Campaign files - descriptions and functions

Terrain / Theater editing

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Snake Man
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Campaign files - descriptions and functions

Post by Snake Man » 2007-01-03 21:48:19

This topic is about campaign files, their descriptions and functions. We want to learn the functions of all the campaign files and describe them as through as possible so we gain greater understanding of the campaign and how it works.

The following list is taken from SP4.2 campaign/save/ directory.

atc.ini
-

attrit.pri
-

Auto Save.cam, .frc and .his
The default automatic saving of campaign files. These files can be deleted before new theater is released.

cas.pri
-

DEFAULT.idx
-

DEFAULT.wch
-

Defense.pri
-

doctrine0.txt doctrine0 through 7
-

Element.b
-

Element.db
-

Element2.db
-

Emerganc.b
-

END.B
-

f0.ia f0 through f13
-

Falcon4.AII
Increasing "MaxFlymissionNoThreat" to 100 boosts up mission tasking.

FALCON4.RT
-

FALCON4.TT
-

FEATURE.B
-

FLEVENT.DB
-

Flight.db
-

FLIST.TXT
-

FORDEND.DB
-

FORDEVT.DB
-

FORDNCE.DB
-

FORDWEAP.DB
-

Header.b
-

header.db
-

Instant.cam
Instant action file, just the ground objects. No aircrafts or ground units.

Intdict.pri
-

kneemap.gif
Kneemap GIF image which is shown on cockpit. 256 color image, resolutions 512x512, 1024x1024 and 2048x2048, not sure if 256x256 is also supported.

<theater>.idx
Index numbers list of all the theaters objects(?)

<theater>.NAM
-

<theater>.pak
The PAK area image, seen on campaign when prioritizing the PAK areas.

<theater>.tc
-

<theater>.THR
Created by PathMaker utility, it shows where the roads and features are.

<theater>.tm
-

<theater>.wch
Strings of the objective names(?)

Loadout.b
-

LOADOUTH.B
-

m0.ia m0 through m4
-

mission.dat
-

MISSION.GBD
-

NoSquad.b
-

OBJECTIV.B
-

OFFENSE.PRI
-

PackHead.b
-

PElement.db
-

PHEADER.DB
-

Pilot.db
-

related.db
-

Results.db
-

RoE.b
-

save0.cam
Main campaign objectives, ground units, squadrons and misc datas file.

0 is the first campaign, ie top, considered to be thea easy one (but really depends on the file contents laid out by campaign creator, top most campaign slot don't necessarily mean its the most difficult one, but usuall is heh).

save0.tri
Trigger file for first campaign, controls all kinds of campaign flow and the final objectives how to achieve a victory.

save1.cam / tri
Second campaign, ie middle.

save2.cam / tri
Third campaign, ie bottom.

SITUATE.B
-

SQUAD.B
-

stations.dat
Controls the Tacan.

# Kimpo - ex Kimpo (Gimpo)
276 083 X 14 25 1 109.9
---------------------------
-#: Name of the airbase
-276: CampID of the airbase (into Tacedit objectlist view)
-083 X: TACAN channel
-14:It is a sequential no. that you choose for each airbase and that is linked to the CampID via this stations.dat file.
-25: TACAN Range (Nm)
-1: Emmitter Type (always 1)
-109.9: ILS frequency

STEERPT.B
-

STEERPTH.B
-

Strings.idx
-

Strings.wch
-

Support.b
-

taceng.db
-

TASK.GBD
-

teplanes.lst
List of all aircrafts and their ID's etc data. For TE only?

teunits.lst
-

te_new.tac
The Tactical Engagement file. Can have only two teams. No ground forces are saved to this file, this is the master TE file.

THREAT.B
-

Threats.b
-

tmp.frc
-

tmp.his
-

validac.act
Aircrafts available in campaign (also TE?), add 8888 value and then they are available.

voicerange.dat
-

Weather.b
-

*.dfs
dogfight files?

--- End ---

That's the campaign directory file list with the exception of pre generated .tac TE files etc. Please post any and all information you have from each of these files and I'll update this first post.

I'm hoping this topic / post will be the one stop knowledge base of campaign files and their purpose.
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Ermes
Newbie
Posts: 9
Joined: 2004-01-29 23:01:01
Location: Madrid, Spain

Post by Ermes » 2007-01-04 11:18:31

This is atc.ini file:

[ATC]
;This is the amount of time in minutes the player has from the
;time he enters the sim to get off the ground or get bumped back
;to the UI. (Note: regardless of this value the player is always
;given at least 1 minute past his scheduled takeoff time)
PlayerBumpTime = 10

;At what amount of time in minutes past their scheduled takeoff
;time is an AI plane yanked out of the sim (i.e. cancelled)
AIPullTime = 15

;How long in seconds the flight behind you will wait before going around
AIPatience = 120

;After a flight is this late (in seconds), and the flight behind it is
;also late, ATC will give the flight behind you clearance to takeoff,
;and tell you to wait.
ATCPatience = 180
Image

F4Spain Theatre Team --- http://f4spain.g-sims.com

Malc
Lt Colonel
Posts: 294
Joined: 2000-12-24 23:01:01
Location: England

Post by Malc » 2007-01-04 15:22:58

In Open Falcon, STATIONS.DAT is replaced/substituted by STATIONS+ILS.DAT

Code: Select all

# Chongju - ex Cheongju
# ILS 05R 23L 05L 23R
764 042 X 18 25 1 250200 118700 0 0 0 11170

<campaign> <tacan> <tacan> <callsign> <range> <tacan_type> <tower_freq_UHF> <tower_freq_VHF> <runway1_ils_freq> <runway2_ils_freq> <runway3_ils_freq> <runway4_ils_freq>
Callsign entry points to the voice soundbite, if you use 32766, then no voice is announced, ie rather than "Cheongju Tower...", it says "Tower..."

To communicate with the tower, you need to enter a tower_freq_UHF & VHF entry.

Also, provision is made for up to four separate ILS frequencies, ie each runway/orientation may have a separate frequency. Entering 0 (zero) means no ILS available.
Last edited by Malc on 2007-01-04 15:42:09, edited 2 times in total.

T_Rex
FreeFalcon
Posts: 848
Joined: 2001-03-04 23:01:01
Location: here

Post by T_Rex » 2007-01-04 15:26:22

Oooooh... that is pretty slick! :D
Sic Semper tyrannosauro.

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