The Hitchhikers Guide to GenEd
Version 1.1
June 20, 2000

0 CONTENTS

  1 INTRODUCTION
    1.1 What is GenEd? 
    1.2 How do I begin? 
    1.3 The Panel
    1.4 The Menues
    1.5 Imorting Graphics
    1.6 The View

  2 THE ACTIONS
    2.1 Entity Control Actions
    2.2 Trigger-related Actions
    2.3 Drop zones & Drop ships
    2.4 Player Interface
    2.5 Gameplay Control
    2.6 Multiplayer Specials
    2.7 Unsupported

  3 THE TRIGGERS
    3.1 Special Triggers
    3.2 Area Triggers
    3.3 Entity Triggers
    3.4 Timers
    3.5 Campaign Flag Triggers
    3.6 Interface Triggers

  4 APPENDICES
    4.1 Appendix A: Files Reference
    4.2 Appendix B: SQD File Reference


1 INTRODUCTION


1.1 WHAT IS GENED?

GenEd is the tool of choice for the aspiring Ground Control mission designer.  
It includes functions for unit, building and prop placement as well as adding 
of triggers, script containers and actions within these containers.  With GenEd, 
a graphics program and a text editor you feel comfortable with, you can create 
any multi-player or single-player mission for Ground Control.  You could use for
example PhotoShop or Paint Shop Pro for graphics and UltraEdit, EditPad or even 
NotePad for text editing.  


1.2 HOW DO I BEGIN?

Make sure the GenEd program is copied to your GC Data directory and start it. 
Remember to use a Desktop color depth of 16 bits! Select File->Open and go to 
the directory in which you extracted the GenEd zip.  

Open multiplayer\missions\Example\ and select that file.  Now GenEd will load 
the Example mission.  In fact this mission is the raw data for DM1_TheDesert 
as featured in the Ground Control Beta.  If you would like to create single-
player missions instead, you should save them as \data\missions\mission-name 
instead of \data\multiplayer\missions\mission-name.  

Now you can play around with all of GenEd's actions, functions and triggers 
on the mission.  You can select units from the top right tree view and place 
them on the map using the right-click menu available over the map area. You can 
zoom in and out on the main display using the + and - keys on your keypad and 
you can move the view around using the arrow keys. 

Change the view mode in the main window using 1, 2, 3 and 4.  View mode 1 is the 
height map only where brighter areas are elevated and darker areas are depressions. 
View mode 2 displays the texturing of the map, editable if a texture is selected 
in the bottom right of the edit panel.  View mode 3 is the most "accurate", the 
light map mode in which the textured map is superimposed on the image, giving you 
a very good image of how the actual ground will look in the game.  View mode 4 
displays the slope-map, where green areas are passable by all units, light green 
areas are passable by most units except the heaviest, yellow areas are impassable 
to all ground units except marines and red areas are impassable to all units but 
aerodynes. 

When you have created your mission as you want it, save it as the name you want 
for it, either in \data\multiplayer\missions for multiplayer or in 
\data\missions for single-player.  Custom single-player missions will be 
available from within the game via the Custom Game-menu on the single-player
screen.  


1.3 THE PANEL

In the panel to the right there is a tree view window reading "Crayven", 
"Order..", "Prop" and "Special".  This is the object tree.  From there you can 
select objects and place them in the world map.  Underneath it is a button to 
revert all props to ground height, useful if the height map has been modified 
since the grass was planted.  Props are statical objects within a map, most 
often grass, trees and other vegetation. 

Beneath the button there is a box with another key similar to the Prop key but 
affecting only objects in the selected SCRIPT, and also there is a listing of 
scripts available on this map.  You can create new and destroy old.  

The list holds an item called "START".  This is the script container listing.  A 
script container can be roughly compared to a function.  It can contain several 
actions and it can be called from within other functions.  The START script is 
always executed as soon as a mission starts, so from this you have to start all 
others, either parallel or in some sequence. 

Below the Scripts box is an Actions list.  It contains the Actions in the 
selected script and here you can add, remove and change the Actions described in 
chapter 2.  

At the bottom of the panel is a small overview map of the current mission and 
next to it is a palette of textures.  The palette can be changed into another 
but only textures from one palette can be used on each map.  If you want to 
change, do so in the drop-down list reading "Desert_Base".  To texture the map, 
select one of the textures in the palette and start painting on the map surface.  
Mode 2 (key 2) shows the texture layout of the map.  The size of the brush can 
be changed with the plus and minus in the bottom right. 


