XWA Missions
Much of what can be said about BoP Mission building applies equally well to XWA, especially since quite a number of things can be directly copied from a BoP mission to an XWA as many conditions and orders are identical. Exciting missions can be made with simple orders and overcomplexity is bad but a mission with a complex structure can be the most fun to play, if done right.
Having said that there are differences between
XWA and BoP though, like :
More ship types.
More ships can be onscreen at once.
Four sectors where action can be happening, rather than one.
Each order has a set of waypoints, rather than one set being used
for all orders.
You can now jump to any order using the attached condition rather
than only being able to jump to Order 4, though this can be
rather twitchy.
Backdrops are more essential as they serve as the directional
light source as well as being pretty.
Now to move on to specifics.
AI Hyperspacing :
To make a Flight Group hyperspace to a desired region you give
the order "Hyperspace" with the number of the region
you wish it to go to set as the first parameter. Note that the
numbering goes from 0-3 (not 1-4).
Where in the target region it will arrive can be harder to
control.
In experimenting I have found that if Waypoint 1 for the first
order in the new sector is enabled then "something"
strange is done to the arrival position and the AI flight groups
arrive at a different distance from each other than they were.
If Waypoint 1 is not enabled though then the ships arrive in the
same relative position to each other facing (the enabled)
waypoint 2, however it seems that their X and Y co-ordinates are
inverted (+2 becomes -2 for example) and the Z co-ordinate has a
value added or subtracted from it. In my experimenting this seems
far easier to adjust for.
HOWEVER although this worked in a test mission with a FRG and 4
smaller ships at 1km distances (above/below/left/right) and the
same technique worked again when used on a pair of Frigates in
another mission I have found that an entire convoy of Heavy
Lifters decided to hyperspace in at the same co-ordinates despite
my having set things up as they had worked before, and in the
same mission a pair of Cargo Ferrys decided to do the same thing.
I was using the same method so why it didn't work is a real
puzzle to me.
Player
Hyperspacing :
There is a Nav Buoy wizard built in to Allied which automates
this process. This wizard will create 4 Hyperspace Buoys (enter
Hyperspace & exit Hyperspace for both sectors) with the
correct names and orders. The "exit Hyperspace" buoy
can be used to define the point at which the player exits
hyperspace and I recommend that it is set to vanish after a short
delay (by setting the departure condition for when the player
arrives in the sector, though you do need to give the buoy an
order for it to be active and to depart).
Orders / Order
Conditions :
Each flight group has 4 orders per sector.
A flight group will start with the first order and as each order
is completed it will move on to the next. It will also move on to
a different order when a condition which has been attached to
that order is met.
I thought initially that once the FG had jumped to an order that
it would continue from that order through the list. However it
would appear that if the order it has jumped from can still be
done that it will return back to that order instead. This will
even happen if the Flight Group has skipped to a
"Hyperspace" order and then returned to the original
sector.
There also appears to be a limit of 2 on how many orders/sector
can have jump-to conditions. I say this because during a recent
mission I tried setting 3 and it did not work, but when I removed
one jump condition it did. This may have been a fluke however.
I also thought that when a flight group returns to a sector it
remembered how far it had got with that set of orders and began
the order following the hyperspace order which had caused it to
leave. It seems that this is not actually the case, rather when
the flight group returns to the sector it checks its orders for
that sector. If it had reached the hyperspace order by completing
the previous orders then that gives the same result as if it had
remembered how far it had got. However if it had reached the
hyperspace order as a result of a jump condition and a previous
order is still executable (a patrol order for example) then it
will revert to doing that order.
The XWA Orders system is definitely more complicated and (if I
can rid myself of the BoP habits) will allow for more flexibility
than was possible in BoP with it's simpler "Jump to Order
4" system.
Global Groups and
Global Units :
These are simply two different ways of creating a multi-Flight
Group unit. They differ mainly in that the ships in a Global Unit
share an overall numbering (being labelled 1 to whatever) while
ships in a Global Group are numbered within the flight groups
(being FG One 1-?, FG Two 1-?......etc).
Global Units are therefore mainly used for fighters to group them
into squadrons with the right numbering while Global Groups are
used more for gathering flight groups together so they can be
treated as a single unit for conditions and orders.
Mission
Briefings, description, and debriefings :
Mission Briefings are implemented in both the New Horizons editor
and in the full version of AlliED. Other editors do have the
facility for the Mission Briefing text and the Mission Successful
/ Unsuccessful Debriefings however.
For the briefing texts one thing I have noticed is that the
mission description has the short-description (as seen in the
Combat simulator) at the top with a # separating that and the
description as seen in the briefing. Since XWA displays the text
following the # if there is no has then it displays no text.
Mission successful does not have a hash but most of the mission
failed I have looked at do so placing a # at the top of the
mission failed text would be a good idea to assure that the text
shows up.
