falcon4:campaign
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falcon4:campaign [2007/07/11 07:02] – added kneemap link snakeman | falcon4:campaign [2024/07/31 07:54] (current) – links added. snakeman | ||
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- | ====== Campaign ====== | + | ====== |
- | Campaign is the most interesting part of Falcon 4, its really a dynamic, there is no scripted missions. | + | [[https:// |
+ | |||
+ | **Falcon 4 Campaign** is the most interesting part of Falcon 4, its really a **Dynamic Campaign**, there is no scripted missions. | ||
+ | |||
+ | Campaign is edited by [[falcon4: | ||
We have listed [[falcon4: | We have listed [[falcon4: | ||
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See our dedicated tutorial for [[falcon4: | See our dedicated tutorial for [[falcon4: | ||
- | Now obsolete, but still online for reference [[falcon4:campaign: | + | Now obsolete, but still online for reference [[falcon4:tools: |
- | [[falcon4: | + | Road [[falcon4: |
- | [[falcon4: | + | Objective |
- | [[falcon4: | + | [[falcon4: |
- | [[falcon4: | + | Airfield |
[[falcon4: | [[falcon4: | ||
- | [[falcon4: | + | Cockpit |
+ | |||
+ | Check out well known [[falcon4: | ||
+ | |||
+ | [[falcon4: | ||
+ | |||
+ | [[falcon4: | ||
+ | |||
+ | [[falcon4: | ||
+ | |||
+ | Guide for [[falcon4: | ||
====== Campaign Tutorial ====== | ====== Campaign Tutorial ====== | ||
- | First you need map bitmap for this theater, which you can make with TerrainView | + | First you need map bitmap for this theater, which you can make with [[falcon4: |
- | In tacedit you cannot create fresh new save0.cam file (We prefer save0.cam as its the default campaign you get into the screen when you click campaign icon), you need to take the korean | + | In [[falcon4: |
- | Start Tacedit, select save0.cam (original Korea), | + | To delete |
- | Theater X/Y: 1024 == 64 segments | + | Start TacEdit, select save0.cam |
- | Theater | + | |
- | Theater X/Y: 4096 == 256 segments.\\ | + | |
- | After you have changed | + | ^ Theater |
+ | | 1024 | 64 segments | ||
+ | | 2048 | 128 segments | | ||
+ | | 4096 | 256 segments | | ||
- | Restart tacedit and select same save0.cam file, which now is totally clean. select Campaign and see if Theater | + | After you have changed |
- | This point load your theaters map with "Load Background Bitmap" | + | Restart TacEdit |
- | Click Objectives -> Import Objectives and select the correct .CSV file. Ok now you have lot of objects in the map, check Object List menu to see if the names came out right. If the Objective section shows lot of numbers, then something is wrong. There should be clear names or at least " | + | This point load your theaters map with "Load Background Bitmap" |
+ | |||
+ | Click Objectives -> Import Objectives and select the correct .CSV file. OK now you have lot of objects in the map, check Object List menu to see if the names came out right. If the Objective section shows lot of numbers, then something is wrong. There should be clear names or at least " | ||
Go to the Map View and you'll should see lot of objects (this can vary depending what kind of theater are you building). First thing you need to do is change the teams, this works with mouse dragging a box around the objects in the screen. You'll get Objective Operation menu, there are the Current Owner and Orig Owner edit boxes. Change the both of them to 2 then click the Set Viewed button. Voila as you see the objects changed to blue color, this means they are now ROK (the good guys). Use this method to " | Go to the Map View and you'll should see lot of objects (this can vary depending what kind of theater are you building). First thing you need to do is change the teams, this works with mouse dragging a box around the objects in the screen. You'll get Objective Operation menu, there are the Current Owner and Orig Owner edit boxes. Change the both of them to 2 then click the Set Viewed button. Voila as you see the objects changed to blue color, this means they are now ROK (the good guys). Use this method to " | ||
- | Now that you've edited the teams I suggest you click save, exit and restart | + | Now that you've edited the teams I suggest you click save, exit and restart |
- | Now we will include Priority cities, (please view our PAK tutorial for details)\\ | + | Now we will include Priority cities, (please view our [[falcon4: |
Select View -> View Objectives -> None.\\ | Select View -> View Objectives -> None.\\ | ||