1.4 THE MENUES

The drop-down Edit menu lists five items for map settings.  Here are some short 
descriptions of what they do. 

1.4.1 Measure (CTRL-M)
The first is measure and works as a simple, efficient scale checker.  Click one 
point, then another to draw a line between the two and display the game-world 
distance.

1.4.2 Playfield (CTRL-F)
The Playfield option will allow you to move and change the size of the playable 
field of the map.  Plus and minus change the size of the field and the field is 
moved by dragging the bottom left corner somewhere else.  

1.4.3 Environment (CTRL-E) 
The Environment menu contains settings for the color of the fog, what sky you 
want to have, how high the sky is, how thick the fog should be, what color the 
sun should be, where it should be pointed, how well the shadows fade..  and here 
you also generate a new light map.  The "texture style" in the bottom left corner 
decides the camouflage texture on the units in the game as well as the color of 
swirling dust, i.e. if it should be snow, grass or sand that swirls.  

The sky is a little special since if you change that you must also change the 
fog to the corresponding value that is found in the file Skies.txt.  Sorry.  
If you do not take the fog value from there, it will look bad.  

1.4.4 Mission (CTRL-I) 
Here you can set the game type - Multiplayer, Single- player or Tutorial.  This 
is a multiplayer mission, so let that be.  The menu has a shortcut to the 
Session menu, 1.4.5 and beneath that you can select what force this mission is 
for in single-player, what tech level should be standard in Multiplayer, how 
many squads and drop ships should be available, how many teams should be able to 
join the game (you should never allow more teams than you have dropzones for) and 
also which unit branches should be available for use on the mission. 

1.4.5 Session (CTRL-K) 
These are the default settings for a multiplayer game on the mission you are 
editing.   The time limit, score limit and reinforcement interval (and if it 
should be active as a default) are set here, as well as the APC mode, standard 
damage factor and if Friendly fire should be activated from the start.  All of 
these options can be overridden on the server, or changed by the host before a 
game so the settings are there just to provide a default value.  



1.5 IMPORTING GRAPHICS

You can import your own height map, light map, cloud map and bump map into GenEd and 
it will handle the rest correctly.  To import a height map, select File->Import 
Height map and for light map, select File->Import Light map.  The file will be 
imported and applied, if you import a height map the slope map will be updated to 
the new terrain.  

To import cloud maps and bump maps you will need to go into the Environment menu 
available from Edit->Environment or CTRL-E.  That box has buttons for import. 


1.6 THE VIEW

The drop-down menu "View" contains many display options for if you want to see 
all the labels, all the lines, all the dots, or if you want to hide them all. 
Hiding the Props does a lot for a map's visibility in GenEd.  Try pressing 
CTRL-J and CTRL-D.  



2 THE ACTIONS

2.1 ENTITY CONTROL ACTIONS

Entities are all those things that run around, shoot, get killed or cause other 
events to occur on a map.  Generally, multiplayer missions do not have many of 
them (at least not yet) but single- player missions consist almost solely of 
them.  Player entities can not be directly manipulated, but they can be caught 
in a trigger and be manipulated via the "AFFECTED" and "AFFECTOR" special case 
entities. 

2.1.1 AddEntity
Normally you do not need to create this action from the script box action list.  
Instead, you select an entity type from the object tree at the top of the 
activity panel, either from the "Crayven", or the "Order Of The New Dawn" 
branches. If you expand a branch, let's say Crayven->Support, you reach the 
units themselves and once you have selected a type, you can right- click on the 
map and select "Insert Object" to place it on the map. After this, you can reach 
the object's properties either by right- clicking on the object and selecting 
"Edit Object", or by double- clicking its corresponding AddEntity action in the 
right script. Remember to always edit a new squad!  Give it a name and a weapon, 
perhaps make it larger than a single unit, and assign it to the right team.  

2.1.2 EnableEntity (default ON)
This action can be used to disable and re-enable the aimer on entities.  The 
unit will still move around and respond but it will neither aim nor fire at 
other units.  Use this to disable turrets whose power station has been 
destroyed. 

