+comrpnt 16 Posted June 17, 2008 The following annotated single mission is written for use with WOV, but the meaning of the tags is the same, whether you're using WOV, WOE, SFP1, SFG or WOI. For WOV users simply copy the content between the CODE tags, save to a .msn file in your Missions folder and 'go fly'. Hope this helps. Regards, comrpnt. // Start of Mission File // // // at the start of a line denotes a comment line // // This simple mission performs a clockwise circuit of Da Nang // airbase in South Vietnam, performing a recon of Chu Lai airbase en route. [MissionHeader] // This is the aircraft used in the briefing & hangar screens AircraftType=F-4B // This is the terrain used on Objects/Terrain MissionMap=VietnamSEA // This determines the LOADMISSION text values and briefing page // layout of the text MissionType=RECON // Set this according to aircraft and weapon availability // Note: use MM/DD/YYYY format StartDate=10/20/1969 // Time in 24 hour clock (e.g. 1:15AM=01:15, 3.30PM=15:30) StartTime=15:30 [Weather] // Other options are CLEAR, BROKEN, INCLEMENT, OVERCAST and RANDOM WeatherType=SCATTERED // In meters WeatherAlt=1100 // Thickness above and below WeatherAlt // e.g. if thickness = 500m then cloud-base=750m, cloud-top=1250m WeatherThickness=1000.0 // High-alt clouds (TRUE/FALSE) HasHighLayer=TRUE // Alt in meters HighLayerAlt=8000 // Mist setting. 1.0 = white-out FogAmount=0.6 // Alt of contrail appearance ContrailAlt=8000 // Compass bearing e.g. 270.0 = from due West StartWindDirection=0.0 // Meters per second (I think). StartWindSpeed=0.0 [MissionData] // Avg. friendly activity (for campaigns) // Values are: 0=none, 1=few, 2=lots, 3=maximum available FriendlyAirActivity=1 // 0 = no friendly SAM defences FriendlyAirDefenseActivity=0 // 1 = some enemy air defences (campaign) EnemyAirActivity=1 // 2 = lots of enemy SAMs EnemyAirDefenseActivity=2 // Which AircraftMission (below) are you going to be? // VERY IMPORTANT if multiple aircraft defined in mission file and // you don't want to be AircraftMission001 (see below) // NOTE: can cause CTD if set to value where no AircraftMission exists PlayerMissionID=1 // Use if AircraftMission 'Size' > 1 // Determines player's aircraft in formation (1=lead, 2=port wingman etc.) PlayerPositionID=1 // Erm? Not sure. I never change this. MissionNumber=1 // Related to PlayerPositionID // Set to TRUE to start mission on taxiway in position // signified by value in PlayerPositionID above. AdjustStartPosition=FALSE // Again, not sure. I never change this value. AdjustBaseWaypoint=FALSE ////////////////////////////////////////////////////// //Player's Aircraft [AircraftMission001] // Which type of aircraft from Objects/Aircraft are you? // Name must be spealt exactly as per the folder name! AircraftType=F-4B // Lots of choices here, choose from: // Anvil,Asp,Austin,Bison,Buick,Chevy,Cobra,Cowboy,Crab,Dallas, // Dagger,Denver,Dodge,Ford,Gopher,Gunslinger,Hammer,Kingfish, // Lion,Mamba,Memphis,Olds,Oyster,Python,Rambler,Ramrod,Showtime, // Tampa,Tiger,Tomahawk,Trout,Tuna,Viper,Wolfpack,Zebra Name=Tiger // Single for Size=1 missions (see next line) // Can also between: USFighter, USBomber for appropriate type of // aircraft if NATO origin (see Nation= below) // Can also choose: SovietFighter, SovietBomber for enemy aircraft FormationType=Single // How many aircraft in this flight? // E.g. multiple aircraft line up behind you on taxiway prior to take off. // Also uses FormationType value above if Size>1 Size=1 // Skin choice of aircraft - must match sub-folder name in // chosen aircaft folder Texture=USMCGrey1 // If defined in aircraft .ini (e,g F-4B.ini) then can be used // -1 denotes 'not used/ignore' Squadron=-1 // Determines Letter decal used on Skin choice (usually 1...12) // E.g. 1 = letter A, 2 = letter B, etc... AircraftNumber=1 // % value. Only used in campaigns for existence in auto generated missions RandomChance=100 // Can this aircraft be based off a carrier? CarrierBased=FALSE // Determines mission briefing text and whether _targets.ini targets // or GroundMission targets get chosen. // Note: RECON appears broken and missions of this type seems to // be successful as soon as the aircraft takes off!! Other mission // types rely on destroying enemy aircraft or ground targets according // to the RatingForSuccess % defined below. // Other values can be STRIKE, CAS, ANTI_SHIP, TRANSPORT, // ARMED_RECON, SEAD, ESCORT, CAP, INTERCEPT, FAC, SWEEP MissionType=RECON // Target area name - taken from the Terrain _targets.ini file // E.g. In WOV, in file Terrain\VietnamSEA\VietnamSEA_targets.ini // entry "Chu Lai airbase" has an origin of 664000,458000 TargetArea=Chu Lai airbase // Context sensitive // - For Strike missions this is the index number of the target in // the target area defined above. // - For CAS missions this is the