Almost all mission have the following structure:
.FASE0025 [
.DATOSFICHEROSMISION [
.VOLUMENES MAPA0022.VOL #positions of all buildings etc.
.SECTORES MAPA0022.SEC #file with sectors definitions
.ESTATICODINAMICOS CHOQ0022.VOL #addition to volumenes
.TEXTOSMISSION MAPA0025.STR #file which contains some events
.WADMAP FASE0022 #this is file which stores images
.INTROSCRIPT BRIE0025.SCR #briefing file
]
.MAP [ .SCALE 0.110739 .XY [ 13 32 ] .BITMAP LIBR0022.RLE ]
.AUTOEXPCASAS [ ] #this defines which buildings'll automaticly explode
.INTENDENCIA number
.INTENDENCIAINFO [
.EXITPOINTS [ [ -41 1417 0 ] [ 2141 87 0 ] [ 601 -79 0 ] ] #map borders
.OBJETIVOS [ #objective of current mission
[ .OBJETIVO 1 ] # 1,2,3 are token names
[ .OBJETIVO 2 ]
[ .OBJETIVO 3 ]
]
.PUNTOHUIDA [ 1950 1240 ] #coords where commandos must escape
#afer completing the mission
]
.XY [ 291 811 ] #don't know what's this for
.PATRULLAS [ ] #here come definitions of all patrols
.ELEMENTOS [ ] #here come definitions of insertable objects/macros
.INTERFACE [
.SUBINTERFACES [
[ SUBINTERFACEMULTIPLE [
.TOKEN MULTIPLE .ELEMUSABLES [ ] #I don't know what's this
#for but I do know that you must specify here all token names
#of all buildings and vihicles which commandos can enter
]
]
[
SUBINTERFACEALIADO
[
.TOKEN ARTIFIC #token name, in this case sapper
.ITEMS [ #these are objects displayed in bagpack
[ .TOKEN IT_MANO ] #hand
[ .TOKEN IT_PISTOLA ] #gun
[ .TOKEN IT_GRANADA .DISPONIBLE NO ] #grenades but he must find
#them first
[ .TOKEN IT_CEPO ] #Bear trap
[ .TOKEN IT_ACTIVADOR ] #bomb remote control
[ .TOKEN IT_CARTUCHO ] #remote bomb
]
]
]
]
.INFOCARAS [ [ CARA [ .TOKEN ARTIFIC ] ] ]
#this shows sapper icon on top of your screen
]
]