The TG XWA Missions have wave files to accompany each part of the briefing/debriefing. What I can say is that inside each of the numbered subfolders of wave/frontend on the CD there seems to be a file starting with "N" which is the mission specific wave that plays as you enter the briefing room, 1 or more files starting with "S" which play for the mission description, one or more files starting with "B" which play for each piece of briefing text, and a file starting with W which plays for the mission successful debriefing. Since there is no list file for these I had thought they were probably defined within the mission file itself. Psychic has kindly submitted this additional information (as quoted below):
How I think XWA does it:
- Splits the B?M? off the start of the mission filename (e.g.
b1m1whatever.tie is Battle 1 Mission 1)
- If there is no B?M? designation on the filename, but there is a
graphical briefing, crashes unceremoniously leaving the user
wondering what's gone wrong. :-)
- Looks in Wave\FrontEnd\ for a folder called, e.g., b1m1
- Takes the Wav files from here. B*.wav are each text string in
the graphical briefing, S*.wav are the text briefing, W*.wav are
the Mission Results. N*.wav is played as you enter the briefing
room, e.g. "Welcome, Cadet Azzameen" on b1m1.
It's fine for the BnMn folder to be empty or missing, as long as the numbers are still on the filename. According to Troy Dangerfield (of AlliEd fame), you can put whatever you like after the B?M?, and you can have as many battles and missions as you like, so B20M17DoAHitAndFadeOnLotsOfImperials.tie is an acceptable filename.
Thanks go to Psychic for this contribution and it looks like I might have to rename all my mission files before I add proper briefings rather than just using the (remarkably capacious) Mission Description text facility.
However I have had no luck in using this information to add custom wave files. By renaming a missions filename (changing nothing else) to match another's I was able to get the mission to play the different set of waves, but nothing I tried during my (admittedly brief) experimenting succeeded in getting it to play a set from the Hard Drive (wave files had been copied from different missions folders on the CD).
Mission Messages
:
Available in AlliED and works in the same way as with BoP.
Messages are displayed when their condition is met. I have not
really played around much with these yet, though what messages I
have created seem to be visible in all sectors rather than just
the sector where the event has occurred. Looking at TGs missions
they seem to have set a condition which would probably translate
as "be in sector" for their messages to restrict where
the message is visible (which is more "realistic" as a
starfighter transmission would not be immediately audible in an
adjacent sector).
I can also say that (also very similar to BoP) within the wave
folder there is a subfolder called Missionvoice which has many
subfolders with the actual wave files in and corresponding list
files for each mission. At the moment AlliED does not have the
facility XvTED had for creating these list files and linking the
waves, but it is possible to do this manually. Instructions on
this are is available at Ace
Antilles X-Wing Outpost.
Briefing Room or
Family Transport :
Defined in editor.
Lighting :
The lightsource(s) in each mission area are defined as part of
the backdrops. AlliED has labels for some boxes change to reflect
the values being Brightness and Size, but unfortunately by
default does not have descriptions of what the backdrops look
like. This is easily added by adding a Backdrops.txt
file though.
You would first set Craft type to Backdrop (use the one just
above the *dontuseme*s).
Then in the craft name box the colour values are set (Red / Green
/ Blue), 1.0 0 0 would be red , 0 1.0 0 would be Green etc. You
may find a paint package useful to check the proportions for the
colour you want. You may also want to look at the descriptions of
the backdrops and have the colour of the light relate to that.
The Brightness box (AlliED) obviously holds the value for the
brightness which seems to be a value out of 1 (1 being full
intensity, 0.5 being half intensity etc.). A happy medium between
dramatic lighting and being able to see things should be struck.
A single strong light source would produce the most dramatic
shadows but those shadows could result in ships being almost
invisible against the blackness of space from some angles,
conversely several light sources would make everything well
illuminated (so you don't lose sight of anything) but the ships
would look washed out and flat.
The size box (AlliED) obviously denotes the size of the backdrop
with 1 being normal size, .5 halfsize, 2 doublesized, etc.
The Waypoint value sets the location of the backdrop. What XWA
seems to do is use the waypoint value to draw a line between
0,0,0 and the point you set, the backdrop is then displayed an
"infinite" distance away on that bearing. Just be sure
not to put it at 0,0,0. Thankfully if you do forget then AlliED
puts in a small non-zero value so you won't get a nasty crash.
Finally, as with all craft, you set the drop down box next to the
Waypoints to the sector you wish the backdrop to be displayed in.
Thanks go to Pax for the original information on adding
backdrops.
Multi-Container
Convoy Ships :
You can use condition 53 to make one of those cool
convoys with a bunch of containers in-between the cockpit and the
engine. Just go to the Arrivals tab for the container you want to
connect in-between a cargo hauler, and make the arrival condition
this...
-100% of Flight Group ? must 53"-
The ? is the cargo haulier you want to put the container in
between. To make the hauler move, just give the move order to the
hauler. The containers don't need a order to move, the cargo
hauler pushes them along. And any ship can be hauled. It would be
neat to see a Cargo Hauler pushing around a disabled Star
Destroyer in a repair facility.
