Janes Campaign Builder Project - By Pete "Pygmy" Marone
Master Document - version
.91a - 0052Z27Jan2000
After fiddling around for the past week or so with the campaign builder,
I feel I have a somewhat basic understanding of how it works. To truly
understand the builder, you'll need to understand the mission builder
(where I'm kind of weak).
This is not a complete documentation of the campaign builder. There are
several areas that I still need to try and figure out - i.e. the process
res. Check box for nodes, the resources settings for a node, how to edit
the ctexte.exe file (or where to put text files for campaign briefings
and updates), dimensions of campaign specific graphics (though that's
not hard to find when I get around to it!). I'm hoping that the Jane's
F/A-18 community can collaborate on this to flesh it out into a full
documentation of the campaign builder, and I'd like to eventually add
some graphics for better understanding.
As a group effort, I ask that a few ground rules be applied to this document.
First, I think all discussion of creation/improvement of this document
should be handled on the Janes_FA18@onelist.com
mail list - I don't want this documentation used to bolster any individual
website, including my own. If you use any information contained within
this document in your own documentation, please acknowledge those who
contributed to this document. All those who contribute to this document
will receive acknowledgement of such within this document. This document
should be distributed in plain text, rich text, or HTML formats to ensure
easy access for all. There shall be only one "master version" of this
document, which will always be posted under the Files area of the Janes_FA18@onelist
website (www.onelist.com/files/Janes_FA18/
). Copies of the latest master version will be disseminated via the comp.sys.ibm.pc.games.flight-sim
newsgroup, the Janes_FA18@onelist.com
mail list, SimHQ.com, Hornet Central, Ham's F/A-18 Online Operations,
Limech's Jane's Site, F/A-18 Resource Center, Game Tools Technologies,
and any other site than expresses interest in this document.
Pete Marone
Jane's F/A-18 Campaign Builder
Updated to include additional information from CJ Martin.
Nodes
A node is anything that happens during the campaign. This can be something
the player interacts with, such as a mission or video clip, or something
that happens behind the scene such as a decision point or start/end point
of the campaign. Every box shown in the builder is a node. To see a node's
information screen, right click on the node itself.
There are several types of nodes.
Movie nodes designate a video clip seen by the player. These are identified
by the "director's board" icon. Movies must be located in the FA-18\Movies
folder. Double clicking a movie node will play the video clip associated
with it.
Mission nodes are missions the player may fly depending on how he progresses
(determined by the pilot's success/failure vs. the variables in place).
These are identified by the map icons. As far as I can tell, missions
must be located in the \FA-18\Campaign\MISSION folder.
Text nodes designate text messages seen by the player - i.e. campaign
updates. From what I can tell, text files are embedded in the ctexte.cmp
(English text) and ctextg.cmp (German text) in the \FA-18\Campaign\DATA
folder.
Initial nodes are found once in a campaign, and designate the start of
the nodal flow. There must be one and only one Initial node in a campaign.
Final nodes are designate the end point of the campaign. There are three
of these nodes - Final Success, Final Fail, and Final Tie - I'll leave
their meanings to your imagination :) A campaign must have at least one
Final node, and typically will have a Final Success and Final Fail at
minimum.
State nodes are used as logical operators in conjunction with Campaign
Variables to control branch randomization and/or logical branch progression
between cells of missions, to other State nodes, or to Final nodes.
Mission Cells
A mission cell is a group of mission nodes containing missions designed
around a specific intent - i.e. in Phase1 there is a blockade cell of
five possible missions (only 3 will be played by the player) based upon
the intent of blocking all Red Russian naval activity from leaving their
ports and resupplying Red forces elsewhere. Typically these missions
are bordered by state nodes.
Links
A link joins two nodes with specific logic for that link. Some nodes
are linked only to a single other node, while other nodes can be linked
to two or possibly more, requiring a logical or random operator to determine
the possible path. This is the basis of randomizing missions as well
as creating special event missions. The lines between nodes in the builder
are the links, with the originating node holding the logical/random operations
for the link. Right clicking a link will display its logic statements
(if any).
