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falcon4:campaign [2008-11-02 09:09]
snakeman added objectives and ordered headers alphabetically.
falcon4:campaign [2010-08-06 04:04] (current)
snakeman updaed tcl script into.
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 ====== Campaign ====== ====== Campaign ======
  
-Campaign is the most interesting part of Falcon 4, its really a dynamic, there is no scripted missions. Campaign is edited by [[falcon4:​tools:​tacedit|TacEdit]].+Campaign is the most interesting part of Falcon 4, its really a **Dynamic Campaign**, there is no scripted missions. ​ 
 + 
 +Campaign is edited by [[falcon4:​tools:​tacedit|TacEdit]].
  
 We have listed [[falcon4:​campaign:​files|Campaign files]] descriptions and functions. We have listed [[falcon4:​campaign:​files|Campaign files]] descriptions and functions.
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 See our dedicated tutorial for [[falcon4:​campaign:​pak|PAK areas]]. See our dedicated tutorial for [[falcon4:​campaign:​pak|PAK areas]].
  
-Now obsolete, but still online for reference [[falcon4:campaign:​villageutil|Village Util]] tutorial.+Now obsolete, but still online for reference [[falcon4:tools:​villageutil|Village Util]] tutorial.
  
-[[falcon4:​campaign:​bridges|Bridges]] tutorial.+Road [[falcon4:​campaign:​bridges|Bridges]] tutorial.
  
 Objective [[falcon4:​campaign:​links|Links]] tutorial. Objective [[falcon4:​campaign:​links|Links]] tutorial.
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 [[falcon4:​campaign:​trigger|Trigger]] reference. Different [[falcon4:​campaign:​triggertime|starting time]] of war made by triggers. [[falcon4:​campaign:​trigger|Trigger]] reference. Different [[falcon4:​campaign:​triggertime|starting time]] of war made by triggers.
  
-[[falcon4:​campaign:​tacan|TACAN]] reference.+Airfield ​[[falcon4:​campaign:​tacan|TACAN]] reference.
  
 [[falcon4:​campaign:​groundunits|Ground units]] reference. [[falcon4:​campaign:​groundunits|Ground units]] reference.
  
-[[falcon4:​campaign:​kneemap|Kneemap]] reference.+Cockpit ​[[falcon4:​campaign:​kneemap|Kneemap]] reference.
  
-Check out well known [[falcon4:​campaign:​pmckoreacampaigns|PMC Korean Campaigns]] TCL example campaigns.+Check out well known [[falcon4:​campaign:​pmckoreacampaigns|PMC Korean ​TCL Campaigns]] TCL script ​example campaigns. ​**Updated 08-06-10**!
  
 [[falcon4:​campaign:​strings|Strings.wch]] file usage. [[falcon4:​campaign:​strings|Strings.wch]] file usage.
  
 [[falcon4:​campaign:​names|Campaign Names]] and descriptions. [[falcon4:​campaign:​names|Campaign Names]] and descriptions.
 +
 +[[falcon4:​campaign:​reinforcements|Reinforcements]],​ how are they handled by campaign engine, how to add reinforcements using TacEdit etc.
 +
 +Guide for [[falcon4:​campaign:​adding_squadrons|How to add squadrons]] and [[falcon4:​campaign:​adding_objectives|How to add objectives]] to a campaign.
  
  
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 First you need map bitmap for this theater, which you can make with [[falcon4:​tools:​terrainview|Terrainview]] **Operations -> Save Bitmap** (or you can use [[falcon4:​tools:​cate|CATE]]). This bitmap should only have features of Airports and Cities, but its up to you how flooded you want it to be... Second you need .THR file, to create theater file (.THR) use [[falcon4:​tools:​theatermaker|PathMaker]] util. First you need map bitmap for this theater, which you can make with [[falcon4:​tools:​terrainview|Terrainview]] **Operations -> Save Bitmap** (or you can use [[falcon4:​tools:​cate|CATE]]). This bitmap should only have features of Airports and Cities, but its up to you how flooded you want it to be... Second you need .THR file, to create theater file (.THR) use [[falcon4:​tools:​theatermaker|PathMaker]] util.
  
