"Autopiloting" occurs when the wingmen and the player move to the next nav point. A ship which autopilots moves with the player from nav point to nav point, while a ship which does not autopilot does not leave the current nav point.
A comm represents the sound of a pilot's voice. You can change
the comm of any ship. Certain comms are intended for players,
wingmen,
and for carriers.
<?xml version="1.0" encoding="UTF-8"?>
<campaign name="Wing Commander
1: The Vega Sector" playername="Lt. Bob Blair">
<mission file="mission1.mission.xml"
win="mission2.mission.xml"
/>
<mission file="mission2.mission.xml"/>
</campaign>
You can start by opening up notepad, and copying the above text into it.
Ignore the first line, you will never need to change it..
First, on the third line of the text, you can
change the name of your campaign.
This title will automatically be displayed in
Flight Commander, allowing the user
to choose to play your campaign. Also, you
need to give the player a name. This should be the player
character's formal name and rank. It will appear in the game on the
Login screen.
On lines 4 and on, you see a number of lines
beginning
with mission. For every
mission that the user might play, you need a
mission line.
The simplest mission line will look like the following.
<mission file="mission1.mission.xml" />
You only need to change the text within the quotes. The file="mission1.mission.xml" tells us the file name for this particular mission. This file should have been created as mentioned above by the mission editor. This would be appropriate for the last mission of a campaign. If the mission was won or lost, the user will always play this same mission over and over again.
But for a real campaign, we want the user to play a new mission if he succeeds in passing the current mission. If the user fails the current mission, he must try again. The following line accomplishes this.
<mission file="mission1.mission.xml" win="mission2.mission.xml" />
If the player passes mission1.mission.xml, then the player proceeds to mission2.mission.xml. Note that since the player could potentially play 2 missions, we need 2 mission entries. One for mission1, and one for mission2.
For a more complicated campaign, we may want the player to proceed on a losing track. This could occur, for example, if a player killed all the enemy ships, but could not save a transport. We can specify the losing path as shown below.
<mission file="mission1.mission.xml" win="mission2.mission.xml" lose="mission3.mission.xml" />
Since the player could get to mission 1 -3, we need 3 mission entries.
Once you have created all your mission entries for a campaign, count them up. You must put this number into the nummissions field at the beginning of the file.
for example,
nummissions="2"
in our original file:
<?xml version="1.0" encoding="UTF-8"?>
<campaign name="Wing Commander
1: The Vega Sector" playername="Lt. Bob Blair">
<mission file="mission1.mission.xml"
win="mission2.mission.xml"
/>
<mission file="mission2.mission.xml"/>
</campaign>
Now, save your newly created campaign.
The
filename must end in .campaign.xml. For example.
we could name the file test3.campaign.xml.
Make sure to save in the Flight Commander directory.
Now, when you start flight commander, you
automatically
be able to select your campaign from the
campaign menu.
The following code could be used to try out a single mission.
<?xml version="1.0" encoding="UTF-8"?>
<campaign name="Test out my
new mission">
<mission file="mission1.mission.xml" />
</campaign>
Here is an example using a losing campaign.
<?xml version="1.0" encoding="UTF-8"?>
<campaign name="Losing Campaign
Test" playername="Lt. Bob Blair">
<mission file="mission1.mission.xml"
win="mission2.mission.xml"
lose="mylosingmission.mission.xml"/>
<mission file="mission2.mission.xml"/>
<mission
file="mylosingmission.mission.xml"/>
</campaign>