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# Introduction

It's very easy to make and add missions to NOOSE mod. I included a coordinate re
corder activated by NumPad Dot (Decimal) which will create a file in NOOSEMissio
ns\Coordinates.txt
The missions have a XML syntax. All of the elements must be wrapped in a root ta
g, <Mission></Mission>.
Then we have 4 elements inside: MetaInfo, EntryPoints, Enemies and DecorativeVeh
icles.
# MetaInfo
This is the section which contains data about the mission itself (metadata).
Things like
* Name
* Info
* Enabled (true/false)
* CameraPos - defines the camera position when selecting the missions.
* RequiredIPL - if your mission needs any IPL to load. This is optional.
<RequiredIPL>
<IPL remove="true">cargoboat</IPL> <- This IPL will be removed while the
mission is active, and then re-added when the mission ends.
<IPL>anotherOne</IPL>
</RequiredIPL>
* Area - a polygon defining the combat area of your mission. This is optional. I
t has a list of Point tags with x and y attributes, they define the polygon vert
ices.
Try to keep the polygon as simple as possible.
<Area>
<Point x="121" y="1521"/>
<Point x="124" y="4124"/>
<Point x="121" y="1521"/>
<Point x="124" y="4124"/>
</Area>
# EntryPoints
This section defines the entry points of the mission. You can have as many entry
points as you want.
There are 3 types of entry points:
- teleport: Instantly teleports the player to the coordinates.
- rappel: Player spawns in a helicopter and then flies to the coordinates and r
appels down.
- plane: Player spawns in a plane and gets flown to the destination, landing th
e plane.
Every type has their own arguments but they all share one: the Name.
# teleport EntryPoint
- Name
- Position with x,y,z and heading attributes
<EntryPoint type="teleport">
<Name>Front</Name>
<Position x="81.6684" y="3596.262" z="39.72292" heading="5.505774"/>
</EntryPoint>
# rappel EntryPoint
- Name
- Destination (of the helicopter)
- Helipad with attributes x,y,z
<EntryPoint type="rappel">
<Name>Helicopter</Name>
<Helipad x="1770.297" y="3238.947" z="41.6537"/>
<Destination x="-23.28014" y="3666.868" z="54.55974"/>

</EntryPoint>
#
-

plane EntryPoint
Name
PlaneSpawn: has attributes x,y,z, this is where the plane spawns.
PlaneHeading: plane heading when it spawns.
Approach: x,y,z of the position where the landing begins. This is generally in
front of the airport, high in the air.
- RunwayStart: start of the runway.
- RunwayEnd: end of the runway. If the pilot overflies the runway, make the Runw
ayEnd in the middle of your runway.
<EntryPoint type="plane">
<Name>Plane</Name>
<PlaneSpawn x="1775.372" y="3275.426" z="41.18471"/>
<PlaneHeading>180</PlaneHeading>
<Approach x="1775.372" y="3275.426" z="41.18471"/>
<RunwayStart x="1775.372" y="3275.426" z="41.18471"/>
<RunwayEnd x="1775.372" y="3275.426" z="41.18471"/>
</EntryPoint>
# Enemies
This is where you define your enemies. Each line represents one enemy and has at
tributes x,y,z, and heading.
By default, the mod will load all of your enemies. If you set a "max" attribute
to Enemies, it will pick a random unique spawnpoint and create an enemy until it
reaches that number.
If you set it to "random", the mod will choose that number between maxpositions/
2 and maxpositions.
<Enemies max="1">
<Enemy x="96.46419" y="3750.036" z="40.71968" heading="70.04143"/>
</Enemies>
# Bomb Defusal Gamemode
This section is completely optional. It defines the spawnpoints for the bomb in
the Bomb Defusal gamemode. First define a list Bombs with a "time" attribute, wh
ich will define the bomb countdown in seconds.
Then add spawnpoints inside with x,y,z and heading attributes. One will be chose
n at random every round.
<Bombs time="120">
<Bomb x="2141" y="1241" z="1512" heading="2412"/>
<Bomb x="2141" y="1241" z="1512" heading="2412"/>
<Bomb x="2141" y="1241" z="1512" heading="2412"/>
</Bombs>
# DecorativeVehicles
This section is optional, but you have to include it, even if empty. Defines emp
ty vehicles to spawn in the world.
The spawn attribute indicates whether to spawn always (-1) or when the player ch
ooses a specific entry point (0,1,2, etc).
This vehicle will always spawn:
<Vehicle model="Police" x="7.751782" y="3601.629" z="40.11242" heading="174.1431
" spawn="-1"/>
This vehicle will only spawn when the player chooses the first entry point:
<Vehicle model="Dinghy2" x="181.5672" y="3660.32" z="30.12024" heading="45.93738
" spawn="0"/>
There are also optional attributes for your vehicles:
- siren: true/false whether the siren should be on

- doors: bitmask for which doors to open. the order is left-front, right-front,
left-rear, right-rear
ex: "0011" would open the back doors, "1010" would open left doors and "
1111" would open all doors.
See BikersHideout.xml for an example reference.

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