=============================================================================
	        PLATOON TC MAP EDITING FAQ v1.0 BY TNT TEAM
=============================================================================

CONTENTS:

0: About this FAQ
	0.1 Who made this FAQ and why ?
	0.2 Where to get this FAQ
	0.3 The Official Map Editing FAQ (Read this first !)
	0.4 Where can I send my finished levels ?
	0.5 What do I do with that NAMES.PLT that was
	    in the zip file ?

1: How to use the cool military stuff in your maps
	1.1 Weapons / Ammo / Inventory Items
	1.2 Enemies
	1.3 Aircrafts
	1.4 Radios
	1.5 Artillery
	1.6 Antipersonnel Mines
	1.7 Some cool sprites
	1.8 Ambient sounds

==============
ABOUT THIS FAQ
==============

0.1 Who made this FAQ and why ?
	This FAQ was written by TNT Team, the authors of the 
	Platoon TC. We made this FAQ for all people who want to
	make cool maps with a military theme. If you have any 
	questions that this FAQ doesn't answer, you can always e-mail
        us at tnt@mbnet.fi.

0.2 Where to get this FAQ
	You can get the latest version of Platoon TC MapFAQ
	from http://www.mbnet.fi/~tnt (The TNT Team's Website)

0.3 The Official Map Editing FAQ 
	This Platoon TC MapFAQ only tells you how to use the cool
	military stuff (aircrafts, mines, radios and so on) in your 
	maps. If you haven't made any maps before, you should get 
	Jonah Bishop's Map Editing FAQ from his cool site at
	http://www.elitegames.com/d3dbuild/
	(The Official Map Editing FAQ Homepage) 
	
0.4 Where can I send my finished levels ?
	Well, at least we would like to see them. You can send your 
	finished levels to tnt@mbnet.fi. We'll also put them 
	to our web site.

0.5 What do I do with that NAMES.PLT that was in the zip file ?
	Take a backup copy of your old 'names.h' file and rename
	'names.plt' to 'names.h'. After that editing is much
	easier because you know what the sprites really are.


===============================================
HOW TO USE THE COOL MILITARY STUFF IN YOUR MAPS
===============================================

1.1 Weapons / Ammo / Inventory Items
	You can use these weapon and ammo sprites in your maps:

				    Tile number
			      Weapon           Ammo

	M16 Rifle               21              40               
	M60 Machine Gun         22              41
	M72 LAW                 23      	-
	Sniper Rifle		24		-
	Flamethrower            25              -
	Grenade                 47 (box)        26 (single)
	Claymore Mine           27              -
	Shotgun                 28              49
	( Devastator )          29              -
	 
	NOTE: You can't put any ammo packs for Devastator,
	      Sniper Rifle and M72 LAW !!!

	
	Inventory Items that you can use in your maps:

				Tile #
	
	MedKit (+30 health)       52
	Portable MediKit          53
	Armor Vest                54
	Steroids                  55
	Jetpack                   57
	Heatsensor                59
	Trip Flare                61
	Holosoldier               1348
	Atomic Health             100


1.2 Enemies

	You can use these enemies in your levels:

					 Tile Number
				  Enemy (normal)    Enemy (stayput)

	VC Soldier (AK-47 rifle)       2000               2001         
	VC Soldier (machinegun)        2120               2121 
	B-10 Recoilless Rifle          2360                - 
	Kamikaze Vietcong              1680                - 

	You can change the enemies' uniform colors by changing their
	palette (ALT + P). Palette number 11 is green and 12 is grey.

	NOTE: If you want to make a VC leader (the enemy that ends
	      the episode, put a AK-47 soldier somewhere and use 
	      the palette number 10. That will change his shirt
	      color to red)

1.3 Aircrafts

	Aircrafts are probably the coolest thing in our TC. Using 
	them is quite simple. You can use airplanes in three 
	different ways:
	
      1.31 A "normal" plane which activates when player sees it.
	   Just put sprite #42 (F-4 Phantom, drops napalm)
	   or #56 (A-26 Invader, drops bombs) somewhere in the map,
	   where you want the plane to start its bombing run.
	   (The sprite looks like a small square, red or yellow)
	   Change the sprite's angle to the direction you want the
	   plane to fly. Finally, raise the sprite to the roof or
	   the height you want. Remember, that the planes disappear
	   when hitting a wall, so don't put any solid walls to the
	   flight path.
	   

      1.32 A plane activated by a touchplate.
	   NOTE: You can make these fly ONLY from the left side
		 of your map to the right side, because the planes
		 are respawned !!!
	   First put a touchplate to a sector, which will "activate"
	   the planes. Use a unique lotag in touchplate sprite.
	   After that put respawn sprite(s) to the place you want the
	   planes to start. Put them to a place where there are no
	   obstacles in the right side of them in build. Give the
	   respawn sprites a hitag (#42 for Phantom or #56 for Invader) 
	   and the same unique lotag that you used in touchplate. 
	   Remember to raise the respawn sprite to the sky.
			   
      1.33 "Plane respawner"
	   This is a sprite that respawns Phantoms and Invaders
	   randomly from time to time. To use the "plane respawner" 
	   put a sprite #2333 (a red thing) somewhere. Don't worry,
	   you won't see it in the game. Because the planes are 
	   respawned they ONLY fly from the left side of the map to
	   the right side. Once again, remember to raise the sprite
	   to the height you want.
	   
1.4 Radios

   1.41 You can use radios to call in air or artillery support.
	The switch sprite for radio is #132, and also put some
	nice textures on the radio itself. Give a unique lotag 
	to the sprite and hitag will be the sound number. 
	(311 for the fire mission and 313 for the air strike)
	After this go to the section 1.42 for airstrikes or
	1.43 for artillery support. 
	
   1.42 If you want to use the radio to get air support, you
	must put respawn sprites (which will spawn the planes)
	somewhere. See the section 1.32 how to put them, but 
	note that the radio switch works as the touchplate 
	(so don't put any touchplates)

   1.43 If you want artillery support, put a masterswitch sprite 
	with the same unique lotag as in radio switch in the  
	sector where the first round hits. Put a squeezed C-9 
	to the same sector as the masterswitch, with hitag being
	the same as masterswitch's lotag. For C-9's lotag use 1065
	for the first round and higher numbers for the other 
	rounds. (This is the delay time for explosions)

1.5 Artillery
	Use this for enemy artillery. Put a touchplate to the sector
	that "activates" the artillery, with a unique lotag. See
	the section 1.43 how to put the seenines and the masterswitch,
	but the first C-9's lotag must be 163. You must also give the  
	sector a lotag of 10310 and a hitag of 10000.
	
1.6 Antipersonnel Mines
	Mine's sprite number is #37, just put them where you want.

1.7 Some cool sprites

	249 - Huey helicopter, you'll need a sound sprite (#5) with
	      this. Give the sound sprite a lotag of 294 and a hitag
	      for the sound radius (7192 is good for the hitag)
	
	2622,2623 - Bushes

	2620,2621,908,909,910 - You can make trees with these tiles

	2310, 2311 - Smoke


1.8 Ambient sounds
	These sounds are the fire fight sounds that you hear in
	our levels. To use them, you must put a music&sfx sprite (#5)
	somewhere, with a hitag of 1 and a lotag of 231,232,233,234
	or 236.(different ambient sounds)