2.1.3 KillEntity
Use this action to kill a specific entity / squad.  No damage will be dealt, it 
will just plain DIE.  WhenKilled triggers will trigger on units killed this way. 

2.1.4 PlayerControl
This is an interesting action.  Using this, a team can gain control over a non-
team unit.  This is how trucks are given to the player in the single-player 
campaign.  Note:  You must first give control of a unit to the player, to 
be able to remove that control later.  

2.1.5 RemoveEntity
This removes an entity / squad from the game without the bang.  The WhenKilled 
trigger will still activate so make sure you have used DestroyTrigger on any 
such WhenKilled triggers before using this, unless you want the game to 
interpret the removal as a death. 

2.1.6 SetBehavior (default NORMAL) 
This will change the AI behavior mode of an AI unit.  A NORMAL unit will move 
where it's told and attack en route, but not stop and engage, similar to 
offensive movement.  An AGGRESSIVE unit will stop or even follow and destroy 
enemy units that cross its path - this only works if the unit has a weapon.  A 
CHICKEN unit will still attack, but it will flee as soon as it has been fired 
upon. 

2.1.7 SetDirectOrder
Use this to give orders just like you would in the game.  GUARD, ATTACK, MOVE 
are available.  Guarding units will return fire upon anyone who attacks their 
designated guarded entity or entities - one major difference between this sort 
of guard and the one in the game as a player is that more than one unit can be 
guarded.  ATTACK also can list more than one target.  

2.1.8 SetFallbackOrder (default NONE)
These orders are not available to the player but only through scripting.  STAND 
GROUND orders a unit to hold a specific position and depending on Behavior it 
may hold at all costs or return to the objective position after moving from it.  
PATROL is a series of waypoints that the entity / squad will move along.  STAR 
is a number of waypoints that the entity / squad moves to / from in no specific 
order.  SCOUT orders a unit to several positions within a specified range of a 
point, in no specific order.  Units always fall back to their fallback order 
unless given a new one. 

2.1.9 UseSpecEq
This is how you call Special Equipment from the scripting language.  All 
available special equipment items and then some can be used here.  Note that 
this equipment DOES NOT RUN OUT.  To activate, perform UseSpecEq once and to 
deactivate, use the same thing again on the same entity / squad.  

2.1.10 UseSpecEqPosition
..and this is how to place position specific equipment such as radars, 
sentry guns, mines and vortex fields.  A little tricky since the entities placed 
this way will not have an entity name when placed. 


2.2 TRIGGER-RELATED ACTIONS

Without triggers, mission scripting would not be called scripting.  If entities 
are actors, and actions are actions, then triggers are reactions to those 
actions.  A trigger will check certain conditions and when those conditions are 
met, it will start another script. The full implications of triggers will be 
expanded upon in the  chapter 3.  

2.2.1 CreateTrigger
This creates triggers.  Selecting it will present you with the list of available 
triggers and the second part of the CreateTrigger action will vary completely 
depending on what trigger you choose to create. 

2.2.2 DestroyTrigger
For those situations when you absolutely, positively have to make sure that the 
trigger that was valuable up until now will never be activated, DestroyTrigger 
is your weapon of choice.  Several triggers can be destroyed by the same action, 
so no need to copy and paste. 

2.2.3 SetCampaignFlag
This will set a flag by a name of your choice that can be checked later on 
during the game, both within a mission or within an entire campaign.  Triggers 
can be started and actions occur because of such flags and they can thereby be 
used to create a continuously changing campaign.  It takes a lot of work though, 
so be careful, okay?  You should also be aware that CampaignFlags are supported 
throughout the campaign scripting system so please get in touch with your 
Community Contact if you are interested in creating custom campaigns for GC.  

2.2.4 UnSetCampaignFlag
Removes a campaign flag of the name you have chosen.  

2.2.5 RunScript
Not really a trigger, this action will start and run another SCRIPT instantly 
without any conditions having been filled. 


2.3 DROP ZONES & DROP SHIPS

The points where you can land.  You can have as many as you want for each 
team, it just takes some time to place all of them.  You should place them on 
flat, open areas from which it would be FAIR to make a stand.  If the exact spot 
is not suitable, the game will accommodate while playing, but this is not 
recommended. 

