diff --git a/RotorOps:-Mission-Creator-Guide.md b/RotorOps:-Mission-Creator-Guide.md index 7ac6475..7a5f89d 100644 --- a/RotorOps:-Mission-Creator-Guide.md +++ b/RotorOps:-Mission-Creator-Guide.md @@ -35,15 +35,14 @@ A scenario .miz file MUST have: 2) At least one trigger zone with a name that starts with "STAGING". 3) A blue airport (recommend somewhere near/on-side your staging zone). 4) A red airport (recommend somewhere near/on-side your last conflict zone). -5) At least one CJTF Red unit or static object. Anything will work, even a cow. -6) At least one CJTF Blue unit or static object. See previous point. Optional: -7) CJTF Blue FARP called "HELO_FARP" for automatic player placement. (4 slots only. Consider using FOB import templates for more slots) -8) CJTF Carrier called "HELO_CARRIER" for automatic player placement. (4 slots only) -9) Infantry spawn zones inside conflict zones. Add near buildings to simulate infantry hiding within. Name trigger zones like "ALPHA_SPAWN", "ALPHA_SPAWN_2, etc. +- CJTF Blue FARP called "HELO_FARP" for automatic player placement. (4 slots only. Consider using FOB import templates for more slots) +- CJTF Carrier called "HELO_CARRIER" for automatic player placement. (4 slots only) +- Infantry spawn zones inside conflict zones. Add near buildings to simulate infantry hiding within. Name trigger zones like "ALPHA_SPAWN", "ALPHA_SPAWN_2, etc. +- Configuration file (see section below) Testing: You should test your scenarios to ensure that vehicles move between zones as you expect. In some circumstances, vehicles may not be able to calculate a valid route to the next zone, and they will stop. Make sure they can route correctly by testing your scenario in fast forward, with few defending units. You can also get a good idea of how long your scenario will take to complete. @@ -63,7 +62,6 @@ Tips: - Player/client slots are placed in this priority order: Carrier named "HELO_CARRIER", FARP named "HELO_FARP", and the blue airfield. - Friendly AWACs and tankers will be placed at the blue airport if parking is available, otherwise they will start in the air. - Enemy helicopters and planes will spawn at the red airport. -- Late activation FARPs might be useful for rearming far from the player spawn point. - In "Defense" or with "Swap sides" option, Blue and Red ships, helicopters, planes, and ground units will swap countries. - Turn off or limit civilian road traffic. - Pay attention to rivers and bridges, as a far away bridge crossing may break routing if it's the only way across. See the testing notes above. @@ -112,18 +110,72 @@ To create your own Forces template: 1) Create an empty mission on Caucasus 2) Add ground unit groups. 3) Save the mission in this directory. - -Optional: - -4) Add helicopters with "CAS" main task for attack helicopters. -5) Add helicopters with "Transport" main task for transport helicopters. -6) Add planes with "CAS" main task for attack planes. -7) Add planes with "CAP" main task for fighters. +4) Add a helicopter with "CAS" main task for attack helicopters. +5) Add a helicopter with "Transport" main task for transport helicopters. +6) Add a plane with "CAS" main task for attack planes. +7) Add a plane with "CAP" main task for fighters. 8) Configure loadouts, liveries, and skill for aircraft. Tips: -- The mission generator will only extract blue ground units from the template when selected from the "Blue Forces" menu, and vice versa. -- For aircraft, group size is currently capped at 2 units per group to help prevent issues with parking. Only the first unit in the group is used as a source. +- The country or coalition of units in the forces template is not relevant. They will be converted to the appropriate coalition when the mission is generated. + +## Template Configuration Files +For your own use, configuration files are optional. For submitting for inclusion with the RotorOps distribution, they are mandatory. You can see examples of these within the 'downloaded' folders for each template type. The config file is a .yaml file, which is very forgiving of formatting. However you might want to run it through a simple web-based YAML validator. The config file name must match the name of the template miz file (with different extensions) and it must be in the same folder as the template .miz. + +If you are submitting files for distribution with RotorOps, a config file must be included with the following variables set: +- author: the displayed name to attribute credit to +- type: 'Scenario', 'Import', or 'Forces' +- name: the display name of the template +- description: a short description that will be displayed to users +- map: Caucasus, PersianGulf, Marianas, Nevada, or Syria (scenario templates only) +- tags: (must be a list) MultiPlayer, CoOp, SinglePlayer + +### Scenario Config File +For scenario missions, this can control mission options and set or disable mission generator options. For example, if you've designed a mission that only works well in 'defense' mode, you can set that option in the config file. Below are some of the variables available. All variables are optional and can be added as needed. + +An example scenario config file shown below: + +`author: GRIMM +version: 2 +type: Scenario +name: 'Persian Gulf - Nighthawks (AH-64D)' +description: "Fly the Apache in this immersive mission over a gorgeous hidden area of the Persian Gulf map. Single player or co-op: Apache pilot/CPG" +tags: + -SinglePlayer +map: PersianGulf +player_spawn: fixed +checkboxes: + defense_checkBox: false + apcs_spawn_checkBox: true + logistics_crates_checkBox: true + awacs_checkBox: false + tankers_checkBox: false + zone_sams_checkBox: false + smoke_pickup_zone_checkBox: false + inf_spawn_voiceovers_checkBox: false + game_status_checkBox: false + voiceovers_checkBox: false + force_offroad_checkBox: false +disable_checkboxes: zone_sams_checkBox, force_offroad_checkBox, defense_checkBox, awacs_checkBox, tankers_checkBox, logistics_crates_checkBox, voiceovers_checkBox +spinboxes: + blueqty_spinBox: 4 + redqty_spinBox: 1 + e_attack_helos_spinBox: 0 + e_attack_planes_spinBox: 0 + e_transport_helos_spinBox: 0 + troop_drop_spinBox: 0 + inf_spawn_spinBox: 0 +radiobuttons: farp_never, +disable_radiobuttons: + farp_always, farp_gunits +red_forces: "RED Default Trucks & Infantry (EASY)" +blue_forces: "BLUE Default US Armor"` + +The red_forces / blue_forces value is the filename of the desired template, without the .miz extension. + +You can find the names of the UI elements in this source file: https://github.com/spencershepard/RotorOps/blob/develop/Generator/MissionGeneratorUI.ui + + # How the script works In a generated mission, you will find a DO SCRIPT trigger action similar to this: