 (26)8.7输入/输出参数设置清单 (26)8.8压缩机设备参数设置清单 (27)8.9主风机设备参数清单 (28)8.10室外冷凝风机设备参数清单 (28)8.11用户常用设点参数清单 (28)8.12pGD1模拟器参数列表 (29)8.13警报列表 (32)9.0BMS (35)9.1BMS List (36)9.2BMS List Testing (41)1.0简介1.1产品您的行级空调设备经过精心设计、制造和检验。
homer3使用手册Homer3 使用手册目录1. 引言2. 安装与配置2.1 系统需求2.2 安装2.3 配置3. 功能概述3.1 模块介绍3.2 功能特点4. 开始使用4.1 创建项目4.2 导入素材4.3 基本编辑功能4.4 添加特效与过渡4.5 音频处理4.6 视频导出5. 高级功能5.1 高级编码选项5.2 多轨道编辑5.3 高级特效与过渡5.4 图片与文字编辑6. 故障排除与技巧6.1 常见问题解答6.2 快捷键与技巧7. Homer3 社区与资源7.1 官方论坛7.2 帮助文档与教程7.3 优秀作品展示8. 结束语1. 引言Homer3 是一款功能强大的视频编辑软件,可以帮助用户轻松创建精美的视频作品。
本手册将为您介绍如何安装、配置和使用Homer3 的各项功能。
2. 安装与配置2.1 系统需求在安装之前,请确保您的计算机满足以下系统需求:- 操作系统:Windows 7/8/10,Mac OS X 10.10 或更新版本- 处理器:双核 2.0GHz 或更高- 内存:4GB 或更高- 存储空间:至少 1GB 可用空间- 显卡:支持 OpenGL 3.3 或更高版本2.2 安装以下是在不同操作系统上安装 Homer3 的步骤:Windows 用户:1. 下载安装程序(.exe 文件)。
2. 运行安装程序,并按照提示进行安装。
3. 安装完成后,您可以在开始菜单中找到 Homer3 图标。
Mac 用户:1. 下载安装程序(.dmg 文件)。
2. 双击打开安装程序,并将 Homer3 图标拖到应用程序文件夹中。
3. 在应用程序文件夹中找到 Homer3 图标,并双击运行。
2.3 配置在第一次运行 Homer3 之前,您需要进行一些简单的配置:1. 打开 Homer3 软件。
2. 在设置界面中,您可以选择默认的保存路径、语言等选项。
3. 根据个人需求进行配置,并保存设置。
3. 功能概述3.1 模块介绍Homer3 主要由以下几个模块组成:- 导入与编辑:用于导入视频、音频、图片等素材,并进行基本的编辑操作。
广州大彩光电科技有限公司版权所有版本记录版本日期修改原因页面撰写人审核人V1.02023/06/14创建文档all林青田林绍佳V1.12023/8/23液晶屏视角修改P6林青田林绍佳销售与服务广州大彩光电科技有限公司电话:************-601传真:************Email:*************(咨询和支持服务)网站:地址:广州黄埔区(科学城)玉树华新园C栋2-4楼网络零售官方旗舰店:成都办事处电话:************地址:成都市高新区天府大道中段500号东方希望天祥广场C座39楼3910号上海办事处电话:136****2080地址:上海市浦东新区长清路1200弄森宏旗臻商务楼39号813深圳办事处电话:*************地址:深圳市宝安区新安街道华联城市全景花园G座1203室目录1.硬件介绍 (1)1.1产品外观 (1)1.2硬件配置 (1)1.3调试工具 (1)2.安装示意图 (3)3.协议与控件 (4)3.1通信协议 (4)3.2组态控件 (4)4.产品规格 (5)5.产品尺寸 (7)6.引脚定义 (8)7.可靠性测试 (9)7.1ESD测试 (10)7.1.1执行标准 (10)7.1.2测试环境 (10)7.1.3测试数据 (10)7.2高低温老化测试 (11)7.2.1测试环境 (11)7.2.2测试数据 (11)7.3群脉冲测试 (12)7.3.1执行标准 (12)7.3.2测试环境 (12)7.3.3测试数据 (12)7.4辐射测试 (13)7.4.1执行标准 (13)7.4.2测试环境 (13)7.4.3测试数据 (13)8.型号定义 (15)9.协议配置 (16)10.LUA脚本配置 (17)11.产品架构 (18)12.开发软件 (19)12.1什么是画面预览 (19)12.2Keil与虚拟HMI绑定调试 (20)13.开发文档 (21)14.免责声明 (22)1.硬件介绍本章节主要介绍产品的一些外观参考图、硬件配置图和调试所需工具。
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Wordfast 手册v 3.35 W O R D F A S T®操作手册WORDFAST V.3.35修订版~©2001,C HAMPOLLION W ORDFAST 有限公司许汉成(hanch-xu@)译目录简介 (2)安装 (2)卸载Wordfast (3)升级Wordfast (3)使用说明 (3)功能模块 (5)翻译记忆库 (5)联网工作 (6)翻译记忆库的属性 (6)工具 (7)设置 (8)质量检查 (12)统计字数和编写帐单 (14)Excel、Access、Powerpoint 和Html 文件 (15)特别提示 (15)标记文件 (15)跳转 (16)帮助文件 (16)脚注 (16)书签 (16)编号列表 (16)术语控制 (17)词典 (17)词汇表 (17)语境查找 (17)翻译记忆库管理 (18)管理您的知识库 (18)Unicode 翻译记忆库 (18)注册 (19)疑难问题解答 (19)附录I (22)切分语段 (22)翻译记忆库 (23)附录II (23)1简介Wordfast是一种计算机辅助翻译软件(CAT),它溶合了两种技术:语段切分和翻译记忆库。
熟悉这些概念的读者应该阅读附录I,那里有简单的介绍。
Wordfast 包含了一个实时质量检查(QC)工具(其中有一个排版检查器)和一个高级质量控制词汇表功能。
这一可以由用户定制的特性跟踪检查译者的排版/术语准确性,实在是CAT工业上的一个突破。
换句话说,用户的重要术语可以很容易地加入Wordfast,并且所有语段的术语一致性都可以在翻译进程中进行检查。
此外,大量文档的质量检查可以以批处理的方式进行,项目经理可以得到一个关于所处理文档的排版/术语质量详尽的报告。
Wordfast在MS-Word里工作,但也可以翻译Ms-Office™ 文档(如Ms-Excel™、Ms-Access™、Ms-PowerPoint™)和HTML 文档。
串口转以太网模块 联网找有人可信赖的智慧工业物联网伙伴产品使用手册USR-TCP232-ED2目录Content一、基本测试案例 (3)1.1. 结构框图and数据流向 (3)1.2. 资料下载 (3)1.3. 测试环境 (3)1.4. 测试步骤 (3)1.4.1. 硬件连接 (3)1.4.2. ED2引脚定义 (4)1.4.3. 设置参数 (5)1.4.4. 数据透传测试 (6)1.4.5. 基本测试常见问题 (6)二、常见用法 (6)2.1 USR-TCP232-ED2透传案例 (6)2.2 USR-TCP232-ED2 连接路由器应用案例 (6)三、常见问题排查方法 (6)3.1 串口无法传输数据,检查串口接线 (6)3.2 网络连接异常,检查网络端接线和IP设置 (7)3.3 无法建立TCP连接,参数设置错误,检查ED2参数设置和网络端上位机软件参数设置 (7)3.4 透传数据格式不对,检查数据格式、串口参数设置 (7)3.5 连接透传云,需要检查的参数设置 (7)3.6 供电问题检查电源 (7)四、更新历史 (8)五、联系方式 (9)一、基本测试案例1.1. 结构框图and 数据流向电脑串口Com串口网口USR-TCP232-ED2电脑网口TCP Server串口数据AA串口数据AA网络数据BB网络数据BB1.2. 资料下载说明书https:///Download/493.html 软件设计手册https:///Download/494.html 规格书https:///Download/423.html 硬件设计手册https:///Download/496.html【封装库】USR-TCP232-ED2_LIB 封装库https:///Download/497.html 设置软件下载地址https:///Download/230.html1.3. 测试环境所需物品:如果您已经购买USR-TCP232-ED2,会有如下配件快速测试所需如下:1. USR-TCP232-EVB 测试底板一块(评估底板的产品链接:/Product/67.html )2. USR-TCP232-ED2一个3. 网线一根4. DC5V 1A 电源一个5. 串口线一个6. 电脑一台1.4. 测试步骤1.4.1. 硬件连接为了测试串口到网络的通讯转换,我们将ED2(USR-TCP232-ED2,简称ED2,下同)接到评估板上,将评估板的串口通过串口线(或USB 转串口线)与计算机相连接,用网线将ED2的网口和PC 的网口相连接,检测硬件连接无错误后,接入我们配送的电源适配器,给ED2评估板供电,连接示意图如图所示:1.4.2.ED2引脚定义管脚号名称描述I/O 电压范围1ETH_TX+ 以太网TX+ O 3.0-3.6V2ETH_TX- 以太网TX- O 3.0-3.6V3ETH_RX+ 以太网RX+ I 3.0-3.6V4ETH_RX- 以太网RX- I 3.0-3.6V5LED_DATA网口Data灯O 3.0-3.6V6TXD0串口0发送O 3.0-3.6V7 RXD0串口0接收I 3.0-3.6V8 485_en(RTS0) RS485的收发控制(串口0请求发送)I9Reload硬件恢复出厂设置引脚。