-In [[falcon4:​tools:​tacedit|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 ​save0.cam and delete every object from it. Then you can add stuff what you want. Falcon 4 Allied Force (AF) campaign files cannot be read by TacEdit, if you are making new campaign for AF, just take the SP4.2 campaign files and use them. It is not possible to edit existing AF campaigns.+In [[falcon4:​tools:​tacedit|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 ​save0.cam and delete every object from it. Then you can add stuff what you want. Falcon 4 Allied Force (AF) campaign files cannot be read by TacEdit, if you are making new campaign for AF, just take the SP4.2 campaign files and use them. It is not possible to edit existing AF campaigns.
  
 To delete the existing objectives/​units,​ this is how it should be done: To delete the existing objectives/​units,​ this is how it should be done:
  
-Start TacEdit, select save0.cam (original Korea), delete every objective/​unit by going into the Object List and with Edit menu choose Delete All, go to Units and with Edit menu choose again Delete All. Then go to Campaign menu and with Edit menu choose again Delete All. There is also boxes: Theater, Senario and Saved Name - change Theater to whatever you are currently doing, like for example "​Vietnam"​. Also you need to change Location -> Theater X and Thr Y according to your theater size, like:+Start TacEdit, select save0.cam (original Korea), delete every objective/​unit by going into the Object List and with Edit menu choose Delete All, go to Units and with Edit menu choose again Delete All. Then go to Campaign menu and with Edit menu choose again Delete All. There is also boxes: Theater, Senario and Saved Name - change Theater to whatever you are currently doing, like for example "​Vietnam"​. Also you need to change Location -> Theater X and THR Y according to your theater size, like:
  
 ^ 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 "​Vietnam"​ and Location -> Theater X/Y's are like you changed them. Now you can start to add objectives and units. Restart TacEdit and select same save0.cam file, which now is totally clean. select Campaign and see if Theater is really "​Vietnam"​ and Location -> Theater X/Y's are like you changed them. Now you can start to add objectives and units.
  
-This point load your theaters map with "Load Background Bitmap"​ icon, and get ready to import your new object .CSV file. The Objectives .CSV file is created with [[falcon4:​tools:​dem2terrain|Dem2Terrain]] util when you created the initial theater.L2 terrain file. Read more about creating .CSV object file with [[falcon4:campaign:​villageutil|Village Util]] from TDF's but be advised that using village util is //OLD METHOD// and today we use dem2terrain objective csv file with TCL scripts which create the additional objectives around [[falcon4:​campaign:​pak|PAK]] cities. There is no tutorial for TCL script usage, but download the [[falcon4:​campaign:​pmckoreacampaigns|PMC Korean Campaigns]] with the TCL scripts, its rather easy to understand how to create simple campaign with them.+This point load your theaters map with "Load Background Bitmap"​ icon, and get ready to import your new object .CSV file. The Objectives .CSV file is created with [[falcon4:​tools:​dem2terrain|Dem2Terrain]] util when you created the initial theater.L2 terrain file. Read more about creating .CSV object file with [[falcon4:tools:​villageutil|Village Util]] from TDF's but be advised that using village util is //OLD METHOD// and today we use dem2terrain objective csv file with TCL scripts which create the additional objectives around [[falcon4:​campaign:​pak|PAK]] cities. There is no tutorial for TCL script usage, but download the [[falcon4:​campaign:​pmckoreacampaigns|PMC Korean Campaigns]] with the TCL scripts, its rather easy to understand how to create simple campaign with them.
  