2.3.1 AddDropzone
This works the same way as the AddEntity, only it creates Drop zones. Drop zones 
are available under "Special" in the object tree and can be set to a specific 
team and even a specific NUMBER of charges.  That is, you can land as many drop 
ships on this zone as the value of "NUMBER".  If NUMBER is -1, you can land 
however many you want. Drop zones are removed with RemoveDropzone. 

2.3.2 DropShip
More of a display than anything else.  This will make a drop ship come down, land 
on the 7th second approximately and then take off again.  Used at the end of 
single-player missions to "pick up" the player. 

2.3.3 EnableDropship (default ENABLED)
Using this trick, drop ships number 0, 1 and 2 can be disabled and re-enabled.  
This way, the player could have one drop ship available to him at the start of a 
mission, getting more as he plays. 

2.3.4 RemoveDropzone
Using this action you can remove one of a player's drop zones.  Might be something 
for some new and interesting multiplayer modes.


2.4 PLAYER INTERFACE

2.4.1 AddPointObjective
Adds an objective to the tactical map.  It will take a name and description that 
will be displayed in the game.  It always has a point value but does not have to 
be visible, set by its "state". 

2.4.2 CompleteObjective
Marks a created objective as Completed.  Should not be used before the objective 
has been added. 

2.4.3 RemovePointObjective
Removes one or more objectives that have been added.  Do not remove objectives 
that have not been added yet. 

2.4.4 Camera
Takes control of the camera, moves it to one point, from that point to another 
with a set rotation and altitude.  Revert to original position makes sure the 
camera ends where it started, and Rotate long way makes the camera always rotate 
the long way around its axis. 

2.4.5 CountDown
Activates a countdown timer in the upper left corner of the interface, just to 
let the player know that he should hurry.

2.4.6 MessageBox
This is how you communicate with the player or players.  The message can be 
delivered to a specific team or to all teams and it can also include a voice 
recording if such are available, and a face (or in the case of ANNIE_1 or GHOST, 
a logo). 

2.4.7 SoundTrack
Changes the music or background sound effects.  Most of the time the background 
sound is that of cikada or icy winds.  Changing the music, or turning on some 
cool vibes when the going gets tough is a very nice effect.  The SoundTrack can 
also be set to nothing, for silence. 


2.5 GAMEPLAY CONTROL

2.5.1 SucceedMission
This will make the designated team the WINNER of a mission.  If one team wins, 
all other teams automatically lose. 

2.5.2 FailMission
This will make the designated team a LOSER of a mission.  If all teams lose 
except one, that team will be the winner.  

2.5.3 EndMission
This forces the mission to end.  Normally we trigger this to happen 5 seconds 
after a VICTORY or FAIL in single-player games, and it can be used to terminate 
multiplayer game sessions, behaving just as if the affected team quit the game. 


2.6 MULTIPLAYER SPECIALS

2.5.1 Multi_FlagZone
Plants a flagzone of the set size at the designated spot. Remember to keep 
flagzones apart so that one can't win by simply rushing all the zones with a 
single squad. 

2.5.2 Multi_ScoreZone
Plants a scorezone of the set size at the designated spot. 

2.6.3 Multi_AwardScore
Another open-ended thing we have put in just in case.  We're not currently 
using it, but with it you can award score to a team for triggering a case of 
your choice.  Surely you can use it for some very interesting mischief.  



2.7 UNSUPPORTED

2.7.1 TutorialThing
A number of commands can be called from this generic action but none of those 
commands will be given out before we see a need for them with the community. 



3 THE TRIGGERS
These are the various triggering conditions that can be checked to see if the 
designated script should be activated.  Called with CreateTrigger and destroyed 
(cancelled) with DestroyTrigger. 


3.1 SPECIAL TRIGGERS

3.1.1 IsTriggered
The trigger checking trigger, or metatrigger.  This is a very special trigger 
and it will both cost you and save you a lot of work.  It can be extremely 
useful in many situations.  You enter into it all the triggers you want to be 
checked for activation and then you set the saturation of these triggers.  
When the saturation is reached, let's say five of the triggers have been run, 
the IsTriggered activates the target script.  The triggers to be checked must 
have been created before IsTriggered can check for them.  

3.1.2 Random
If you set this trigger to 100% probability, one of the things listed under 
Target will happen.  The selection of which target is activated is supposedly 
random. 