Select View -> View Objectives -> Cities.\\ | Select View -> View Objectives -> Cities.\\ | ||
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Select View -> Show Links.\\ | Select View -> Show Links.\\ | ||
Select View -> Show Parent Links.\\ | Select View -> Show Parent Links.\\ | ||
- | You should see only the cities in the map view at this point. Which citys come to priority city is you to you. Ok double click some city and change its Priority to 81 or above and click ok, now there should be purple " | + | You should see only the cities in the map view at this point. Which citys come to priority city is you to you. Ok double click some city and change its Priority to 81 or above and click OK, now there should be purple " |
- | Next we will add links which the ground units use for movement. This section we will also cover more deeply later. Press the Show Links button, then select View -> View Objectives -> View All. Now choose Edit -> Link Mode. Now zoom into two closest objects of opposing sides (blue and olive green), draw a line between these objects. You'll get prompted by THR filename, this should be the .THR file you have already created with PathMaker. After you click Open it starts to process the Path, now this can take few moments. When its done, you will see the black line between the objects. Now again click save and exit tacedit. | + | Next we will add links which the ground units use for movement. This section we will also cover more deeply later. Press the Show Links button, then select View -> View Objectives -> View All. Now choose Edit -> Link Mode. Now zoom into two closest objects of opposing sides (blue and olive green), draw a line between these objects. You'll get prompted by THR file name, this should be the .THR file you have already created with PathMaker. After you click Open it starts to process the Path, now this can take few moments. When its done, you will see the black line between the objects. Now again click save and exit TacEdit. |
- | Restart | + | Restart |
+ | ====== Air tasks ====== | ||
- | ====== Triggers ====== | + | Air tasks are missions that the campaign engine tasks, these missions are one time only, after the flight/ |
- | Next the save0.tri file; Its the event triggers, you need to remove everything except | + | You'll find them from Teams -> Country -> Air Tasks. These are country/ |
+ | Request ID - The objective ID number.\\ | ||
+ | PAK - The PAK number where the objective belongs.\\ | ||
+ | X and Y - The coordinates for actual sortie location.\\ | ||
+ | Mission - Mission type, BARCAP, Tanker, Strike, HAVCAP etc.\\ | ||
+ | Roe Check - Rules of Engagement for the sortie. | ||
+ | |||
+ | Lets assume you have theater that needs air refuel over the ocean. Now usually the campaign engine does not give you what you need. So look the area where you want to tanker to orbit, mark down the X/Y coordinates, | ||
+ | |||
+ | There is however limited number of Air Tasks that can be assigned, we have tried to add several days worth of air tasks for tankers in ODS theater according to the historical tanker stations. But the tanker air tasks disappeared from the campaign save0.cam file after few minutes running the campaign. Test it out to find suitable air tasks to your theater. | ||
+ | |||
+ | Sorry about this tutorial, this suck, we will be improving this. If you have any ideas /comments/ suggestions, | ||
+ | |||
+ | |||
+ | ====== Carrier Squadrons ====== | ||
+ | |||
+ | Carrier battle groups and squadrons to them can be easily placed with TCL scripts. | ||
+ | |||
+ | Insert Navy unit, place it to a good spot. Take a note of its ID and coordinates. Next add a squadron, click any airbase available (no matter which one), then at Squadron Page at the slot Airbase ID you will need to type the Carrier' | ||
+ | |||
+ | **Adding squadrons to carriers by TCL scripts** | ||
+ | |||
+ | Here is direct copy paste from PMC Korean Campaigns TCL scripts how to add carrier squadrons. | ||
+ | <code cpp> | ||
+ | # CARRIER FLEETS | ||
+ | # | ||
+ | #*USS Ranger CVW-2 NE | ||
+ | # F14A (VF1 and VF2); | ||
+ | # A6E (VA155); | ||
+ | # E-2C (VAW116); | ||
+ | # EA6B (VAQ131); | ||
+ | # S3A (VS38); SH3H (HS14) | ||
+ | set carrx 690 | ||
+ | set carry 540 | ||
+ | set sqname $squadname | ||
+ | |||
+ | # USS RANGER | ||
+ | # 545 - navy (carrier CV-67 Kennedy) | ||
