1############################################################################### 2# This is an example mission text file. 3# Important rules: 4# - There are several blocks like "INFO" consisting of special attributes 5# - Assigments have the form "attribute = value" and are put in one line 6# - All attributes are optional if not described as "required" 7# - Everything is case-insensitive (iNfO=info=INFO) 8# - Quotes have to be used if a value consists of whitespace (tabs, spaces) 9# - Comments start with a '#' and end with a line feed (end of line) 10# - Syntax errors are currently displayed on stderr when initing the mission 11############################################################################### 12 13 14 15############################################################################### 16# INFO block: 17# NAME: Mission name 18# BRIEFING: Mission briefing 19# PILOTnn: Allied pilot number nn, nn in [1...10] 20# - Allied fighters get their pilots in the order defined here 21# - Possible values (predefined in this order): 22# PRIMETIME, HEPTARGON, LARA, SHARK, BOSS, DRDOOM, SHADOW, MATRIX, 23# FIREBIRD, THUNDER 24# FIGHTERn: Set fighter selection number n, n in [1...3] 25# - Possible values: FALCON, HAWK, STORM, HAWK2, REDARROW, PHOENIX 26# - Predefined: FIGHTER1=FALCON, FIGHTER2=HAWK, FIGHTER3=STORM 27# WEAPONn: Set weapon pack selection number n, n in [1...3] 28# - Possible values: AAMPACK, AGMPACK, DFPACK 29# - Predefined: WEAPON1=AAMPACK, WEAPON2=AGMPACK, WEAPON3=DFPACK 30# MAXTIME: Maximum time in seconds (float) to receive a score bonus 31# Predefined: 120s 32############################################################################### 33 34INFO 35 name = "DEMO1" 36 briefing = "We place an enemy fighter near the player and a surface air cannon to flat ground. After 15 seconds dr doom will appear near the player and help." 37 PiLoT1 = DRDOOM 38 pilot2 = primetime 39 maxtime = 150 40 41 42 43############################################################################### 44# TERRAIN block: 45# TYPE: Type of landscape to be randomly generated 46# ALPINE (predefined), ALPINE_LOW, ALPINE_EROSION, ALPINE_SEA, SEA, MOON, 47# CANYON, DESERT 48# FILE: 32 bit TGA file, alpha channel=height values, RGB=landscape type 49# The colors for landscape types depend on the landscape type 50# Alpine: blue=water, dark green=woods, light green=grass, white=glacier, 51# grey=gravel, dark grey=rocks 52# Canyon: blue=water, white=sand, red=stone/rocks, brown=tree&sand 53# Desert: blue=water, green=cactus, yellow=sand 54# SCALEHEIGHT: Scaling factor for height values 55# TREE[0-2]: tree borders for deciduous, coniferious, mixed, pine woods 56# HEADING: Degree of northern direction, 0...360, 0 is predefined 57# WEATHER: SUNNY, CLEAR, CLOUDY, DULL, THUNDERSTORM 58# TIME: Time of the day (hours) in [0...24], determines day/night, sun level 59############################################################################### 60 61TERRAIN 62 type = alpine_erosion 63 heading = 90 64 weather = sunny 65 time = 8 66 67 68 69############################################################################### 70# OBJECT block: a block for each object, first object is the player! 71# TYPE: Type of object (ignored for the player) 72# FALCON, SWALLOW, HAWK, HAWK2, BUZZARD, CROW, PHOENIX, REDARROW, 73# BLACKBIRD, STORM, TRANSPORT, WIESEL, PANTHER, SAM, SAC, PICKUP, TRUCK, 74# TRUCK2, SAMTRUCK, DESTROYER, CRUISER, TENT, BIGTENT, CONTAINER, HALL, 75# HALL2, OILRIG, COMPLEX, RADAR, MOONBASE, DEPOT, LASERBARRIER, ASTEROID 76# PARTY: 1 for player ally, any other value for enemies 77# LEVEL: Level of artificial intelligence in [0...10], 10 is highest 78# Note that the difficulty settings influence the level additionally! 79# X: Relative x coordinate on the map 80# Y: Relative y coordinate on the map 81# INITTIME: Time in seconds (float value) after that the fighter appeares 82# CRITICAL: 1 for mission objective, 0 else 83# - Enemies are critical at default, allies are not critical at default 84# - If any allied critical object is destroyed, the mission is failed 85# - If all critical enemy objects are destroyed, the mission is successful 86############################################################################### 87 88OBJECT # Player 89 x = 0 90 y = 0 91 # always: type is taken from selection, party=1, inittime=0, critical=1 92 93OBJECT # The first enemy 94 type = crow 95 party = 0 96 level = 2 97 x = 40 98 y = 40 99 # implicit: inittime=0, critical=1 100 101 102 103############################################################################### 104# RELCOORDS block: set origin of the coordinate system, (0,0) is predefined 105# FIND: set origin to PLAYER, LASTOBJECT, FLATTERRAIN 106# Use this feature to place enemies later on near to the player, 107# or to place ground objects on flat terrain 108# QUADRANT: Set map quadrant in [1...16] for searching flat terrain 109# - Quadrants are 1...4 first row, 5...8 second row, etc. 110# - Note that 4 and 1, or 16 and 1 are adjacent due to the cyclic map 111# - Leave the quadrant to get the best flat terrain of the map 112############################################################################### 113 114RELCOORDS 115 find = flatterrain 116 quadrant = 1 # player is at the corner of the first quadrant 117 # so lets set (0,0) to flat terrain somewhere in quadrant 1 118 119 120OBJECT # place a surface-air-cannon 121 type = sac 122 level = 0 123 party = 0 124 x = 0 125 y = 0 # (0,0) is now at the flat terrain, not the player! 126 critical = 1 127 128 129 130RELCOORDS 131 find = player # set player as the origin of the coordinate system 132 133OBJECT # get DrDoom (see INFO) as reinforcement after 15 seconds 134 type = falcon 135 party = 1 136 x = 0 137 y = 50 138 inittime = 15 139 140 141 142############################################################################### 143# TEXT block: print text to the screen 144# MESSAGE: the message string, currently only one line 145# STARTTIME: time in seconds (float value) 146# DELAY: describes how long the text is displayed 147############################################################################### 148 149TEXT 150 message = "dr doom has arrived!" 151 starttime = 15 152 delay = 3.5 153