To make long convoys, just make multiple containers in a flight
group, and if you want a new flight group, just do the same thing
(100% of Cargo Hauler must 53). They will be added according to
which is first in the Flight Group list to have that Arrival
order. So, basically, these ships are 53ed to a hauler...
CON/A Alpha
CON/B Beta
CON/C Gamma
Alpha will be near the cockpit, Beta will be in the middle, and
Gamma will be near the engine.
Thanks go to Cybercheat whose post I have quoted and to Sheldon
for his work as well.
Making ships
Defect :
Although in XvT/BoP you could use the "Jump
to Order 4" to make ships attack former-friendlies in XWA
this is far nicer as there is a proper defect order which changes
the IFF/team to the new side. You can either use it as the name
suggests for a ship to decide to switch sides or you can use it
instead of having a ship "Board to Capture"ed if you
want the captured ship to do more than simply leave.
This is a far simpler thing since Sheldon
discovered the missing link of the condition for "if
defect" as in my previous experimenting I had needed to use
other conditions which could cause occasional problems.
First thing is to set up the "Defect" order which
thankfully is named as such in AlliED. In the box marked
"IFF?" you should place the number of the IFF (acquired
by counting from 0 the IFFs in the list of them) you wish the
ship to defect to. You should also set up the "jump-to"
condition for the order (if you are using one).
Next you should set up the post-defection orders and set their
jump-to to be "if condition 52" which Sheldon discovered
to be "if defect". This order could be anything you
wished (within reason).
Remember though that you are giving a starship an order which
involves it shooting at things that its lasers will change colour
if the IFFs it defected to and from have different colours (like
Imperial and Rebel).
Hangar entry and
exiting :
One thing which can be annoying is when fighters
enter or exit the hangar in an incorrect fashion. There is only a
finite amount of space to go in and out of the hangar so if 3
squadrons are trying to do this at the same time it does look
rather strange.
Exiting the hangar is easy to adjust as you simply set a small
time-delay for each flight group so they leave the hangar at
intervals (I normally allow 2-4 seconds between FGs, which
strikes a balance between the fighters being too spaced out and
being in one big clump which looks like it should get jammed in
the doorway). If the mothership has been hyperspacing then delays
are crucial as if you have (say) some TIE Fighters set to arrive
when their mothership arrives then the fighters will launch
before the mothership has slowed down from the hyperspace jump
and will be badly out of position, a 10-15 second delay has
proven effective in countering this (think of it as the time it
takes a starship captain to actually say "Launch
fighters" and the message to reach the hangar)
Entering the hangar can be more complicated but I have found that
if you give a "Escort : Mothership" order following the
mission specific order then the fighters will take position near
their mothership. If you then have a "Fly home" order
which is jumped to when the preceding Flight Group has "come
and gone" (which is triggered either when it is destroyed or
when it enters the hangar) and when all the mission goals are
complete then the Flight Group will wait its turn if necessary.
mission Limits :
Beyond certain limits the mission will not work.
The ships/sector limit of 96 is the most important one to keep in
mind as if you try to have too many ships onscreen at the same
time the XWA will simply delay arrivals until there is room for
the new ships as the ones it has displayed are destroyed or leave
(remember it is 96 ships at a time in each sector, not 96 ships
in total in all sectors at a time or 96 ships in total in the
mission).
Another important limit is the number of Flight Groups. BoP began
to have trouble at around the 46FG mark but fortunately XWA has a
far higher limit of just over 100. I have not had much experience
with this limit, but there was one mission where I had created
about 120 FGs and it corrupted, I tried again (with quick FGs)
and it corrupted again ; I then tried merging FGs together and
changing a few things and managed to get it down to about 102 FGs
which worked fine. I may have just been unlucky though in the
corruptions.
The final limit is on the number of messages per mission that
will work, so over to Ace Antilles :
Hi Guys. Some info for your Editor / Web Pages. It seems that
XWA only accepts a certain amount of in game messages. While Allied
lets you put in up to 100 (+?) messages the problem is XWA won't
accept any messages over about 65, (0 - 64). If you have
over 70 it crashes. Over say 66 the text colours go all weird. I
found this out while redoing Hernans Death Star mission because
he had 100 messages in!! This is excessive for most people but
good info anyway. I probably wouldn't recommend going over 60
messages. I'm still not sure if this is too many as I am having
problems at moment.
Thanks go to Ace Antilles whose e-mail I have quoted
Adding the
missions to game :
Since XWA is built around one big campaign you don't have a place
to choose between campaigns (unlike BoP). There are two options,
replace or add.
Since anybody playing the custom missions would have completed
the included missions you could just stick them on the end and
have a dummy "complete" pilot included. The campaign
missions could then be played in order using the dummy, which
would allow for all the storytelling.
Alternatively you could replace the list file entirely with the
shipset system (which would substitute files at the beginning of
the session and restore defaults at the end). One thing to note
though is that it looks like you have to start numbering at 7 if
you want to be flying from the concourse.