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Mission Creation

Posted: Thu Dec 16, 2004 5:44 pm
by East
In this thread I will walk you through an existing mission.

Note - files are available to download in zip file below -- Buxton

We will be using the Combat Patrols for an example:

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P 0 1 Combat Patrol Campaign 20

ML 1 Silent Sentinel Mission 1, ?Silent Sentinel,? inserts your vessel into enemy waters as part of a reconnaissance probe of enemy patrol routes.

ML 2 Midnight Rendezvous Mission 2, ?Midnight Rendezvous,? is a resupply and refueling mission under the vigilant eye of enemy patrols.

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This is the first 2 mission lines from the Combat patrol cgn file. When you create a patrol you need to enter it into the index.pkg then the CustomPatrols.cgn (CustomPatrols being whatever you name your mission package). You also need to create a directory under the mission structure (see your enigma installation) with the same name as your .cgn filename.

P = Patrol line

0 = Patrol Type of Campaign

1 = Patrol Type Entry#1

"Combat Patrol Campaign" = Title

20 = Number of Missions (listed and created)

PatrolLine[tab]CampaignType[tab]PatrolSeriesID[tab]Title[tab]MissionCount

ML = Mission Line

1 = Mission Number for this CGN

"Silent Sentinal" = Title

"BLAH" = Description (less than 256 characters)

MissionLine[tab]MissionNumber[tab]Title[tab]Description

Mission Creation

Posted: Thu Dec 16, 2004 6:19 pm
by East
Silent Sentinal Mission File: (to see this properly, copy and paste into notepad with wordwrap OFF).

-------------------------------------------------------------

M 1 Silent Sentinel 600 1830 0 0 0 0 4 0 0 -47.11.30 42.25.30

MM 0 0 FIRST OFFICER: Good evening, sir. We're moving quickly but keeping a low profile.

MM 0 1 RADIOMAN: I've received a signal that enemy air patrols may be entering our area, sir. We're to keep your eyes peeled.

MM 0 2 Defeat! You failed your country.

MM 0 3 Victory! You destroyed all enemy assets in the area.

T 1 Player Submarine 0 0 4 1 0

TM 0 0 FIRST OFFICER: Running on the surface is dangerous, sir. If there are any planes, they'll spot us pretty quickly.

TM 0 1 CHIEF ENGINEER: We're taking serious damage, sir! The hull won't take much more!

TM 0 2 CHIEF ENGINEER: Sorry, sir. Hull's breached. We can't save her.

TM 0 3 FIRE CONTROL CHIEF: Got one!

TS 0 0 0 0 36.0.0.0.0.500.300.100.1000.500.2000 100 0 100 0 50 100 100

T 2 Enemy Convoy Alpha 1 0 0 3 3

TO 8 120 1 180.60000 0

TO 8 120 1 270.60000 0

TO 8 120 1 180.60000 0

TS 0 3 0 0 0.0.100.60.0.1000.800.600.4000.2500.5000 100 0 100 0 0 0 0

TS 0 2 0 0 0.0.40.0.0.500.500.500.800.800.800 100 0 100 0 0 0 0

TS 0 5 0 0 0.0.40.0.0.500.500.500.800.800.800 100 0 100 0 0 0 0

T 3 Enemy Scout Plane 1 0 0 1 2

TS 1 0 0 0 0.4.0.0.0.0.0.0.500.500.500 100 100 100 50 0 0 0

TO 8 200 1 215.15000 0

TO 8 0 0 1 1

O 1 Follow Convoy 4 6 1 1 0

OM 0 0 FIRST OFFICER: Sir, our mission is to follow this convoy and gather intelligence. If we're discovered, our orders are to destroy all enemy units in our area.

OM 0 1 FIRST OFFICER: Sir, we've been spotted. Orders now are to destroy all the enemy vehicles, including aircraft.

OM 0 2 FIRST OFFICER: Too bad, sir. They spotted us. What a mess. Orders say we now have to destroy all the enemy vessels and planes here.

OM 0 2 FIRST OFFICER: We've lost the convoy. The mission's a failure.

OM 0 3 FIRST OFFICER: Sir, we've got enough intelligence. Orders now are to destroy all the enemy units in this area.

