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TIE-format.txt
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TIE Mission File
Author: Michael Gaisser ([email protected])
Site: http://idmr.empirereborn.net
Updated: 2011.08.04
=====
This is going to be a very lengthy definition of the TIE95 mission file. Due
to the size of the files we'll be dealing with, my structure display will vary
slightly, by adding offsets before values. It's not a big deal with resource
files, but I doubt you'll want to count a few kilobytes to find a value :P
The file itself is made of up multiple sections, equatable to a single resource
in a LFD with multiple subheaders. For the purpose of these file descriptions,
each section will will begin at '0', such that to find an offset in a later
section, you simply add the total length of the sections before it to get
there. This is what I use in my personal notes, so this is what I am forcing
upon you. I win. I'll try to keep the mission design comments to a minimum,
but I promise nothing.
=====
TIE95 Mission Overview
The mission files found in the, *gasp*, \MISSION directory have the .TIE file
extension and no required naming convention, just that the matching BATTLE LFD
has the filename spelled correctly to be able to play it. The LEC naming
convention for the files is simple; B #BATTLE_NUMBER# M #MISSION_NUMBER#
#PLAYER_CRAFT# (F is TIE, B is Bomber, etc) #CREATOR# (M or W, last initial of
the mission designer). By no means do you have to follow this, I just put that
out there if you need to find a specific mission, or are just curious.
There are already a few editors out there for TIE missions, most notably TFW
(TIE Fighter Workshop). Anyone with a lot of spare time and a hex editor can
map out these values, and whadya know, I was bored :P
I have no clue what the .INV files are there for, these seem to be generated
almost at random. The mission files starting with H are the Historical
Missions found in the Combat Chamber.
=====
TIE95 Mission Structure
The following values are used through this and all of my file definitions
unless otherwise specified:
NAME LENGTH DESC
---- ------ ----
BOOL 1 0=false, 1=true
BYTE 1 unsigned 8-bit
SBYTE 1 signed 8-bit, [-128, +127]
CHAR 1 ASCII character
SHORT 2 signed Int16
INT 4 signed Int32
STR(*) * null-terminated string, * is a decimal number
NOTE: Any byte locations that are between defined values and are not explicitly
defined are deemed as Reserved(0), and have only been found to have zero
values. Unknown bytes that have non-zero values have been called out in the
structure. Rest assured you have everything here to piece together a mission
file from scratch, but please note offsets if creating read/write procedures.
--
FileHeader
FlightGroup[NumFGs]
Message[NumMessages]
GlobalGoal[3]
Briefing
PreMissionQuestions[10]
PostMissionQuestions[10]
BYTE Reserved(0xFF)
--
struct FileHeader (size 0x1CA)
{
0x000 SHORT PlatformID (-1)
0x002 SHORT NumFGs
0x004 SHORT NumMessages
0x006 SHORT Reserved (3) might be # of GlobalGoals
0x008 BYTE Unknown1
0x009 BOOL Unknown2
0x00A BYTE BriefingOfficers
0x00D BOOL CapturedOnEject
0x018 CHAR[64][6] EndOfMissionMessages
0x19A CHAR[12][4] IffNames3-6
}
struct FlightGroup (size 0x124)
{
0x000 CHAR[12] Name
0x00C CHAR[12] Pilot
0x018 CHAR[12] Cargo
0x024 CHAR[12] SpecialCargo
0x030 BYTE SpecialCargoCraft