3.2 AREA TRIGGERS

3.2.1 AnyEntityEnterArea
If ANYTHING enters this area, it becomes the AFFECTED and AFFECTOR in the script 
that is activated by this trigger.  

3.2.2 CommandApcEnterArea
If a Command APC from the designated team enters this area, it becomes the 
AFFECTED and AFFECTOR in the script that is activated by this trigger.  

3.2.3 EntityEnterArea
If the exact desinated entity enters the defined area, it becomes the AFFECTED 
and AFFECTOR in the script that is activated by this trigger.  

3.2.4 TeamEnterArea
If any unit from the designated team enters this area, it becomes the AFFECTED 
and AFFECTOR in the script that is activated by this trigger.  Used in single-
player to see when the player drops his first squads. 



3.3 ENTITY TRIGGERS

3.3.1 UnderAttack
This trigger will activate if the designated entity / squad has been attacked 
and taken damage.  The entity in question must have been added before this 
trigger is created or it won't work. In the started script, the unit that fired 
will be AFFECTOR and the unit under attack will be AFFECTED. 

3.3.2 WhenKilled
WhenKilled is linked to an entity and when that entity dies it triggers, maybe 
killing the attacker or something just as nice.  The entity must have been added 
before the trigger is attached, or it will never trigger.  In the started script, 
the unit that did the killing will be both AFFECTOR and AFFECTED. 


3.4 TIMERS 

3.4.1 Timer
The basic, all-purpose timer.  When it comes to 0 the trigger starts the target 
script to blow up a building or call in an air strike or something completely 
different. 

3.4.2 Multi_TimeLimit
Your basic, multiplayer purpose game lenght timer.  When this trigger is active, 
it will grab the time you fed into the multiplayer game timelimit and when the 
timer reaches zero the game will not end but instead the designated script will 
be activated.  That script could contain a SucceedMission action for the 
defending team in a base defense mission, or any other series of script actions. 


3.5 CAMPAIGN FLAG TRIGGERS

3.5.1 CheckCampaignFlagSet
Checks to see if the designated campaign flag is set and will trigger if it is. 

3.5.2 CheckCampaignFlagNotSet
Works like 3.3.1 but the other way around, it will only trigger if the relevant 
campaign flag was NOT set. 


3.6 INTERFACE TRIGGERS

3.6.1 PlayerSquadInApc
Special case trigger, checks to see if a player squad is inside of his Command 
APC.  Rather useless outside of Tutorial situations at the moment but maybe 
there are uses for this trigger that have not been thought up yet. 

3.6.2 NextButton
The Practical Trigger.  Use it and a button will appear in the top right corner 
of the screen reading "Next".  If the button is pressed, the trigger will 
activate and start its target. 



4 APPENDICES

4.1 APPENDIX A: FILES REFERENCE?

One example mission has been included with GenEd.  Feel free to look around the 
files and see what they do.  Most files are either plain text or Targa graphical 
files.  Here are the definitions of which files are which, and what kinds of 
files they are. 


4.1.1 FILES YOU NEED TO EDIT

4.1.1.1 *HeightMap.TGA file
Uncompressed Greyscale or Indexed Grey Targa, 512x512.  This is a very important 
file.  It is the height mesh of the mission and defines height differences to 
the terrain.  Black is low, white is high.  This is the biggest thing you have 
to create yourself that GenEd cannot help you with at this point.  If you do not 
want to create heightmaps in an art program, maybe you could try using a real 
heightmap tool such as Leveller?  


4.1.1.2 *.SQD files
Plain text.  These files controls the available squads for both Order and 
Crayven during this mission.  There are 6 instances of this file to every 
multiplayer mission and one for single-player.  For multiplayer, there is one 
file per tech level, 1 through 6.  The files supplied with the Example missions 
are all valid for their tech level. 


4.1.1.3 *.DSC file
Plain text.  This is the debriefing / journal text.  There are two different 
areas to this file, one for when the player has won and the other for when he 
has lost. It is edited with a text editor.


4.1.1.4 *.TEM file
Plain text.  This is the short description visible when selecting the mission 
from the map list in the game.  It is edited with a text editor. 

4.1.1.5 *Name.TXT file
Plain text.  This file only contains the name of the mission.  


4.1.1.6 *Briefing.LOC and *Briefing.MS2 file
These two files make up the mission briefing so crucial for single- player 
missions and the more advanced multiplayer ones.  