+ | set newid [unit create 445] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name 2 unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | # 455 - fighter (f-14b) | ||
+ | set newid [unit create 355] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | set newid [unit create 355] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | # 473 - fighter (f/a-18c) | ||
+ | set newid [unit create 373] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | set newid [unit create 373] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | # 475 - attack (a-6e) | ||
+ | set newid [unit create 375] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | # 513 - awacs (e-2c) | ||
+ | set newid [unit create 413] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | incr sqname 1 | ||
+ | # 496 - ecm (ea-6b) | ||
+ | set newid [unit create 396] | ||
+ | unit set $newid bflags 3 control 1 x $carrx y $carry name $sqname unitflags 32 destx $carrx desty $carry | ||
+ | printout "USS RANGER (cv-67 kennedy), english channel" | ||
+ | printout "USS RANGER: 2x f-14b, 2x f/a-18c, a-6e, e-2c, ea6b." | ||
+ | </ | ||
+ | Important values are //set carrx// <X coord> and //set carry// <Y coord>, these are the location of your carrier Navy unit. | ||
+ | |||
+ | Then //set sqname $squadname// | ||
+ | |||
+ | And finally the actual aircraft squadron gets added with //set newid [unit create <TacEdit ID>]// command. | ||
+ | |||
+ | Take a note that this is the little bit old method of adding squadrons, there is newer much improved code to do the same effect with less clutter on your main TCL by using procedure. This is the code for the main TCL for this procedure: | ||
+ | <code cpp> | ||
+ | # | ||
+ | # Carrier Fleets | ||
+ | # | ||
+ | set carrx 730 | ||
+ | set carry 1220 | ||
+ | # | ||
+ | # SQUADRON VARIABLES carriers ;) | ||
+ | # | ||
+ | set sqname $squadname | ||
+ | set carrname 32 | ||
+ | |||
+ | source " | ||
+ | </ | ||
+ | This TCL code calls the // | ||
< | < | ||
- | #TOTAL_EVENTS 1 | + | # |
- | #SET_TEMPO 150 | + | # CARRIER FLEETS PRESENT DAY SPx latest! |
- | #ENDINIT | + | # |
- | #IF_CAMPAIGN_DAY G 30 | + | set newid [unit create 2156] |
- | #PLAY_MOVIE 115 | + | unit set $newid bflags 2 control 1 x $carrx y $carry name $carrname unitflags 32 destx $carrx desty $carry |
- | #DO_EVENT | + | # 455 - fighter (f-14b) |
- | #END_GAME | + | set newid [unit create 355] |
- | #ENDIF | + | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry |
+ | incr squadname 1 | ||
+ | set newid [unit create 355] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname 1 | ||
+ | # 373 - fighter (f/a-18c) | ||
+ | set newid [unit create 373] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname 1 | ||
+ | set newid [unit create 373] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname 1 | ||
+ | # 475 - attack (a-6e) | ||
+ | set newid [unit create 375] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname 1 | ||
+ | set newid [unit create 375] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname | ||
+ | # 496 - ecm (ea-6b) | ||
+ | set newid [unit create 396] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname | ||
+ | # 513 - awacs (e-2c) | ||
+ | set newid [unit create 413] | ||
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $squadname unitflags 32 destx $carrx desty $carry | ||
+ | incr squadname 1 | ||
- | #ENDSCRIPT | + | printout " |
</ | </ | ||
+ | This latest code adds as its script name suggests, present time carrier squadron setup including the aircraft' | ||
- | Now your campaign run until you reach 30 days. We want this file to be clean because default korean triggers would most likely effect your personal campaign operation. (We'll get back to trigger file lateron). | + | ====== Ground Units ====== |
- | Complete list of triggers in [[falcon4: | + | More information about ground units can be found [[falcon4: |
+ | |||
+ | |||
+ | ====== Korean Campaign Analysis ====== | ||
+ | |||
+ | **Korean Campaign Analysis from SP4.2** by Snake Man | ||
+ | |||
+ | This is analysis of the original Microprose made campaign with the SuperPAK 4.2 edits, the last common and unified campaign release. | ||
+ | |||
+ | Statistics: 2656 objectives and 919 units. | ||
+ | |||
+ | * Many ROK army bases near the FLOT. | ||
+ | * Many DPRK HART sites, D-30 artillery in the FLOT. | ||
+ | * Ten (10) SAM sites in Wonsan region, 9 SAMs in Pyongyang area. | ||
+ | * Alot of Army bases and Depots on both sides spread across the theater. | ||
+ | * ROK has 4 HQs, DPRK has 5. | ||
+ | * ROK has 10 radar sites, DPRK has 9. | ||
+ | * ROK has 8 SAM sites, DPRK has... well over 30 or so. | ||
+ | * ROK has 11 nuclear plants, DPRK has 14. | ||
+ | * ROK has 7 naval bases, DPRK has 18. | ||
+ | |||
+ | |||
+ | Here is a little overview on the different objective type priorities. | ||
+ | |||
+ | ^ Objective Type ^ Priority ^ Commonly used priority ^ | ||
+ | | Airbase | 10, 20, 30, 40, 50, 60, 70 | 30??? | | ||
+ | | Airstrip | 10, 20, 30 | 10 | | ||
+ | | Army Base | 20, 30, 40, 50 | 30 | | ||
+ | | Border | 10, 20 | 10 | | ||
+ | | Bridge | 10, 20, 25, 30, 40, 50 | 20 | | ||
+ | | Chemical Plant | 10, 30 | 30 | | ||
+ | | City | 10, 15, 20, 25, 30, 40, 50, 60, 81-100 | 30, 100 Pyongyang / Seoul capitals | | ||
+ | | Depot | 10, 30 | 30 | | ||
+ | | Factory | 10, 20, 30, 40 | 30 | | ||
+ | | Fortification | 20 | one objective only | | ||
+ | | HART site | 20, 30 | 30 | | ||
+ | | Headquarters | 30, 50 | 30 | | ||
+ | | Highway | 10 | only 10 used | | ||
+ | | Hill Top | 0 | only 0 used | | ||
+ | | Junction | 10, 30, 50 | 10 | | ||
+ | | Nuclear Plant | 10, 30 | 30 | | ||
+ | | Pass | 20 | only 20 used | | ||
+ | | Port | 10, 20, 30, 40 | 30 | | ||
+ | | Power Plant | 10, 30, 40 | 30 | | ||
+ | | Radar Station | 30, 50 | 30 | | ||
+ | | Radio Tower | 30 | one objective only | | ||
+ | | Refinery | 10, 40, 50 | 40 | | ||
+ | | SAM Site | 20, 30, 32, 40 | 30 | | ||
+ | | Town | 1, 10, 20, 30, 40 | 10 | | ||
+ | | Village | 10, 20 | 10 | | ||
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- | ====== | + | ====== |
- | More information about ground | + | Objectives are the ground |
- | ====== Carrier Squadrons ====== | + | In TacEdit if you have problem with // |
- | Carrier battle groups and squadrons to them can be easily placed with TCL scripts. | + | Parent objectives. If you have lets say a city and airbase, you don't necessarily |
- | Insert Navy unit, place it to a good spot. Take a note of its ID and coordinates. Next add a squadron, click any airbase | + | |
- | ====== Air tasks ====== | ||
- | Air tasks are missions that the campaign engine tasks, these missions are one time only, after the flight/ | + | ====== Tactical Engagement |
- | You'll find them from Teams -> Country -> Air Tasks. These are country/ | + | This is quick tutorial how to to create a working Tactical Engagement (TE). |
- | Request ID - The objective ID number.\\ | + | TE is the te_new.tac file in your Falcon campaign directory, its sort of like save?.cam file on most parts, but there is no ground units and squadrons, as those are placed by the user in TE editor ingame. |
- | PAK - The PAK number where the objective belongs.\\ | + | |
- | X and Y - The coordinates for actual sortie location.\\ | + | |
- | Mission - Mission type, BARCAP, Tanker, Strike, HAVCAP etc.\\ | + | |
- | Roe Check - Rules of Engagement for the sortie. | + | |
- | Lets assume you have theater that needs air refuel over the ocean. Now usually the campaign engine does not give you what you need. So look the area where you want to tanker | + | First and foremost |
- | There is however limited number | + | **Creating te_new.tac tutorial**: |
+ | |||
+ | - Open a te_new.tac file, delete everything. Do this by going into Campaign menu, then choosing Edit -> Delete all, then proceeding the same procedure to Object List, Objective Delta, Pol, and Units menus. | ||
+ | - Save and restart TacEdit. | ||
+ | - Load te_new.tac and go to a Map View, then choose Objectives -> Import Objectives. Give it the .csv file where you saved your campaign objectives. | ||
+ | - In Map View, choose half of the objectives and set them to Team 1, then choose rest and set them to Team 2. TE only can have 2 teams (blue and red). | ||
+ | - Save and you are done. | ||
+ | |||
+ | Remember that te_new.tac is always the " | ||
+ | |||
+ | |||
+ | ====== Triggers ====== | ||
+ | |||
+ | Next the save0.tri file; Its the event triggers, you need to remove everything except these lines:\\ | ||
+ | |||
+ | < | ||
+ | # | ||
+ | #SET_TEMPO 150 | ||
+ | #ENDINIT | ||
+ | |||
+ | # | ||
+ | #PLAY_MOVIE 115 | ||
+ | #DO_EVENT 1 | ||
+ | #END_GAME 1 | ||
+ | #ENDIF | ||
+ | |||
+ | # | ||
+ | </ | ||
+ | Now your campaign | ||
+ | |||
+ | Complete list of triggers in [[falcon4: | ||
- | Sorry about this tutorial, this suck, we will be improving this. If you have any ideas /comments/ suggestions, |
falcon4/campaign.1184137371.txt.gz · Last modified: 2007/07/11 07:02 (external edit)