sproyd's Simple Arma 3 Editor Guide v0.7 IntroductionHi, I'm sproyd. Welcome to my simple Arma 3 EditorGuide. This guide is designed to teach you how to usethe Arma 3 editor from scratch to create your ownmissions and scenarios and get your ideas from yourhead into the game. It is written in plain English andassuming no prior knowledge of editing although youshould have a good base level of skill in playing Arma.This guide is designed to be read from start to finishand should bring you up to a basic level of skill in theArma 3 Editor.A little about me - I am by no means an editor guru, in fact my first foray into Arma missions was in Arma 3. I don't have a background in coding or game design but I am a huge gamer and Arma fan and I hope that this guide will introduce you to the wonderful world that awaits you in the Arma 3 Editor.What Can I Do?The Arma 3 editor is probably one of the most powerful editors in the gaming world. This isn't a cookie-cutter editor with only a few customization options - you can create everything from basic Single Player or Co-Op missions to huge Multiplayer wars or entirely new game modes!This guide will focus on how to create fairly basic missions with functional Briefings, Dynamic Tasks, Win conditions, Lose conditions and more.Abbreviations Used in This GuideATTOW = At the time of writing(this is important as Arma 3 ATTOW is in Beta phase and there will be a lot of changes to the game as it goes through development and final release. I will try and keep this up to date as best I can, so check back online to make sure you have the latest version of the Guide)BIS = Bohemia Interactive Studios (the developers of Arma)A3 = Arma 3 (all versions)A2 = Arma 2OA = Arma 2: Operation Arrowhead - a standalone expansion for A2DLC = Downloadable Content (expansion packs)Editor = Arma 3 EditorGuide = sproyd's Simple Arma 3 Editor GuideSP = Single PlayerMP = MultiplayerCo-Op = Co-Operative (MP with friends playing together against the AI)AO = Area of OperationsTOD = Time Of DayGetting Started1.Buy Arma 3.ATTOW you can buy A3 from either Steam or from BIS directly at their online store. Versions bought from BIS will still need to be activated in Steam for download. There are three now two versions of A3, all include the base game in its varying phases of development andaccess to the full game upon release. Here is what you are getting for each version.a.Arma 3 BetaThe cheapest option, includes everything you need to start playing A3.b.Arma 3 Digital Deluxe EditionThe mid-tier option. Includes (a), some digital goodies including maps, soundtrackand a tactical guide as well as Arma : Cold War Assault.c.Arma 3 Supporter Edition no longer availableThe most expensive version included all of (a) and (b), Arma X - which is pretty muchevery previous Arma game including A2, OA and DLC - and access to futureunannounced A3 DLC. You could also get a BIS Forum badge and early purchasersgot their names in the A3 credits.unch A3 in Steam.There are a number of things you can do pre-launch to optimise your experience. I won't go into detail here but I'll point you in the right direction if you want to google it. You can;a)Customise launch parameters to make the game boot faster or optimise hardwaredetection.b)Opt-in to the developer's build which includes frequent updates and roll-out ofexperimental features at the expense of stability.c)Optimise your hardware. A3 is CPU-heavy so many users overclock their