0x031 BOOL RandomSpecialCargoCraft
0x032 BYTE CraftType (enum)
0x033 BYTE NumberOfCraft
0x034 BYTE Status (enum)
0x035 BYTE Warhead (enum)
0x036 BYTE Beam (enum)
0x037 BYTE Iff
0x038 BYTE GroupAI (enum)
0x039 BYTE Markings (enum)
0x03A BOOL ObeyPlayerOrders
0x03B BYTE Reserved (0) Unknown1 in TFW
0x03C BYTE Formation (enum)
0x03D BYTE FormationSpacing Unknown2
0x03E BYTE GlobalGroup Unknown3
0x03F BYTE LeaderSpacing Unknown4
0x040 BYTE NumberOfWaves
0x041 BYTE Unknown5
0x042 BYTE PlayerCraft
0x043 BYTE Yaw Unknown6
0x044 BYTE Pitch Unknown7
0x045 BYTE Roll Unknown8
0x046 BOOL Unknown9
0x047 BYTE Unknown10
0x048 BYTE Reserved (0) Unknown11
0x049 BYTE ArrivalDifficulty (enum)
0x04A Trigger Arrival1
0x04E Trigger Arrival2
0x052 BOOL Arrival1OrArrival2
0x053 BYTE Reserved (0) Unknown12
0x054 BYTE ArrivalDelayMinutes
0x055 BYTE ArrivalDelaySeconds
0x056 Trigger Departure
0x05A BYTE DepartureDelayMinutes Unknown13
0x05B BYTE DepartureDelatSeconds Unknown14
0x05C BYTE AbortTrigger (enum)
0x05D BYTE Reserved (0) Unknown15
0x05E BYTE Unknown16
0x05F BYTE Reserved (0) Unknown17
0x060 BYTE ArrivalMothership
0x061 BOOL ArriveViaMothership
0x062 BYTE DepartureMothership
0x063 BOOL DepartViaMothership
0x064 BYTE AlternateArrivalMothership
0x065 BOOL AlternateArriveViaMothership
0x066 BYTE AlternateDepartureMothership
0x067 BOOL AlternateDepartViaMothership
0x068 Order[3]
0x09E GoalFG[4]
0x0A6 SBYTE BonusGoalPoints
0x0A8 Waypt[4]
0x120 BOOL Unknown19
0x122 BYTE Unknown20
0x123 BOOL Unknown21
}
struct Trigger (size 0x4)
{
0x0 BYTE Condition (enum)
0x1 BYTE VariableType (enum)
0x2 BYTE Variable
0x3 BYTE TriggerAmount (enum)
}
struct Order (size 0x12)
{
0x00 BYTE Order (enum)
0x01 BYTE Throttle
0x02 BYTE Variable1
0x03 BYTE Variable2
0x04 BYTE Unknown18
0x06 BYTE Target3Type (enum VariableType)
0x07 BYTE Target4Type (enum VariableType)
0x08 BYTE Target3
0x09 BYTE Target4
0x0A BOOL Target3OrTarget4
0x0C BYTE Target1Type (enum VariableType)
0x0D BYTE Target1
0x0E BYTE Target2Type (enum VariableType)
0x0F BYTE Target2
0x10 BOOL Target1OrTarget2
}
struct Waypt (size 0x1E)
{
0x00 SHORT[4] StartPoints
0x08 SHORT[8] Waypoints
0x18 SHORT Rendezvous
0x1A SHORT Hyperspace
0x1C SHORT Briefing
}
struct GoalFG (size 0x2)
{
0x0 BYTE Condition (enum)
0x1 BYTE GoalAmount (enum)
}
struct Message (size 0x5A)
{
0x00 STR(64) Message
0x40 Trigger[2]
0x48 STR(12) EditorNote
0x58 BYTE DelaySeconds
0x59 BOOL Trigger1OrTrigger2
}
struct GlobalGoal (size 0x1C)
{
0x00 Trigger[2]
0x19 BOOL Trigger1OrTrigger2
}
struct Briefing
{
0x000 SHORT RunningTime
0x002 SHORT Unknown
0x004 SHORT StartLength
0x006 INT EventsLength
0x00A Event[]
0x32A Tag[32]
String[32]
}
struct Event
{
0x0 SHORT Time
0x2 SHORT EventType (enum)
0x4 SHORT[] Variables
}
struct Tag
{
0x0 SHORT Length
0x2 CHAR[Length]
}
struct String
{
0x0 SHORT Length
0x2 CHAR[Length]
}
struct PreMissionQuestions
{
0x0 SHORT Length
0x2 CHAR[] Question
BYTE Reserved (0xA)
CHAR[] Answer
}
struct PostMissionQuestions
{
0x0 SHORT Length
0x2 BYTE QuestionCondition
0x3 BYTE QuestionType
0x4 CHAR[] Question
BYTE Reserved (0xA)
CHAR[] Answer
}
=====
TIE95 Mission Detail
Hopefully I named the variables descriptive enough for you that you can figure
out what they mean, but I'm going to delve into each section anyway. Section 5
and on will require a bit of explaining anyway. Supplementary definitions and
lists follow after the detail.
