Here are the details and descriptions on the mission file options (using either the filenames IMPORTX.TXT or MISSIONX.TXT):
' This setting tells the game what campaign slot number to use, not required unless using campaign mode
CampaignMission=1
' This tells the game what title to use use for your mission
MissionName=Learning the Ropes
' This tells the game what sector background to use, range is 1-9
' 1 = high detail, brownish/gold color backdrop
' 2 = medium detail, dark blue backdrop
' 3 = medium detail, bright blue backdrop
' 4 = medium detail, blue/red/purple backdrop
' 5 = medium detail, bright brown/gold/red backdrop
' 6 = high detail, red/brown backdrop
' 7 = high detail, blue/purple backdrop with bright orion nebula in background
' 8 = high detail, blue/purple backdrop without orion nebula in background
' 9 = high detail, dark cyan/blue/green backdrop
MissionSector=1
' OrbitStatus defines the initial planetary orbit position around the star in degrees, range 0-359
OrbitStatus=270
' This uses a particular planet texture and sets the XYZ position, put at 0,0,-20000 for no planet
' 1 = Icy blue planet
' 2 = Tan land planet with polar seas
' 3 = Red mars like planet
' 4 = Blue planet
' 5 = Tan desert like planet
' 6 = Green Earth like planet
' 7 = Tan sand dune planet
' 8 = Vonari home planet
PlanetTexture=4
PlanetPosX=2000
PlanetPosY=500
PlanetPosZ=5000
' This tells the game what color of atmosphere haze to use, range 1-5
' 1 = Blue
' 2 = Gray
' 3 = Red
' 4 = Purple
' 5 = Green
PlanetHaze=2
' This tells the game if a moon is present or not, 0 for no, 1 for yes, and sets the XYZ position
MoonPresent=1
MoonPosX=8000
MoonPosY=2000
MoonPosZ=-7500
' Sets whether asteroids are present or not, 0 for no, 1 for yes, and sets the central XYZ position
' The field size option is a value from 0 to 5, 0 is a small field, 1-5 loops the field in distances
' of about 2500 per value
AsteroidsPresent=1
AsteroidsFieldSize=0
AsteroidsX=0
AsteroidsY=0
AsteroidsZ=20000
' Sets the nebula cloud size, type and position, position at 0,0,-20000 for no nebula cloud
' For type, 2 = bright blue, 3 = darker blue, 4 = hazy blue, 5 = red/purple, 7 = particle
NebulaSize=2000
NebulaType=2
NebulaX=0
NebulaY=-0
NebulaZ=-20000
' Sets whether a space station is present, 0 for no, 1 for yes, and sets the XYZ position
StationPresent=0
StationPosX=0
StationPosY=0
StationPosZ=-30000
' Activates the asteroid caves environment (which effects other settings), use carefully
CavesEnvironment=0
' Sets the container positions, type, and shape.
' Shapes:
' 1 = Oval style shape
' 2 = Box with bevelled sides
' 3 = Box with curved edge
' Types:
' 1 = "Compressed Food"
' 2 = "Medical Supplies"
' 3 = "Hydrogen Cells"
' 4 = "Electrical Supplies"
' 5 = "Solar Cells"
' 6 = "Metal Alloys"
' 7 = "Diamonds"
' 8 = "Antimatter Cells"
' 9 = "Fusion Generators"
' 10 = "Machinery Parts"
' 11 = "Clothing/Fabric"
' 12 = "Platinum Units"
Container1X=0
Container1Y=0
Container1Z=-20000
ContainerType1=0
ContainerItem1=1
Container2X=0
Container2Y=0
Container2Z=-20000
ContainerType2=0
ContainerItem2=1
Container3X=0
Container3Y=0
Container3Z=-20000
ContainerType3=0
ContainerItem3=1
' Player's XYZ starting position, usually should be 0,0,0 unless you need specific settings
LaunchPosX=0
LaunchPosY=0
LaunchPosZ=0
' Waypoint trigger position, within 4000 from player's position it automatically activates
WaypointToStartMissionX=-500
WaypointToStartMissionY=0
WaypointToStartMissionZ=5000
' For patrol missions, you can set more then 1 waypoint
' This option tells the game how many waypoints to use
' The initial waypoint is counted in slot 0, additional waypoints start in slot 1
PatrolWaypoints=1
' These options provide the XYZ positions of each waypoint
PatrolWaypointX1=-4000
PatrolWaypointY1=0
PatrolWaypointZ1=7500
' Sets AI combat skill and weapon selection, 1-3 moderate, 4 smart, 5 very smart
HostileSkillandWeapons=4
' Sets the number of initial hostiles triggered at the waypoint
NumberofInitialHostiles=5
' Sets the ship type for each hostile
' 1 = "Ferret"
' 2 = "Pulsar"
' 3 = "Aries"
' 4 = "Wraith"
' 5 = "Evoch"
' 6 = "Razor"
' 7 = "Predator"
' 8 = "Raptor"
' 9 = "Lamprey"
' 10 = "Neptune"
' 11 = "Vonari Fighter"
' 12 = "Vonari Interceptor"
' 13 = "Vonari Bomber"
' 100 = "TargetBox"
' 101 = "Planetary Surface Station" (use with objective type 11)
' 102 = "Mine"
' 103 = "Shield Caster"
' 104 = "Terran Cruiser"
' 105 = "Vonari Cruiser"
HostileType1=2
HostileType2=2
HostileType3=3
HostileType4=3
HostileType5=3
' Sets the response distance for reinforcements, range 500-20000, 9000 provides an average reponse time
ReinforcementRange=9000
' Sets the number of secondary friendlies (friendly ships not part of the player's squadron)
' Uses the same type list as hostile ships and you can position them where you want
NumberofSecondaryFriendlies=2
FriendType1=104
InitialFriendPosX1=-500
InitialFriendPosY1=0
InitialFriendPosZ1=50
FriendType2=104
InitialFriendPosX2=500
InitialFriendPosY2=0
InitialFriendPosZ2=50
' Any secondary friendly ship can be set to a neutral ship for uncertain allies or civilian spacecraft.