4.1.1.7 *HISTORY.TXT
This is just a file to keep track of how the mission has been modified during 
development.  There isnt really a need to change it unless you want to.  



4.1.2 FILES YOU CAN EDIT BY HAND IF YOU WANT TO

4.1.2.1 *CloudMap.TGA file
Greyscale Targa, 128x128.  These are the cloud impressions on the terrain.  
There are a few standard cloudmaps, but you could make your own.  White is no 
change, black is black.  The cloudmap is imported from the Environment menu, 
Edit->Environment or CTRL-E.


4.1.2.2 *BumpMap.TGA file
Uncompressed Truecolor Targa, 256x256. These are the high-detail textures for 
the ground.  There are a few standard bumpmaps, but you could make your own.  
White is no change, black is black.  The bumpmap is imported from the 
Environment menu, Edit->Environment or CTRL-E.


4.1.2.3 *LightMap.TGA file
Uncompressed Truecolor Targa, 512x512.  This is the absolute light across the 
map.  White is white and black is black and everything inbetween will give a 
tinge to the map and all units on that spot.  The lightmap is imported from 
the Environment menu, Edit->Environment or CTRL-E or generated on the same 
screen by entering some good numbers and giving it a spin on the "Generate 
Light"-button.  Try to keep the sun direction around 135 degrees though, to 
make the tactical map easier to read.  Sun color is the color of sunlight 
and ambient color is the color of shadows.  The shadowfade decides how 
sharp the edges of shadows should be.  Play around with it and watch how 
the lightmap mode (number 3) looks different with different settings. 



4.1.3 FILES YOU DO NOT NEED TO EDIT BY HAND

4.1.3.1 *.SCT file
Plain text.  This is the mission script.  It is a plain text file with all the 
script events, actions and triggers listed.  You could technically learn how to 
edit this file by hand. 


4.1.3.2 *.SES file
Plain text.  This file contains the standard setup for a multiplayer session on 
this map.  Default limits and rules are defined here.  You can change this file 
with a text editor, but GenEd can do it from the Session menu, Edit->Session or 
CTRL-K. 


4.1.3.3 *.PRP file
Plain text.  This file contains the type and position of all props on a map.  
Props are edited by going into prop edit mode in GenEd, done by going into the 
PROP section of the object tree in GenEds upper right corner.  


4.1.3.4 *.ENV file
Plain text.  In this file all the Environment data is saved.  This file is 
edited from GenEds environment menu available via Edit-> Environment or CTRL-E.


4.1.3.5 *.MBX file
Plain text. This file contains all the text strings from MessageBox functions.  
GenEd saves this one automatically so there is no need to use a text editor.


4.1.3.6 *.MIS file
This is a binary file  the only binary file in the mission format, actually.  
Its data is accessed from the GenEd mission menu available via Edit->Mission or 
CTRL-I.


4.1.3.7 *.OBN file
Plain text.  This file contains the name strings for Objectives.  You do not 
need to change this file with a text editor.


4.1.3.8 *.OBD file
Plain text.  This file contains the description strings for Objectives.  You do 
not need to change this with a text editor.


4.1.3.9 *.SLP file
This is a 2-bit raw bitmap file automatically generated by GenEd every time a 
heightmap is imported.  You would most probably never need to edit this file by 
hand for this reason. 


4.1.3.10 *.MAP file
This is in a proprietary file format used to place textures on the map.  You 
edit it by selecting a texture from the bottom right in GenEd and painting the 
map with it. 


4.1.3.11 *BriefingMap.TGA file
This is the texture used as a map in the briefing.  Automatically generated when 
selecting File->Generate Briefingmap in GenEd.  Not needed for simple 
multiplayer games.


4.1.3.12 *BriefingHeightmap.TGA file
This is the low-resolution heightmap used in the briefing.  Automatically 
generated when selecting File->Generate Briefingmap in GenEd.  Not needed for 
simpler multiplayer games. 


4.1.3.13 *MiniMap.TGA file
Truecolor Targa, 128x128.  This is the small tactical map in the game.  
Automatically generated by GenEd when saving a mission.


4.1.3.14 *MegaMap.TGA file
Truecolor Targa, 352x352.  This is the large tactical map in the game.  
Automatically generated by GenEd when saving a mission.  