-- FileHeader --
The first SHORT is a marker used to identify the mission file as belonging to
TIE95. Other platforms have different markers in this place, but it is
unknown whether or not the application actually checks this value to determine
if the file is valid or not.
The two Num values are simply that, the number of FG and Message sections that
are contained in the file, much like any other Length value in a resource file.
BriefingOfficers is a value 01-03, and determines which officers will be
present in the room before you launch into a mission.
01 Both officers
02 Flight Officer
03 Secret Order
(No other values used, but evaluate to Both Officers)
CapturedOnEject will send you to a prison planet when true, rescued by Imperial
forces when false. Of course, death is always an option, and is seemingly
random. The next six strings are the messages you see after the given goals are
completed or failed. The array is really [3,2], two messages each for
PrimaryComplete, SecondaryComplete and PrimaryFailed in that order. Following
that, we have the name of the extra IFFs. IFF1 and IFF2 are hard-coded as Rebel
and Imperial, respectively. If the IFF is hostile, then the first character is
1 (hex value 31, not 01). In one occassion, char of 4 has been seen (hex 34).
-- FlightGroup --
The first string is obvious. The second string, Pilot, isn't actually used. It
appears to be just a bookkeeping note for the editor. Third is obvious again,
as is the fourth. I'm going to continue to skim through this section here, down
to ObeyPlayerOrders. For TIE95, this is a simple boolean value, but in later
platforms this is renamed to simply "Radio" and takes on additional
functionality.
Formation is obvious, but I'll explain the next couple. FormationSpacing
defaults to 02, which is a decent spacing for fighters and other small craft.
You may want to increase that for larger ships. GlobalGroup is a great way of
grouping (gasp) craft primarily for order and trigger use. Instead of listing
out each flightgroup or craft type in an order you can lump everything to a GG
and use a single target. LeaderSpacing is how far ahead of the rest of the
flight group the flight leader is. Having a flight leader way out front can
absorb fire and let the rest of the group fire salvos before being attacked
themselves.
NumberOfWaves is zero-indexed, so the number stored is actually the number of
additional waves after the inital starting group. PlayerCraft is one-indexed
with no player being a value of zero. You can only have one PlayerCraft
active in a mission at any given time, otherwise both craft will be
unresponsive. TFW will only let you set one, but there are ways around this and
interesting tricks you can do with more than one.
Yaw, Pitch and Roll values only work for Space Objects (mines, buoys, etc). The
following description differs from previous editors, so bear with me.
LucasArts, in their infinite wisdom, had the flight engine automatically add a
-90° (nose down) Pitch angle to Objects. In XWA, this holds for all craft. We
don't have to worry about this with normal craft since the waypoints control
direction. TFW treats these values as Unknowns, I don't think TIE Edit can even
edit them. The values stored are angle(°)/360*256, so 90° is 0x40 (d64). Yaw is
evaluated first, then Pitch, then Roll.
Another obvious value, then the Arrival Trigger. In sentence form, Triggers
are "if Amount of VariableType Variable are Condition, then true". The Arrival
and Departure triggers are just that. The Alternate triggers are there for if
the originals can't be satisfied (mothership isn't in play). *Or* values
determine if one or both of the Triggers must fire to be true. The ArrivalDelay
works as expected, with the countdown starting after the Trigger has been
fired. The DepartureDelay works differently, though. That timer works from the
mission timer seen in your cockpit display. The flight group will leave when
the timer reaches the Delay value, or when the Trigger is fired, whichever
comes first. The AbortCondition applies only to individual craft, not the
entire flight group. When *ViaMothership is false, craft use hyperspace.
Orders, they're what make the world go 'round. Pick the Order from the list
and go from there. The Throttle value is simply expressed as
%Throttle = (value * 10). The Variables are controlled by the Order itself, as
different orders take different amounts for different reasons. Target and
TargetType are the same as Trigger.Variable and VariableType.
Goals are for that specific flight group. The array is comprised of Primary,
Secondary, Secret and Bonus, in that order. The Secret goal as far I can tell
is simply hidden and really doesn't affect anything. For BonusGoalPoints, the
stored value is expressed as (Points / 50), so 01 is 50pts, 02 is 100pts, etc.
