MISSION STRUCTURE

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
]
]

 


Made by Roman G
email: rgstar@hotmail.com
web: http://members.tripod.com/~cyberrg