GroundMission index number // defined at the end of the mission file (not illustrated in this example) // Index [001] for Chu Lai airbase entry in the _targets.ini file is "Runway". ObjectiveID=1 // How much of the mission to complete (%) before success is signified? RatingForSuccess=50 // Start on the ground - wheels down, parked, engine running StartOnGround=TRUE // Map coords where aircraft is located at mission start // Position = x,y,z (x is across, y is up/down, z is altitude in meters) // Use the map view to find out the X,Y coords for the chosen terrain. // Tip: PrintScreen the map view, save it and view off-line when // planning your own missions. CombatAce has a couple of downloads // of mission planning maps for WOV, WOE etc. They're very useful :-) Position=636000,490705,0 // Start this aircraft immediately the mission loads. // Denotes a delay in seconds from mission loading. // Will not work for player's aircraft - only AI aircraft StartTime=0 // Compass heading of this aircraft at mission start Heading=0 // Speed in meters/sec of this aircraft at mission start Speed=0 // Who's side in this aircraft on (FRIENDLY or ENEMY) Alignment=FRIENDLY // Full load of ammo (%) AmmoPercent=100 // Full load of fuel (%) FuelPercent=100 // Type of loadout (according to aircraft's _loadout.ini content) // E.g. in WOV the stock F-4B_loadout.ini defines loadouts of AirToAir, // AirToAirLongRange, Anti-Ship, SEAD, FAC, Attack, Strike, Recon Loadout=Strike // % of tracer rounds per ammo load TracerMixRatio=50 // Quality of control over aircraft (an AI setting) PilotTrainingStandard=EXCELLENT // Determines roundel decals and affiliation to Alignment setting Nation=USMC // // WAYPOINTS // // Tip: Leave enough room between waypoints to allow the aircraft // to turn onto next one - otherwise it will keep trying to // turn onto it but be too fast to turn sharp enough to hit it // // Commands available are: // TAKEOFF denotes perform takeoff at suitable speed // DEPARTURE signifies transition to normal flight // WAYPOINT point in space to fly to (a CIRCLE on the in-game map) // INITIAL_POINT prepare to release weapons (speed settles down) // OBJECTIVE_POINT release weapons at this point - target coords // APPROACH prepare to land - speed drops off // LAND_LINEUP - gear/flaps down - on finals // LAND_TOUCHDOWN - landing coords Waypoint[01].Command=TAKEOFF // X,Y,Z for takeoff position (according to map coords and height in meters) // Aircraft will still only take off when travelling fast enough Waypoint[01].Position=636000,492000,0 // Size of virtual box into which aircraft will hit this waypoint Waypoint[01].Size=50 // Speed in meters per second at this waypoint (don't think this works!) Waypoint[01].Speed=90 // Note: Index numbers (e.g [2]) MUST follow in sequence // Missing waypoints from a certain point in-game is usually // caused by index numbers being out-of-sequence Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636000,520000,2000 Waypoint[02].Size=50 Waypoint[02].Speed=200 // Head East Waypoint[03].Command=WAYPOINT Waypoint[03].Position=658000,510000,3500 Waypoint[03].Size=50 Waypoint[03].Speed=250 // Head South. Go into RECON run from this location // Give aircraft space to settle into its 'run in' // before weapon release point. // Represented by a SQUARE on the in-game map. Waypoint[04].Command=INITIAL_POINT Waypoint[04].Position=664000,478000,3500 Waypoint[04].Size=50 Waypoint[04].Speed=250 // RECON target at these coords // If this were a Strike mission these would be the // coords of the bomb impact point. // Represented by a TRIANGLE on the in-game map. Waypoint[05].Command=OBJECTIVE_POINT Waypoint[05].Position=664000,458000,3500 Waypoint[05].Size=50 Waypoint[05].Speed=250 // Usually associated with command OBJECTIVE_POINT to // signify successful delivery of weapons. // Note: Not necessarily a successful mission! Waypoint[05].Objective=TRUE // Continue heading South, onto downwind leg Waypoint[06].Command=WAYPOINT Waypoint[06].Position=664000,445000,3000 Waypoint[06].Speed=220 Waypoint[06].Size=50 // Head West onto approach Waypoint[07].Command=WAYPOINT Waypoint[07].Position=640000,455000,2500 Waypoint[07].Speed=220 Waypoint[07].Size=50 // Head North onto finals // Give aircraft time to settle into approach before finals Waypoint[08].Command=APPROACH Waypoint[08].Position=636000,470000,2500 Waypoint[08].Speed=200 Waypoint[08].Size=50 // Gear down - on short finals from here // Give aircraft time to settle into finals before landing Waypoint[09].Command=LAND_LINEUP Waypoint[09].Position=636000,481000,1500 Waypoint[09].Speed=180 Waypoint[09].Size=50 // Touchdown point. Welcome home! Waypoint[10].Command=LAND_TOUCHDOWN Waypoint[10].Position=636000,491000,0 Waypoint[10].Speed=10 Waypoint[10].Size=1 // End of Mission File 1 Share this post Link to post Share on other sites