Because the value is an SBYTE, this yields a point range of [-6400, +6350].
By the Force use these goals instead of Global Goals when possible.
Waypoints are pretty simple, the array is X, Y, Z and Enabled in that order.
The values are expressed as (Coordinate * 160), such that a value of 0x50 is
0.50km, 0xA0 is 1.00km, etc. The Enable value just tells the application if it
needs to pay attention to it or not and is boolean, although it does occupy a
SHORT. If more than one StartPoint is enabled, the application will pick one to
use. Thus ends this section.
-- Backdrops --
Backdrops (stars, planets, etc) are special types of flight groups. Value
definitions change for these purposes, which will be laid out here.
The primary value here is Status, which becomes the Backdrop value. This
determines the graphic used. The majority of other values are ignored.
-- Message --
Another simple section; there is the message string, the triggers, a delay, and
the *Or* value. The EditorNote serves no purpose within the game itself, and is
merely there for bookkeeping use in the editor. The Delay value is evaluated to
(seconds / 5), such that 01 is 5s, 03 is 15s, etc.
The message string actually holds a second purpose, that is defining the color
of the message itself. The default message color is red, if the message starts
with '1' it is green, '2' is blue and '3' is purple. The number will not appear
when displayed in-game.
-- GlobalGoal --
When FG goals just won't cut it, that's what these are for. The mysterious
Secret goal is missing, and there's a lot of dead space, but what is there is
self-explanatory by now. Array is Primary, Secondary and Bonus.
-- Briefing --
Okay, we finally get to the briefing. The command listing itself I'll leave
for the list definition, that'll also have the variable listing as well. The
first value is the duration of the briefing itself in ticks. TIE uses 0xC
ticks per second.
Each Event is marked by the briefing time (in ticks) and the EventType,
followed by 0-4 additional variables. These variables are to be omitted if
they are not used for a given command. The last four active bytes in the Event
array is always 0F 27 22 00, which is the EndBriefing command at time 9999, and
usually isn't the last four bytes in the section (that would be a rather busy
briefing).
The StartsLength value is the number of SHORTs, Variables included, that occur
at Time=0. EventsLength is the total number of SHORTs occupied in the Events
array up to and including the EndBriefing command.
The Tag and String arrays are not fixed sizes. They have a minimum length of
64 bytes, which is the case of every length being zero. If a Length is zero,
then the CHAR[] is omitted. That's the real highlight right there.
-- PreMissionQuestion --
Similar to Tags and Strings, this has a dynamic size. Similarly, if Length is
zero, the following values are omitted. In reality, the Question and Answer are
part of the same string. If the Length is nonzero, then 0x0A is appended to the
Question. This is the line break that the application is searching for to
seperate the substrings, not the usual 00. The first five questions belong to
the Flight Officer, and the second five belong to the Secret Order Officer.
The array has a minimum byte length of 0x14.
-- PostMissionQuestion --
This is pretty much the same as PreMission, only with the added
QuestionCondition and QuestionType values. QuestionType can be 00-02.
00 None
01 Primary Goals
02 Secondary Goals
QuestionCondition has three known values, and I would guess more that are
undiscovered.
00 None
04 Successful
05 Failed
Again, the Length can be zero and thus ignoring the values following it, with a
minimum length of 0x14. 0x0A is still appended to Question to be used as the
seperator.
The 0xFF after the questions might be required as a EOF flag, might not, but I
use it for my write code. Can't hurt. That said, after the last Post question
is done I really don't think TIE cares anymore, since I've put other values
before the FF and I've never had troubles with running missions like that.