' If ship type is 104, a civilian cruiser will be loaded, if it is 105, a civilian transport will be loaded.
NeutralShip2=1
' Sets the planet surface base position in degrees, range 0-359
PlanetBasePos=180
' Objective types - 1=Attack, 2=Patrol, 3=Escort, 4=Intercept, 5=Rescue, 7=Recovery, 8=Mining
' 9=Encounter Ambush, 11=Destroy Planet Station, 12=Install Defense Grid
' 20=Escort Marine Boarding Team, 21=High Speed Recon, 22=Jump to Defend Cruiser, 28=Defend Base
ObjectiveType=2
' To play a sound at a particular mission time, in seconds. Good for custom in-game briefings/chatter.
SoundAtTime1=0
SoundFile1=
' These lines provide the mission briefing text for each sequence.
' Leave a sequence blank to stop the briefing at a certain point.
' Use the time settings if you don't have audio briefings and want a delay so the player
' has time to read the briefing text. Time value is in seconds.
BriefATime=30
BriefALine1= Welcome to your first official assignment as a combat pilot. I'm
BriefALine2=Commander Shores and you'll be receiving your briefings from me prior
BriefALine3=to each mission. Your promotions and command duties will only apply
BriefALine4=with my recommendation. To get started, I'm sending you on a patrol
BriefALine5=near the planet Sapphire, I'll cover mission details next. You'll
BriefALine6=want to do well on this assignment as it is the first that will be
BriefALine7=applied to your permanent flight record.
BriefALine8=
BriefALine9=
BriefBTime=30
BriefBLine1= Recently, several Federation fleets relocated to this system. For what
BriefBLine2=purpose, we don't know. Although the forces were previously part of the
BriefBLine3=Alliance military, they have been setting up blockades in the area and
BriefBLine4=running patrols. They are refusing to let any Alliance ships pass through
BriefBLine5=the area, including commercial transports and other civilian spacecraft.
BriefBLine6=Due to these apparent hostile actions, Alliance Command has ordered
BriefBLine7=our battle group, consisting of the carrier Phantom and two support
BriefBLine8=cruisers, to confront these forces starting with their patrols. We
BriefBLine9=are primarily interested in their response to our presence.
BriefCTime=30
BriefCLine1= Your orders are to intercept one of these patrols at the designated
BriefCLine2=waypoint. These possible rebel forces are likely aware of our
BriefCLine3=arrival here and will be prepared. So expect enemy reinforcements if
BriefCLine4=the situation becomes hostile. They refuse to communicate with us now,
BriefCLine5=so we expect they intend to use force. What they don't know is we
BriefCLine6=are not a typical Alliance battle carrier. The new Phantom class
BriefCLine7=is capable of carrying 20 squadrons, so we will be prepared
BriefCLine8=to adequately defend ourselves should the situation call for it.
BriefCLine9=Engage as needed to defend yourself and this ship.
BriefDTime=10
BriefDLine1=Summary:
BriefDLine2=Fly to the designated waypoint and confront an enemy patrol.