CPU toboost in-game performance.unch the Editor.Click Editor in the Main Menu.4.Choose a Map and click Continue.ATTOW the only map (AKA an island) available in A3 is Stratis. This is the map we will beusing for the purposes of this guide. However, thanks to A3's iterative engine, it is possibleto play A2, OA and user created maps in A3 with almost no glitches. Refer to the BIS Forums for guides on that.5.Change to Traditional Layout.You should now be in the Editor, viewing a map of Stratis. The default A3 editor layout is a new layout called 'Streamlined'. We are going to change this to the 'Traditional' layout whichI think is more user-friendly. Click the button indicated below.Now click Traditional, then OK. You will need to restart the Editor, although next time you launch the Editor it should default to Traditional layout.6.Ta-Da! You are now ready to create!Familiarizing Yourself with the LayoutThere are 3 key areas of the Layout that you will be working with.1.The icons in the top left should look familiar - from left to right;The New Page icon opens a fresh Mission, the Folder icon opens an existing Mission you areworking on, the Floppy Disk icon saves your current Mission, the second Floppy Disk icon is 'save as' which allows you to save a version of your current Mission without overwriting the mainMission (useful for templates), the Arrows allow you to merge two missions together and the Checker Board toggles between topographical (recommended) and satellite view. Don't worry about the rest of the icons you won't need them for now.2.The main Editor Panel.Here you can quick-edit the Weather and TOD, you can edit Advanced Intel which allows you to customise the name of the Mission, the date and highly detailed weather adjustments and you can select the various editing modes. Alternatively, you can also use the F1 to F7 keys on your keyboard to select these modes. The Preview Button will appear here once you have placed a Player unit - this lets you jump into the game to check things out - and the Continue button will appear once you have clicked Preview once (although I recommend not using Continue to ensure any changes you make have a chance to reload).3.The Map.Here is the visual representation of yourmission. You will be able to see all of theunits, waypoints, triggers and modulesthat you have placed. As you can imagineit can get quite messy so it is important totry and keep things as clean as possible.Here is a small section of a mission I havemade to give you an idea of what it willlook like when WIP. Thankfully, Markersare only visible in the Editor when inMarkers mode which helps to reduceclutter.Placing and Editing UnitsNow time for the fun part!! Placing units in the Editor is very easy. Select[F1] Units with your mouse on the right hand side of the screen or pressF1 on your keyboard.To place a unit, you simply double click on the map. Let's place a solitaryman in the middle of the runway at the large airfield on the West of theisland. Zoom in on the airfield (mousescroll or numpad +/-) and double click. A dialog box will pop-up. Ignore this for now and just click OK. Your Editor should now look like this.Let's give it a whirl. You have probably noticed that a Preview buttonhas appeared on the Editor Panel to the right now that we have a Playerunit. Click it.If you are now a solitary rifleman standing in the middle of the airfieldthen congratulations you have successfully just placed your first unit in theEditor. Press Esc and Suspend to return to the Editor.If you want to Move the placement of the unit, just drag and drop like youwould with a file in Windows. If you want to Rotate the unit's initialorientation, simply hold down Shift and then click the unit, holding themouse button (which will turn green) and dragging until the desiredorientation is