There you have it, the TIE95 Mission file format. Enjoy :P
=====
List Definitions
CraftType
00 None
01 X-wing
02 Y-wing
03 A-wing
04 B-wing
05 TIE Fighter
06 TIE Interceptor
07 TIE Bomber
08 TIE Advanced
09 TIE Defender
0A Unused
0B Unused
0C Missile Boat
0D T-wing
0E Z-95 Headhunter
0F R-41 Starchaser
10 Assault Gunboat
11 Shuttle
12 Escort Shuttle
13 System Patrol Craft
14 Scout Craft
15 Stormtrooper Transport
16 Assault Transport
17 Escort Transport
18 Tug
19 Combat Utility Vehicle
1A Container A
1B Container B
1C Container C
1D Container D
1E Heavy Lifter
1F Unused
20 Bulk Freighter
21 Cargo Ferry
22 Modular Conveyor
23 Container Transport
24 Unused
25 Murrian Transport
26 Corellian Transport
27 Unused
28 Corellian Corvette
29 Modified Corvette
2A Nebulon-B Frigate
2B Modified Frigate
2C C-3 Passenger Liner
2D Carrack Cruiser
2E Strike Cruiser
2F Escort Carrier
30 Dreadnaught
31 Mon Calamari Cruiser
32 Light Mon Calamari Cruiser
33 Interdictor Cruiser
34 Victory-class Star Destroyer
35 Imperator-class Star Destroyer
36 Unused
37 Container E
38 Container F
39 Container G
3A Container H
3B Container I
3C Platform A
3D Platform B
3E Platform C
3F Platform D
40 Platform E
41 Platform F
42 Asteroid R&D Station
43 Asteroid Laser Battery
44 Asteroid Warhead Battery
45 X/7 Factory
46 Satellite 1
47 Satellite 2
48 Unused
49 Unused
4A Unused
4B Mine A
4C Mine B
4D Mine C
4E Unused
4F Unused
50 Probe A
51 Probe B
52 Unused
53 Nav Buoy A
54 Nav Buoy B
55 Unused
56 Asteroid Field
57 Planet
Status
00 None
01 2X Warheads
02 1/2 Warheads
03 Disabled
04 1/2 Shields
05 No Lasers
06 No Hyperdrive
07 Shields 0%, charging
08 Shields added or 200%
09 Hyperdrive added
14 Invincible
Warhead
00 None
01 Heavy Rocket
02 Space Bomb
03 Concussion Missile
04 Torpedo
05 Advanced Concussion Missile
06 Advanced Torpedo
07 Mag Pulse Torpedo
Beam
00 None
01 Tractor Beam
02 Jamming Beam
GroupAI
00 Rookie (None)
01 Novice
02 Veteran
03 Officer
04 Ace
05 Top Ace (Invincible)
Markings
00 Red (TIE - None)
01 Gold (TIE - Red)
02 Blue (TIE - Gold)
03 Green (TIE - Blue)
Formation
00 Vic
01 Finger Four
02 Line Astern
03 Line Abreast
04 Echelon Right
05 Echelon Left
06 Double Astern
07 Diamond
08 Stack
09 High X
0A Vic Abreast
0B High Vic
0C Reverse High Vic
ArrivalDifficulty
00 All
01 Easy
02 Medium
03 Hard
04 Medium, Hard
05 Easy, Medium
Condition
00 Always (true)
01 Created
02 Destroyed
03 Attacked
04 Captured
05 Inspected
06 Boarded
07 Docked
08 Disabled
09 Survived (exist)
0A None (false)
0B Unknown (---)
0C Completed mission
0D Completed Primary Goals
0E Failed Primary Goals
0F Completed Secondary Goals
10 Failed Secondary Goals
11 Completed Bonus Goals
12 Failed Bonus Goals
13 Dropped off
14 Reinforced
15 0% Shields
16 50% Hull
17 Out of Warheads
18 Unknown (arrive?)
VariableType
00 None
01 Flight Group
02 CraftType (enum)
03 CraftCategory (enum)
04 ObjectCategory (enum)
05 IFF
06 Order (enum)
07 CraftWhen (enum)
08 Global Group
09 Misc (enum)
0A Unknown*
* Appears to be nothing, probably due to sloppiness with the format
Only seen as "100% of 0A 01 must TRUE" and "Hold Steady, T3: 0A None"
CraftCategory
00 Starfighters
01 Transports
02 Freighters/Containers
03 Starships
04 Utility Craft
05 Platforms/Facilities
06 Mines
ObjectCategory
00 Craft
01 Weapons
02 Space Objects
Amount
00 100%
01 75%
02 50%
03 25%
04 At least one
05 All but one
06 Special craft
07 All non-special craft
08 All non-player craft
09 Player's craft
0A 100% of first wave
0B 75% of first wave
0C 50% of first wave
0D 25% of first wave
0E At least one of first wave
0F All but one of first wave
GoalAmount
00 100%
01 50%
02 At least one
03 All but one
04 Special craft
AbortTrigger
00 None
01 0% Shields
02 Systems 75% (fighters and transports only)
03 Out of warheads
04 50% Hull
05 Attacked
Order
00 Hold Station
01 Go Home
02 Circle
Var1 Number of Loops
03 Circle and Evade
Var1 Number of Loops
04 Rendezvous
Var1 Number of Dockings
05 Disabled
Var1 Number of Dockings
06 Await Boarding
Var1 Number of Dockings
07 Attack
Var1 Component?