4.2 APPENDIX B: THE SQD FILE
(This entry was copied from the official Ground Control forum, available from 
http://www.groundcontrol1.com, click "FORUM".) 


4.2.1 Squad Definition

A multi-player mission normally has seven squad files.  One named just like the 
rest of the mission file, and six more with a number added to the end.  That 
number is the tech level for which the SQD file will be used. For example, 
"Example1.sqd" is the units available on the first tech level. The file without 
a number is the Standard file. It is only read in  multiplayer if the game 
failed to read the correct file (perhaps it was missing, or invalid), but it is 
read always in single-player. 

     [CRAYVEN] 

     SQUAD 
     MARINE_B 
     DUMMYWEAP 
     DUMMYEQU1 
     -1 

The "[CRAYVEN]" tag denotates that the following squads are available for any 
CRAYVEN players. Therefore, all units under this tag should be Crayven units. 
There is a similar tag, "[WRATH]", also typed on a line of its own, without 
quotations, that denotates that the following squads are specifically for Order 
players. The Order was once called Wrath, as a working name. 


"SQUAD" notates a the beginning of a squad entry. The four lines following 
SQUAD contain data about the specified squad. 

"DUMMYWEAP" is the special weapon. You COULD specify, instead of entering 
"DUMMYWEAP" onto this line what special weapon you would like to equip the 
squad  with, instead of the default, automatically chosen one for the unit 
type. The trouble is, if you specify this you run the risk of entering a value 
that is invalid for the unit, tech level or faction.. 

"DUMMYEQU1" is the same thing as DUMMYWEAP, only it's a dummy value for the 
Special Equipment instead of the weapon. The "1" is not important,   GC only 
supports one piece of special equipment per squad. 

The "-1", the last line of the squad setup is the designated drop ship. -1 
means "none" and places the squad to the left, in the "available squads" list
instead of actually inside a drop ship and the player must manually move it to 
the drop ship of his choice to bring it with him. By instead setting the value 
to 0, 1 or 2, the squad will be put into the first, second or third drop ship as 
default. 


To create a single-player SQD file, you must first decide what tech level you 
want for the mission, since single-player missions are not played from the 
multiplayer menues and their tech levels cannot be set manually before the 
mission. I suggest you save your mission with a tech level of 15, the highest 
value avaliable in the default Single-player tech level file. In time, we might 
disclose information on how to make your own campaigns, complete with tech level 
ladders and all, where you could specify the technology advancement as you'd 
like it.. for now, just go with the highest and  maybe experiment down when you 
know your set-up works. 

Then you must decide what side is playing the mission, and specify this under 
Edit->Mission, and finally create a SQD file on the format MissionName.SQD (that 
is, without a tech level number).  This file should contain no [CRAYVEN] or 
[WRATH] tags, and should only contain units of the correct force. 


4.2.2 Single-player Tech Ladder

For the default single-player tech ladder, the following units are available on 
the corresponding level: 

  1: MARINE, LIGHTHOVERDYNE, CRUSADER 
  2: (no new units) 
  3: LIGHTTERRADYNE 
  4: SCOUTHOVERDYNE 
  5: MEDIUMTERRADYNE, MEDIUMHOVERDYNE 
  6: SCOUTTERRADYNE
  7: JAEGER, TEMPLAR 
  8: WCLIGHTAERODYNE, AAHOVERDYNE 
  9: ARTILLERYTERRADYNE, ARTILLERYHOVERDYNE 
  10: LIGHTAERODYNE, FIGHTERAERODYNE, ATTACKAERODYNE, HEAVYHOVERDYNE 
  11: AATERRADYNE, BEAMHOVERDYNE 
  12: ROCKETTERRADYNE, HEAVYTERRADYNE, WCFIGHTERAERODYNE, WCATTACKAERODYNE 
  13: BOMBERAERODYNE, DRONEHOVERDYNE 

Levels 14 and 15 do not contain any more units, only a few more pieces of equipment 
and special weapons. 

4.2.3 Unit Variations

Each unit comes in 4 variations: 

_B for balanced.
_O for offensive.
_D for defensive.
_R for recon/speed. 

When you write a SQD file, you must specify one of these four, and if you do not
wish to specify, go with _B for balanced, weighed toward no specific task.  


Copyright 2000 Massive Entertainment AB.
All Rights Reserved.

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