reached.To Delete a unit hover your cursor over the unit and press the Delete key.Careful, this can't be undone! Hence why you need to deliberately hover over the unit to delete it.The same applies to Copy &Paste - hover over a unit, press Ctrl + C toCopy, then hover over where you want to create a duplicate unit andpress Ctrl + V to Paste. This will also copy fields from the units DialogBox including the Init field.We'll now take a look at the Unit Dialog Box that pops up when you first create a unit. You can also open an existing unit's dialog box for editing by double clicking on that unit in the Editor. Do that now on our Rifleman.what everything does. We are going to make some changes to our rifleman in blue underline.he is our first unit and has already been created. Any new unit orsubsequent unit we create you can change its Side. Changing the Sidealso changes selections available for the type of Unit because differentSides have access to different types of equipment and training.Faction: At the moment there is only one option of Faction for each Side so it can't be changed.However, in the future there may be different options i.e. for BLUFOR there could be US, UK, France.Unit: This will show us all the different types of Unit for a given Side, Factionand Class. We have selected BLUFOR > Blue > Cars and so should be able tosee a selection of different vehicles. Let's choose Quadbike. By defaultvehicles created will be occupied by men, and if selected as Player you will usually be the driver. Youcan also place empty vehicles by changing Side to Empty.None will put your unit exactly where you placed him in the Editor.Selecting In Cargo will place your unit in a friendly vehicle he isGrouped with (more on Grouping later), selecting Flying will placeyour unit flying in mid-air (aircraft only!), and In Formation (the default) will place the unit instantly in formation with the Group leader, even if they were placed on opposite ends of the map. Leavethis on In Formation for now.Control: This is quite important. Your first unit by default will be Player . Onlyone unit can be designated as Player and this is who you will control in SPMissions. Units designated as Playable can be selected by players in Co-Opor MP missions. Non Playable is self-explanatory I hope! Other options areavailable when placing vehicles i.e. Player as Driver or Playable as Gunner .Vehicle Lock: Determines who can and can't use a vehicle. Leave on Default.Rank: The unit's military rank. Important for Groups (more on that later). Fornow, let's change it from Private to Lieutenant. These roughly resemblemilitary ranks but are more for game purposes rather than realism as in reallife ranks vary depending on country and military division (Army, Air Force,Navy etc).Info Age: Ignore this for now. Used for providing intel i.e. last known position.Azimuth and Elevation: I recommend adjusting unit Azimuth(direction) directly on the Map by holding down Shift + Click . If youwant to have multiple units facing the exact same direction you canmanually enter the Azimuth in the dialog box. Elevation is useful fordetermining height of flying aircraft and is also useful for placing Units at the correct floor in multi-floored buildings. Default is 0 which is ground level.Name: The Unit's Editor name. Important for advanced editing, make sure you keep track of each of your unit's names. Let's call our Quadbike unit quad1 by typing in the box .Initialization: Also known as the Init Field . This is extremely important for advanced editing,including customising a Unit's loadout, launching scripts and a myriad of other features. Leave it blank for now.Description: Displayed if the unit is a Playable unit.Skill: AI Skill if an AI unit. Higher skill means the unit will be more accurate when shooting.Health/Armor, Fuel, Ammunition: Self-explanatory, used to adjust the various qualities of units and vehicles.Probability of Presence: For Playable/Player units leave this at default. For Non Playable units this will introduce an element of randomness and variability to your missions as some friendly or enemy units may or may not be spawned on mission launch depending on your settings.Condition of Presence: Ignore for now.Placement Radius: Another element of randomness - this will randomise placement within a set radius from where you place the unit on the map.That's it for the Unit Dialog Box!!!!Groups and GroupingThe Group functionality of A3 is fully accessible via the Editor. Select [F2]Groups with your mouse on the right hand side of the screen or press F2 onyour keyboard.With Groups selected you can do 2 things - place Groups of Units, or Groupexisting Units together.Placing Groups of UnitsPlacing Groups of Units is a quick way to create multiple Units in the Editor. You could do this manually via [F1] Units but it would take a while to create each Unit that you want one by one.Double click on the airfield near your Player Unit to place a Group. The dialog box that pops up is like an abbreviated version of the Unit Dialog Box but features Groups instead of Units. Choose the default option - a BLUFOR Infantry Rifle Squad. You should see a group of 10 Units, with Grouping lines leading from each Unit to the Squad Leader as below.Click Preview to see what you've done.Here we can see the group of 10 Units all in wedge formation, with us on our Quadbike in the middle. Currently we aren't part of the Group. Note that the units spawn in formation, not where they're placed on the map, with the exception of the group leader who is the axis point for the formation.This is where the second part of the Grouping modecomes in. Drag a line from the Squad Leader to ourPlayer Unit (or vice versa) while still in Group mode. Thiswill join the Quadbike to the existing Group. Once you dothis you will notice that the Grouping lines now all leadto the Player as the Group Leader. This is because weearlier changed the Rank of the Player to Lieutenant,which just happens to be the highest Rank in this Group.Click Preview again to see what's changed.Well as you can see you now look like a badass on your Quadbike with your 10 man Group flanking you in wedge formation. What's more, as the Group Leader you are now in control of the Group and should see an icon for each Group Members at the bottom left of the screen.You can now give commands to your Group and if you move up the airfield they will follow you in formation. Cool huh?Okay, now for an experiment. Change back to [F1] Units mode and double click the Player Unit. Change his Rank back to Private and click OK.As you can see, you should still be Grouped but you are no longer the Group Leader. If you double click the Squad Leader you will see he is a Sergeant. If he were to get killed, the Group Leader role would then default to the next highest rank and so on.Clicking Preview now you should notice that you are still in formation with the Group, but instead now you are no longer in control of the Group and you will be at the back of the formation.Now go back to the Editor and try dragging your Player Unit far away from the Group.Clicking Preview you will notice you are instantly back In Formation with the Group as under your Unit Dialog Box you have chosen In Formation under the Special field. If you change this to None you will remain Grouped with the Group but will retain your map placement upon launch. Give it a go. Your AI Group Leader might even yell at you "Return to Formation!!". To unGroup a Unit from a Group just select the [F2] Group mode and drag from the unit to an empty space on the map.That's about all you need to know about Grouping for now. If