falcon4:campaign
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falcon4:campaign [2008/10/30 16:15] – spell checked and added korean campaign analysis. 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: | + | Check out well known [[falcon4: |
[[falcon4: | [[falcon4: | ||
[[falcon4: | [[falcon4: | ||
+ | |||
+ | [[falcon4: | ||
+ | |||
+ | Guide for [[falcon4: | ||
+ | |||
====== Campaign Tutorial ====== | ====== Campaign Tutorial ====== | ||
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First you need map bitmap for this theater, which you can make with [[falcon4: | First you need map bitmap for this theater, which you can make with [[falcon4: | ||
- | In [[falcon4: | + | In [[falcon4: |
- | Start TacEdit, select save0.cam (original Korea), delete every objective/ | + | To delete the existing objectives/ |
+ | |||
+ | Start TacEdit, select save0.cam (original Korea), delete every objective/ | ||
^ Theater X/Y ^ Segments ^ | ^ Theater X/Y ^ Segments ^ | ||
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Restart TacEdit and select same save0.cam file, which now is totally clean. select Campaign and see if Theater is really " | Restart TacEdit and select same save0.cam file, which now is totally clean. select Campaign and see if Theater is really " | ||
- | This point load your theaters map with "Load Background Bitmap" | + | 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 " | 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 " | ||
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Restart TacEdit with save0.cam and add two squadrons, one team 2 and one for the team 6 (ROK and DPRK by default). | Restart TacEdit with save0.cam and add two squadrons, one team 2 and one for the team 6 (ROK and DPRK by default). | ||
- | ====== Triggers ====== | ||
- | Next the save0.tri file; Its the event triggers, you need to remove everything except these lines:\\ | + | ====== Air tasks ====== |
- | < | + | Air tasks are missions that the campaign engine tasks, these missions are one time only, after the flight/ |
- | # | + | |
- | #SET_TEMPO 150 | + | |
- | #ENDINIT | + | |
- | # | + | You'll find them from Teams -> Country -> Air Tasks. These are country/ |
- | #PLAY_MOVIE 115 | + | |
- | #DO_EVENT 1 | + | |
- | #END_GAME 1 | + | |
- | #ENDIF | + | |
- | #ENDSCRIPT | + | 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. | ||
- | Now your campaign | + | Lets assume you have theater that needs air refuel over the ocean. |
- | Complete list of triggers | + | There is however limited number |
+ | Sorry about this tutorial, this suck, we will be improving this. If you have any ideas /comments/ suggestions, | ||
- | ====== Links ====== | ||
- | Objectives (ground targets like cities, factories etc) are linked together so ground units can move. More details check [[falcon4: | + | ====== Carrier Squadrons ====== |
+ | Carrier battle groups and squadrons to them can be easily placed with TCL scripts. | ||
- | ====== Ground Units ====== | + | 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' |
- | More information about ground units can be found [[falcon4: | + | **Adding squadrons to carriers by TCL scripts** |
- | ====== Carrier Squadrons ====== | + | 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 | ||
- | Carrier battle groups and squadrons to them can be easily placed with TCL scripts. | + | # USS RANGER |
- | 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 | + | # 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 | ||
+ | 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 | ||
- | ====== Air tasks ====== | + | Then //set sqname $squadname// |
- | Air tasks are missions that the campaign engine tasks, these missions are one time only, after the flight/ | + | And finally |
- | You'll find them from Teams -> Country -> Air Tasks. These are country/ | + | 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 | ||
- | Request ID - The objective ID number.\\ | + | source " |
- | PAK - The PAK number where the objective belongs.\\ | + | </ |
- | X and Y - The coordinates for actual sortie location.\\ | + | This TCL code calls the //create.Present.Carrier.Group.tcl// |
- | Mission - Mission type, BARCAP, Tanker, Strike, HAVCAP etc.\\ | + | < |