 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 "​NoName"​ entries. If everything is OK, click save, now be careful... TacEdit asks you a Save Theater Strings As, where you need to select the path (this is the folder where your save0.cam file is) and give a file name exactly like it was in the Campaign -> Theater slot, which in our example case was "​Vietnam",​ so you need to type File name: Vietnam - and click Save. Next exit TacEdit and restart it loading save0.cam. 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 "​NoName"​ entries. If everything is OK, click save, now be careful... TacEdit asks you a Save Theater Strings As, where you need to select the path (this is the folder where your save0.cam file is) and give a file name exactly like it was in the Campaign -> Theater slot, which in our example case was "​Vietnam",​ so you need to type File name: Vietnam - and click Save. Next exit TacEdit and restart it loading save0.cam.
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 Carrier battle groups and squadrons to them can be easily placed with TCL scripts. 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'​s ID. Next is Unit Properties where you'll add name (squadron number) and finally in Base Object you need to insert X / Y coordinates of the Carrier. Done, clik OK. Now your squadron will appear in the carrier without leaving nasty "​ghost"​ to the airbase. 
  
 +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'​s ID. Next is Unit Properties where you'll add name (squadron number) and finally in Base Object you need to insert X / Y coordinates of the Carrier. Done, click OK. Now your squadron will appear in the carrier without leaving nasty "​ghost"​ to the airbase.
 +
 +**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."
 +</​code>​
 +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//​ will just add the squadron number for carrier squadrons to the same as previous in the TCL script.
 +
 +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 "​create.Present.Carrier.Group.tcl"​
 +</​code>​
 +This TCL code calls the //​create.Present.Carrier.Group.tcl//​ script. This script then again will look like this following example code:
 +<​code>​
 +#
 +# CARRIER FLEETS PRESENT DAY SPx latest!
 +#
 +
 +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
 +
 +printout "​Carrier Group created to X: $carrx, Y: $carry"​
 +</​code>​
 +This latest code adds as its script name suggests, present time carrier squadron setup including the aircraft'​s you see listed on the script. This may or may not suit your campaign, so you need to tweak the values yourself. This is just two methods of adding carrier squadrons with TCL scripts.
  
 ====== Ground Units ====== ====== Ground Units ======
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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 ​area.+  * 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.   * 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, ​DRPK has 9.+  * ROK has 10 radar sites, ​DPRK has 9.
   * 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 ​seoul capitals |+| City | 10, 15, 20, 25, 30, 40, 50, 60, 81-100 | 30, 100 Pyongyang ​Seoul capitals |
 | Depot | 10, 30 | 30 | | Depot | 10, 30 | 30 |
 | Factory | 10, 20, 30, 40 | 30 | | Factory | 10, 20, 30, 40 | 30 |
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 ====== Objectives ====== ====== Objectives ======
  
-Objectives are the ground objects/​models in the campaign. Objectives are linked (see [[falcon4:​campaign:​links|Links]]) together so ground units can move from one objective to another. Objectives have priority values ranging from 1-100.+Objectives are the ground objects / models in the campaign. Objectives are linked (see [[falcon4:​campaign:​links|Links]]) together so ground units can move from one objective to another. Objectives have priority values ranging from 1-100.
  
 In TacEdit if you have problem with //​Objectives -> Check Objectives//​ feature giving you Bad Feature Count error, then you might check that all your objectives are named properly. Bad feature count error comes if you have objective without a name. In TacEdit if you have problem with //​Objectives -> Check Objectives//​ feature giving you Bad Feature Count error, then you might check that all your objectives are named properly. Bad feature count error comes if you have objective without a name.
  
-Parent objectives. If you have lets say a city and airbase, you don'​t ​neccesarily ​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 "​Cityname <​airbase>"​ like "​Baghdad Airbase"​ etc.+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 "​Cityname <​airbase>"​ like "​Baghdad Airbase"​ etc
 + 
 + 
 +====== 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",​ first you need to create complete objectives list into the save0.cam (we prefer 0), then export the objectives into .csv file from which you create save1.cam, save2.cam and te_new.tac files accordingly.
  
  
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 #ENDSCRIPT #ENDSCRIPT
 </​code>​ </​code>​
- +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).
-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:​campaign:​trigger|Trigger]] page. Complete list of triggers in [[falcon4:​campaign:​trigger|Trigger]] page.
- 
falcon4/campaign.1225616967.txt.gz · Last modified: 2008-11-02 09:09 (external edit)