you are getting bored and want to have a little fun before moving on, try creating a separate BLUFOR and OPFOR Group at opposite ends of the airfield and watch them fight it out! Or create your own Group and assault an enemy Group's position. You can issue commands to a Group by pressing the F key corresponding to the unit otherwise they will follow you in formation and attack when they see an enemy. Go Groups!Waypoints (don't worry, we'll get to Triggers later)Waypoints are the best way to control AI behaviour in A3. However, contraryto what a lot of beginners think (myself included) they are not a tool forguiding the player through a mission (that is best done with Tasks andMarkers which give more flexibility).Waypoints are assigned to specific Units, although Waypoints assigned to aGroup Leader will be executed by the Group.By far the most frequently used Waypoint is a Move waypoint. Let's create one now.First, delete all units except your player on the Quadbike. Now create a rifleman next to you (make sure he is not Grouped to you).Select [F4] Waypoints with your mouse on the right hand side of the screen or press F4 on your keyboard.With the Rifleman selected double-click on a nearby spot and the Waypoint Dialog Box will pop up. The default Waypoint is, thankfully, Move, and so just click OK for now. Your Editor should look like this.Click Preview to see what the Rifleman does. He should be legging ittowards the Waypoint you set. This isn't very natural behaviour andonce he gets there he is probably just going to stop and look dumb.Let's go back to the Editor now and double click the Waypoint. Just likeediting Units the Waypoint Dialog Box will pop-up, allowing you to editit.Let's change the Speed field to Limited and Behaviour to Safe.at a natural, casual pace with his weapon down and one hand free.This much more realistically reflects how a soldier would act in a non-combat situation (unless being yelled at by a CO of course...).Subsequent Waypoints will follow the prior Waypoint settings if youleave them set at No change.Our Rifleman, although pretty chilled, still stops at one point. Let'screate two new Waypoints - a second Move Waypoint for him tomove to after the first, and then a Cycle Waypoint which will havehim loop back and walk between prior Waypoints.First, create another Move Waypoint, and then create another Waypoint, nearer to the first Waypoint and change the Select Type to Cycle in the Waypoint Dialog Box. You will notice handy arrows that show you the direction of travel, very useful if you have dozens of waypoints goingaround the map. Note that the Cycle Waypoint is not actuallywhat Waypoint to go to once he has reached the priorWaypoint creating a loop.This is how your Editor should look. You will notice I havepurposefully placed my Cycle Waypoint out of the way,forming a triangle, but the Rifleman will just walk back andforth between the two initial Waypoints forever.There are lots of other Waypoint Types but Move and Cycle is all we really need to know for now. As mentioned earlier, if you assign a Waypoint to a Group Leader, the Group will execute the Waypoint, which saves a lot of time and Editor clutter in assigning individual Waypoints to individualUnits.Triggers, Tasks, Modules, Variables and Syncing (just the basics)You should now know enough to place a mix of units, group them together and get them to move around the map. It's time to learn some more interesting stuff - let's create a mission!In the Editor, due to the richness and complexity, there are often many different ways to do things. The methods shown below are by no means the only way to achieve the desired outcome and are instead the most self-explanatory, easy to remember, simple ways I've found to effectively create Triggers, Tasks and the like.Before we begin, if you