BriefDLine3=
BriefDLine4=
BriefDLine5=
BriefDLine6=
BriefDLine7=
BriefDLine8=
BriefDLine9=
' Settings below are for the recommended ship and weapon configuration for the mission
' Uses the same type list as hostile and friendly ships
' Cannons:
' 1 = "FlareBeam"
' 2 = "FireFury"
' 3 = "StarGuard"
' 4 = "Stalker"
' 5 = "Eclipse"
' 6 = "Maxim-R"
' 7 = "Trebuchet"
' 8 = "Atlas"
' 9 = "Phantom"
' 10 = "Banshee"
' Missiles/devices:
' 1 = "Echelon"
' 2 = "Viper"
' 3 = "Rockeye"
' 4 = "Starfire"
' 5 = "Exodus"
' 6 = "Leech"
' 7 = "Excalibur"
' 8 = "Stealth"
' 9 = "Fulcrum"
PlayerShip=4
PlayerGun1=4
PlayerMis1=3
PlayerMis2=3
PlayerMis3=3
PlayerMis4=3
PlayerMis5=3
PlayerMis6=3
PlayerMis7=3
PlayerMis8=3
Alpha1Ship=2
Alpha1Gun1=8
Alpha1Mis1=3
Alpha1Mis2=3
Alpha1Mis3=3
Alpha1Mis4=3
Alpha1Mis5=3
Alpha1Mis6=3
Alpha1Mis7=3
Alpha1Mis8=3
Alpha2Ship=2
Alpha2Gun1=8
Alpha2Mis1=3
Alpha2Mis2=3
Alpha2Mis3=3
Alpha2Mis4=3
Alpha2Mis5=3
Alpha2Mis6=3
Alpha2Mis7=3
Alpha2Mis8=3
Alpha3Ship=3
Alpha3Gun1=8
Alpha3Mis1=3
Alpha3Mis2=3
Alpha3Mis3=3
Alpha3Mis4=3
Alpha3Mis5=3
Alpha3Mis6=3
Alpha3Mis7=3
Alpha3Mis8=3
Alpha4Ship=3
Alpha4Gun1=8
Alpha4Mis1=3
Alpha4Mis2=3
Alpha4Mis3=3
Alpha4Mis4=3
Alpha4Mis5=3
Alpha4Mis6=3
Alpha4Mis7=3
Alpha4Mis8=3
' This lets an in-game cut scene play at the end of your mission.
' You can also play an AVI movie by entering the filename of
' the movie you want to play instead of a number.
' 1 = shield defense network coming online, 2 = Phantom warping out, 3 = Phantom drawn into vortex
EndingCutScene=0
' This tells the game to use audio briefings for your mission, 0 for none, 1 to activate
' Use the file format: \\briefings\\campbX-Y.wav where X is the mission number, Y is the briefing sequence
' For imported/instant action missions, use: \\briefings\\importbX-Y.wav
' for training missions, use: \\briefings\\trainbX-Y.wav
' If you want to just display text at the last sequence, just use a blank sound
AudioBriefing=1
' To restrict the availability of specific ships and weapons, set the desired item to 1
' Weapons:
' 1 = "FlareBeam"
' 2 = "FireFury"
' 3 = "StarGuard"
' 4 = "Stalker"
' 5 = "Eclipse"
' 6 = "Maxim-R"
' 7 = "Trebuchet"
' 8 = "Atlas"
' 9 = "Phantom"
' 10 = "Banshee"
' 11 = "Echelon"
' 12 = "Viper"
' 13 = "Rockeye"
' 14 = "Starfire"
' 15 = "Exodus"
' 16 = "Leech"
' 17 = "Excalibur"
' 18 = "Stealth"
' 19 = "Fulcrum"
' Ships:
' 1 = "Ferret"
' 2 = "Pulsar"
' 3 = "Aries"
' 4 = "Wraith"
' 5 = "Evoch"
' 6 = "Razor"
' 7 = "Predator"
' 8 = "Raptor"
' 9 = "Lamprey"
' 10 = "Neptune"
RestrictWeapon1=0
RestrictWeapon2=0
RestrictWeapon3=0
RestrictWeapon4=0
RestrictWeapon5=0
RestrictWeapon6=0
RestrictWeapon7=0
RestrictWeapon8=0
RestrictWeapon9=0
RestrictWeapon10=0
RestrictWeapon11=0
RestrictWeapon12=0
RestrictWeapon13=0
RestrictWeapon14=0
RestrictWeapon15=0
RestrictWeapon16=0
RestrictWeapon17=0
RestrictWeapon18=0
RestrictWeapon19=0
RestrictShip1=0
RestrictShip2=0
RestrictShip3=0
RestrictShip4=0
RestrictShip5=0
RestrictShip6=0
RestrictShip7=0
RestrictShip8=0
RestrictShip9=0
RestrictShip10=0
[Edited on 8-31-2006 by Vice]
Custom mission file information and options...
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Custom mission file information and options...
Ooh... This is awesome, Vice! It'll take a lot of guesswork out of making my Vonari campaign. (When I finally get around to making it )
MasterMindLess
MasterMindLess
StarWolves Clan
Lieutenant Junior Grade
Lieutenant Junior Grade
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Custom mission file information and options...
Hey Vice! About how much of real game play does that represent? I mean, how many pages are there like that just to play the game?
\"To kill hubris with humility is a goal rarely achieved by men\"
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Custom mission file information and options...
That doesn't really represent gameplay, it's not game code. That example is just how to put together a custom mission using the available text based instructions. It takes many tens of thousands of lines of code to provide the gameplay that the game itself offers.