It's always a good idea to have a "default" link from each node; this
is the link that will be followed if no other logic is true. Link logic
is processed in order, first true wins (defaults always go last regardless
of their order).
Resources
Set numbers of resources and resupply rates within the campaign. Can
also be used to monitor certain force levels for logical nodal and/or
global links. One things I've seen so far is that you should never allow
a resource to fall to zero if its to be used within any mission. Do so
and the player will drop to desktop as soon as he clicks on the fly button.
A resource with a negative one (-1) value denotes an unlimited number
of the resource.
I'm still trying to figure out the data within the Resource Modify area.
Campaign Variables
Campaign Variables are specific values or indicators used to control
the flow of nodes via nodal links or global links. You create these variables
as needed for each campaign, so this section can be as strong as you
make it.
In the Phase1 campaign, the variables are as follows:
(From CJ Martin: Note these are just varables I created for use within
the campaign, and as you suspect, some are only used in certain campaigns.
The phase one campaign was built first as a proof of concept, and had
most of the variables I thought I would need in the grand...but probably
not all.)
Dice Roll=1. This is the operator that generates random branch generation.
The value of 1 designates a constant value as far as I can tell (I'll
experiment with this later) as opposed to a zero which indicates no value
(i.e. the win counts that increment throughout the campaign). When included
with a link and given a random value of 2 within the link (see the P1
Intro text node), a value of 1 or 2 is generated and the next node is
determined by this value.
Master Win Count=0 This sets the initial Master Win Count as zero (of
course!). Each successful mission increments the Master Win Count by
one. Right click any mission node and you'll see the statement for this
- Master Win Count = Increment by 1 If (Debrief Variable 0==1). Obviously
the Debrief Variable 0 pertains to the Debrief logic from the mission
builder, and in this case indicates the mission was successful. Logical
links later in the campaign rely in the Master Win Count to determine
flow of the campaign, and eventually determine campaign outcome.
Local Cell Win Count does for mission cells what Master Win Count does
for the entire campaign. This is critical for the campaign to flow to
different cells dependant on the outcome of the previous cell.
War At Sea Fail. This is used only in the Grand Campaign.
Special Refrag 1. I don't believe this is used in Phase 1, except to
increment by 1 at the completion of one or more mission nodes. Its logic
comes into play during Phase 2 of the Grand Campaign, where the value
of 1 is necessary to proceed along a certain branch.
Groups
A vestige of the F-15 campaign builder, which did not have the various
node types as does F/A-18. This was used in F-15's builder to differentiate
types of nodes by assigning color codes for each type of node (i.e. movies
nodes one color, mission nodes another, etc). The Groups function is
not necessary for F/A-18 campaigns.
Campaign Global Link
Uses resources and/or campaign variables to alter flow of the campaign
at any time, rather than at specific points as with the standard nodal
link. Phase1 has a global link that will consider the USS Reagan sunk
if it sustains a damage level of 3 or greater (or at least that's what
I believe the numbers state) and will instantly link to Node 49, which
begins the CV sunk nodes (movie, text, and final fail nodes).
Campaign Builder Options
No need for explanation.
Campaign Builder Setup
This is where you input the basic information for the campaign, which
is seen by the player in the Campaign Selection screen. Here you designate
the locations of a text file for the description of the campaign, and
two bitmapped images - one for the campaign selection, and one for the
campaign save file. You can also add the author's name and any remarks
for the campaign here.
General Tips, Hints, Tricks
(From CJ Martin) Think in logical terms and you'll be fine. Lastly, avoid
the temptation to make very complex campaigns, at least until you are
sure of what you are doing. Simple = bulletproof (or at least easier
to troubleshoot).
-end-
Master Document - version .91a - 0052Z27Jan2000
random screenshot
random irc quote: <Fmbls1212> Raz: Did you ever get around to putting in a mp3 player in 1 of the MFDs for me yet? :)