haven't already done so, Save your Mission. Someof the stuff you will be doing now is a little bit more difficult to replicate soyou want to make sure you Save as you go.Select [F3] Triggers with your mouse on the right hand side of the screenor press F3 on your keyboard.Remember, Triggers are designed for one thing - to be Activated.Double click in some empty space on the airfield to place a Trigger. TheTrigger Dialog Box will appear, don't change anything and just click OK atthis stage. One of the most basic Triggers is a 'Once Present' Trigger whichis the default. You should now see the Trigger in the Editor symbolised by ablue flag with a blue circle around it reflecting the default 50x50 radius.Right now, the Trigger does nothing. However, Triggers are very versatile - they can be used to Win a Mission, to Lose a Mission, to complete, fail or assign a Task, to trigger AI to move to a new waypoint, to call in reinforcements, to play a sound, to show a hint, to display some text, to change the weather, to change a variable, to.... you get the idea.Let's have this Trigger Win the Mission uponActivation. Double click the Trigger flag to bringup the Trigger Dialog Box. Change Type to End #1(which is equivalent to Win #1 - there can be upto 6 different endings & 1 Lose). The next 3 fieldsread (sort of) in order - so by setting Activation toBLUFOR we get "Once BLUFOR is Present" theTrigger will be Activated. Condition 'this' justmeans that the above condition applies. If youwant a custom condition for activation you can enter it under the Condition field.Now click Preview. Drive towards your Trigger. You probably notice that there is no visual representation of the Trigger in game, not even on your Map. Hopefully you remembered where you put it - otherwise go back to the Editor and put it in an easier place to reach. If done correctly you should get Mission Completed.Well done, you just completed your first Mission! However, if all A3 Missions were like this you'd get bored pretty quickly!Also, you may be wondering what would happen if another BLUFOR unit was to stumble into the Trigger area while you were out doing heroic duties - would that also trigger Mission Complete? (Yes). And if you didn't know the Trigger was there - how would you know where to go? (You wouldn't). What if there were multiple triggers in a mission? (Just imagine!)We are now going to step up the level of complexity by using Triggers, Tasks, Modules, Syncing and Variables all in one step! Don't worry, I'll hold your hand.Delete the old Trigger and create 3 new Triggers - one to theNorth, West and East of the Player. Make sure that the Player isnot in the Trigger areas - if you want you can play with differentTrigger areas and shapes in the Trigger Dialog Box. However,change the Northern Most Trigger to a 0 area.We want to give the Player two Tasks - one to arrive at the West Trigger and one to arrive at the East Trigger. Once the Player has done both of these tasks we want the Mission to complete. We are going to use a simple and useful technique rather than just the "Once BLUFOR present" we used earlier - and it actually uses the [F2] Groups mode we learned about earlier. Switch to Groups mode and Group the Player with each of the two West and East Triggers by dragging between them.A light blue line should now run from each Trigger toyour Player like the picture to the left. Now open theTrigger Dialog Box for one of the Triggers. You willnotice that the Activation field should now readVehicle. Let's check the other options by clicking on thedrop-down box.Vehicle means the Unit that this Trigger is Groupedwith - whether that be a lone soldier, an empty car,a man on a quadbike, a helicopter etc. It is notrestricted to vehicles per se.However, if the Unit the Trigger is Grouped with is part of an actual