08 Attack Escorts
09 Protect
0A Escort
0B Disable
0C Board and Give Cargo
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
0D Board and Take Cargo
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
0E Board and Exchange Cargo
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
0F Board and Capture Cargo
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
10 Board and Destroy Cargo
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
11 Pick up
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
12 Drop off
Var1 Deploy time? (seconds x 5)
Var2 Flight Group
13 Wait
Var1 Wait time (seconds x 5)
14 SS Wait
Var1 Wait time (seconds x 5)
15 SS Patrol Loop
Var1 Number of Loops
16 SS Await Return
17 SS Launch
18 SS Protect
19 SS Wait and Protect
1A SS Patrol and Attack
1B SS Patrol and Disable
1C SS Hold Steady
Var1 Wait time (seconds x 5)
1D SS Go Home
1E SS Wait
Var1 Wait time (seconds x 5)
1F SS Board
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
20 Board to Repair
Var1 Docking Time (seconds x 5)
Var2 Number of Dockings
21 Hold Station
22 Hold Steady
23 SS Hold Station
24 SS Kamikaze?
25 SS Kamikaze?
26 SS Disabled
27 SS Disabled
CraftWhen
01 Boarding
02 Boarded
03 Defence
04 Disabled
07 Special craft
08 Non-special craft
09 Player's craft
0A Non-player's craft
Misc
00 Rookie craft
01 Novice craft
02 Officer craft
03 Veteran craft
04 Ace craft
05 Top Ace craft
06 Stationary craft
07 Craft returning to base
08 Non-evading craft
09 Craft in formation
0A Rendezvousing craft
0B Disabled craft
0C Craft awaiting boarding
0D Attacking craft
0E Craft atatcking escorts
0F Protecting craft
10 Escorting craft
11 Disabling craft
12 Delivering craft
13 Siezing craft
14 Exchanging craft
15 Capturing craft
16 Craft destroying cargo
17 Picked up craft
18 Dropped off craft
19 Waiting fighters
1A Waiting starships
1B Patrolling starships
1C SS awaiting returns
1D SS waiting to launch
1E SS waiting to be boarded
1F SS witing for boarding craft to appear
20 SS attacking
21 SS disabling
22 SS disabling?
23 SS flying home
24 Rebels
25 Imperials
27 Spacecraft
28 Weapons
29 Space objects
2E Fighters
2F Transports
30 Freighters
31 Utility craft
32 Startships
33 Platforms
36 Mines
EventType
03 Page Break
04 Title Text
Var1 String#
05 Caption Text
Var1 String#
06 Move Map
Var1 X
Var2 Y
07 Zoom Map
Var1 X
Var2 Y
08 Clear FG Tags
09 FG Tag 1
Var1 Flight Group
0A FG Tag 2
Var1 Flight Group
0B FG Tag 3
Var1 Flight Group
0C FG Tag 4
Var1 Flight Group
0D FG Tag 5
Var1 Flight Group
0E FG Tag 6
Var1 Flight Group
0F FG Tag 7
Var1 Flight Group
10 FG Tag 8
Var1 Flight Group
11 Clear Text Tags
12 Text Tag 1
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
13 Text Tag 2
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
14 Text Tag 3
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
15 Text Tag 4
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
16 Text Tag 5
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
17 Text Tag 6
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
18 Text Tag 7
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
19 Text Tag 8
Var1 Tag#
Var2 TextTagColor (enum)
Var3 X
Var4 Y
22 End Briefing
TextTagColor
00 Green
01 Red
02 Purple
03 Blue
04 Red
05 Light Red
06 Gray
07 White
=====
This documentation is distributed under the GNU Free Documentation License
version 1.3 or later