- | Roe Check - Rules of Engagement for the sortie. | + | # |
+ | # CARRIER FLEETS PRESENT DAY SPx latest! | ||
+ | # | ||
- | 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, | + | set newid [unit create 2156] |
+ | unit set $newid bflags 2 control 1 x $carrx y $carry name $carrname unitflags 32 destx $carrx desty $carry | ||
+ | # 455 - fighter (f-14b) | ||
+ | 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 | ||
+ | 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 1 | ||
+ | # 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 1 | ||
+ | # 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 | ||
- | 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. | + | printout " |
+ | </ | ||
+ | This latest code adds as its script name suggests, present time carrier squadron setup including the aircraft' | ||
+ | |||
+ | ====== Ground Units ====== | ||
+ | |||
+ | More information about ground units can be found [[falcon4:campaign: | ||
- | Sorry about this tutorial, this suck, we will be improving this. If you have any ideas /comments/ suggestions, | ||
====== Korean Campaign Analysis ====== | ====== Korean Campaign Analysis ====== | ||
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* Many ROK army bases near the FLOT. | * Many ROK army bases near the FLOT. | ||
* Many DPRK HART sites, D-30 artillery in the FLOT. | * Many DPRK HART sites, D-30 artillery in the FLOT. | ||
- | * Ten (10) SAM sites in Wonsan region, 9 SAMs in pyongyang | + | * Ten (10) SAM sites in Wonsan region, 9 SAMs in Pyongyang |
* Alot of Army bases and Depots on both sides spread across the theater. | * Alot of Army bases and Depots on both sides spread across the theater. | ||
* ROK has 4 HQs, DPRK has 5. | * ROK has 4 HQs, DPRK has 5. | ||
- | * ROK has 10 radar sites, | + | * ROK has 10 radar sites, |
* ROK has 8 SAM sites, DPRK has... well over 30 or so. | * ROK has 8 SAM sites, DPRK has... well over 30 or so. | ||
* ROK has 11 nuclear plants, DPRK has 14. | * ROK has 11 nuclear plants, DPRK has 14. | ||
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| Bridge | 10, 20, 25, 30, 40, 50 | 20 | | | Bridge | 10, 20, 25, 30, 40, 50 | 20 | | ||
| Chemical Plant | 10, 30 | 30 | | | Chemical Plant | 10, 30 | 30 | | ||
- | | City | 10, 15, 20, 25, 30, 40, 50, 60, 81-100 | 30, 100 pongyang | + | | City | 10, 15, 20, 25, 30, 40, 50, 60, 81-100 | 30, 100 Pyongyang |
| Depot | 10, 30 | 30 | | | Depot | 10, 30 | 30 | | ||
| Factory | 10, 20, 30, 40 | 30 | | | Factory | 10, 20, 30, 40 | 30 | | ||
Line 166: | Line 265: | ||
| Town | 1, 10, 20, 30, 40 | 10 | | | Town | 1, 10, 20, 30, 40 | 10 | | ||
| Village | 10, 20 | 10 | | | Village | 10, 20 | 10 | | ||
+ | |||
+ | |||
+ | ====== Links ====== | ||
+ | |||
+ | Objectives (ground targets like cities, factories etc) are linked together so ground units can move. More details check [[falcon4: | ||
+ | |||
+ | |||
+ | ====== Objectives ====== | ||
+ | |||
+ | Objectives are the ground objects / models in the campaign. Objectives are linked (see [[falcon4: | ||
+ | |||
+ | In TacEdit if you have problem with // | ||
+ | |||
+ | Parent objectives. If you have lets say a city and airbase, you don't necessarily need to name the airbase manually, you can just give the airbase a Parent Id which is the ID of the city, then your airbase is called " | ||
+ | |||
+ | |||
+ | ====== Tactical Engagement (TE) ====== | ||
+ | |||
+ | This is quick tutorial how to to create a working Tactical Engagement (TE). | ||
+ | |||
+ | 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. | ||
+ | |||
+ | First and foremost you need to be able to create working set of campaign objectives (objects in the .cam file), when you have done that successfully you can proceed. | ||
+ | |||
+ | **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 "child of save?.cam family", | ||
+ | |||
+ | |||
+ | ====== 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 | ||
+ | |||
+ | #ENDSCRIPT | ||
+ | </ | ||
+ | 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 later on). | ||
+ | |||
+ | Complete list of triggers in [[falcon4: | ||
+ |
falcon4/campaign.1225383300.txt.gz · Last modified: 2008/10/30 16:15 by snakeman