OM 0 3 FLASH TRAFFIC: GOOD WORK STOP ALL ENEMY UNITS ELIMINATED STOP REST EASY NOW STOP

OS 2 10000 1 100 0

OA 1 1 1 10000 2 0.0

O 2 Shoot Down Observer 1 4 1 0 0

OM 0 0 RADIOMAN: Sir, we've received a transmission ordering us to shoot down any air observers. We're to leave no witnesses, the message says.

OM 0 1 GUNNER'S MATE: Sir, just give the word. If we don't take down the enemy scout plane, they'll get a fix and call out reinforcements.

OM 0 2 FIRST OFFICER: Too late, sir. That bird will keep track of our position and the locations of our other vessels in the area.

OM 0 3 FLASH TRAFFIC: GOOD WORK DOWNING ENEMY BIRD STOP THE FEWER PRYING EYES THE BETTER STOP

OS 3 10000 1 100 0

V 2 1

VM 0 3 Thanks to your successful execution of this operation, we gathered valuable intelligence and sent some enemy tonnage into the briny deep. Good work here.

VM 0 2 Unfortunately, your failure means the enemy has been put even more on guard about our operations in this area. Not a promising beginning.

VS 1 100

L 3

LS 2 2 0 0 X 180

LS 1 2 1 90 SSE 315

LS 3 2 0 180 ENE 200

D CODENAME: "SILENT SENTINEL"

D

D SITUATION: Welcome to your first command! This first patrol ventures into calm waters and is intended to serve primarily as reconnaissance. The enemy has altered patrol patterns in an effort to better protect his shipping from our raiders.

D

D As a new commander, you have yet to prove yourself, but we are confident you and your crew are capable of accomplishing our long-term objectives. Be aware we may divert you from your original mission as the need arises.

D

D A small enemy convoy has been detected in your patrol area. We believe it is en route to a secret enemy rendezvous point.

D

D ORDERS: Follow and observe enemy convoy operations from a safe distance. Avoid discovery. If discovered, destroy all enemy units in patrol area. Do not engage unless discovered.

D

D RISK ASSESSMENT: Low

D

D CONDITIONS: Evening, good visibility, choppy seas.

D

D INTELLIGENCE: Estimated enemy strength: A pair of tankers escorted by a single corvette. Be careful. Reports indicate the enemy is extending his air patrols into this Operational Area.

D

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M = Mission Line

MM = Mission Message Line

T = Taskforce: THE PLAYER TASKFORCE IS ALWAYS TASKFORCE 1 - do not enter any TS lines except the players into this Taskforce.

TM = Taskforce Message

TS = Taskforce Ship: this includes the initial health, speed, ammo loadout, etc.

TO = Taskforce Orders: you can assign any number of orders with triggers here. Usually NOT for the player entry

O = Objective: Objectives can award points and trigger other events. The first objective can be a simple "stay alive" objective if you want to let the player always leave in a victory condition (retain all points and tonnage from mission) There are no limit to the number of objectives in a mission (except common sense).

OM = Objective Message

OS = Objective Ship: who are you assigning this objective to and what it triggers (usually nothing), any additional points for this objective, etc.

V = Victory Header: How many victory conditions, etc.

VM = Victory Messages: these are required

VS = Victory Status: which objectives and what percentage of the objective must be completed for victory (100 usually)

L = Lineup (how many taskforces are getting lined up)

LS = Lineup Item: This can be any taskforce, the first one needs to be laid out relative to itself - it is treated as the center of the universe. Everyone else is laid out relative to this position. You can use multiple levels of relationships. Every Taskforce must be listed here.

D = Description: This is important, specifically these pieces:

CODENAME:

SITUATION:

ORDERS: (must be exactly like this) - this is what shows up on the F4 screen in-game.

RISK ASSESSMENT:

CONDITIONS:

INTELLIGENCE:

That is the basics, be sure to refer to these documents for detailed instructions about each line (these come with the GOLD patch):

www.warfleet.net/Patches/CreatingCustomCampaignsAndPatrols.doc

www.warfleet.net/Patches/MissionsFormat.doc

--East

Mission Creation

Posted: Mon Dec 20, 2004 10:41 am
by Buxton
Attached are the necessary files in zip format - if you copy/paste from above you'll have horrendous problems with spaces and tabs.

You will also need to add a line to \localization.txt [line 202 in my file]

Code: Select all

PATROL_LABEL_3_TOGGLE Examples
/bux