Group, there are some other great options like having to have the Whole Group present in order to Activate the Trigger or Any Group Member for a mission where some casualties are acceptable. Let's leave this on Vehicle for now - the Trigger should Activate Once the Player Unit it is Grouped with is present in the Trigger radius. Do the same with the other Trigger.Creating Tasks Using ModulesThere are a variety of ways to create Tasks including hard coding. The bestway I've found is to use the Tasks Module.Select [F7] Modules with your mouse on the right hand side of the screen orpress F7 on your keyboard.Modules exist in the Editor to simplify things that you would doquite often but would take much more time or skill than justsimply using the Modules feature. Just like before, double click on the map to place a Module. Itdoesn't matter where you place this module - but make it easilyaccessible. Let's change the Category field to Intel and Modulefield to Create Task.As you can imagine, this Module will Create a Task for us. Let's fillin a few more details as below.Great, so now we have a task with an ID of task1, and the Title and Description will be visible to whoever owns this Task, in this case entire Groups of synchronized objects. Click OK.You have probably already guessed the next step - we need to synchronize ourPlayer with the Module in order to give him the task. Exciting! We finally get to use[F5] Synchronize ! You know the drill, click on the Synchronize mode or press F5 onyour keyboard. Synchronizing (or Syncing) works just like Grouping, just drag a linefrom one item to another, in this case the Module to your Player.Click Preview, and then once in-game, press J to check your tasks.Woohoo we have a task!FYICreate another Module nearby,and set the Module Field to SetTask State and the State toSucceeded. This Module will beuse to set our Task to Completeonce fulfilled. Click OK.You will notice that by default the Module is Grouped (a light blue line) to the Create Task module. This is not what we want and is just an unwanted default feature of the engine (it may be fixed in future builds). Now, (1) DeGroup the two Modules (2) Sync the two Modules and (3) Sync the Set Task State Module to the Western Trigger.Your Editor should be looking like this.Synchronizing here has two different effects.Synchronizing the two Modules basically just linksthem together so A3 knows that they relate to thesame task in this instance.However, synchronizing the Set Task State Module tothe Trigger is a different yet very important conceptwhich once you understand will give you a lot ofpower and control over mission elements.We are saying that only once the Trigger isActivated, can the Set Task State Module proceed.Let's test this out - jump in to the game, and drive dueWest towards the trigger. If you have followed all of thesteps above correctly you will get a nice little pop-upanimation like this. Good job!Let's now set a Destination for the Task that will display to thePlayer on the map and in-game when set as the current Taskso you know where to go. Create another Module and set theModule field to Set Task Destination and the Destination fieldto Module Position. Sync the new Module with the originalCreate Task Module (not the Set Task State Module - thiswon't work, and don't forget to unGroup). Now move the newModule where you want the Task to be - somewhere in theTrigger area is a good idea. Click Preview, and once in-gamepress 'J' to view Tasks and click Set as Current Task - you should now see a Task location arrow and distance on screen making it much easier to find.Now I'm going to stop holding your hand and ask you to replicate everything we've done above but for the Eastern Trigger, calling the Task ID task2 - ready? Go!No peeking on the next page until you're done!。