Cold Waters – Mods
Mods
Getting Started
Cold Waters supports pregnant modding. Before beginning, nosotros recommend backing upward your “default” folder to a rubber location. If you lot corrupt your default folder, only delete it in addition to re-download from Steam.
Default folder location is within the Cold Waters installation directory;
- PC: ColdWaters_Data/StreamingAssets/default
- Mac: ColdWaters.app/Contents/DataResources/Data/StreamingAssets/default
When loading game content, Cold Waters looks inwards iii places inwards the next social club for game content:
1) override (external)
2) default (external)
3) internal – cannot live edited
If the override folder is non present, create a novel folder yourself called “override” inwards the same folder equally default.
- So files inwards the override folder are ever checked for in addition to used first.
- Then the default folder is checked.
- Finally internal files are used. Internal files cannot live modified, but references to the diverse internal files tin live changed.
PARENT DIRECTORY:
When discussing modding of Cold Waters, both the default in addition to override directories are considered the “parent” folder. Do non elbow grease to modify anything exterior these folders equally the game cannot access it. Whether you lot edit default or override is upward to you, but nosotros recommend editing the override folder inwards social club to maintain your default content rubber in addition to for purpose equally templates.
IMAGES:
- Supported icon formats are PNG in addition to JPG only.
- When specifying a reference to an internal image, FILE EXTENSIONS ARE NOT SPECIFIED.
- When specifying a reference to an icon inwards either the default or override folder, FILE EXTENSIONS MUST BE SPECIFIED.
-For illustration the file “campaign/campaign001/camapign_data” contains these ii lines close the top:
-MapImage=campaign/maps/norwegian_sea_chart.png
-MapNavigationData=campaign/images/maps/norwegian_sea_navmap
The inaugural of all line of piece of job references either the default or override folder for an external PNG file (note the file extension) to clit the sea chart. You tin discover this file past times navigating to “campaign/maps/norwegian_sea_chart” yourself.
The 2nd line of piece of job references the navigation map information which is an internal TGA file (note no file extension). You volition non discover this file inwards your default or override directory equally it is built direct into the game.
WORLD UNITS
When editing missions, coordinates inwards globe units tin live specified.
1 Unit = 75 yards.
Single Missions
Single missions are made upward of iii files:
1) language/mission/missions_single
This is a listing of all unmarried mission titles. To add together a novel mission, add together a novel championship for it to this list.
All mission names inwards this listing correspond to ii missionXXX files (one inwards the parent directory in addition to 1 inwards the languages/mission folder) where XXX is a iii digit divulge in addition to represents the seat of the mission inwards this list. For illustration the 3rd mission inwards the listing would get got the divulge “003”. The carte du jour of Single Missions is built from this list.
2) language/mission/missionXXX
Contains the linguistic communication percentage of the mission including the briefing equally good equally the location.
Also contains a reference to the background image.
When creating a novel mission, create a novel file called “missionXXX” where XXX corresponds to the seat of this mission inwards the “language/mission/missions_single” list.
3) missionXXX
In the parent folder, this file contains all the mission parameters equally outlined below.
When creating a novel mission, create a novel file called “missionXXX” where XXX corresponds to the seat of this mission inwards the “language/mission/missions_single” list.
For illustration if at that topographic point are 4 missions already listed inwards “language/mission/missions_single”:
Add a novel line of piece of job to the bottom called “Mission Example”.
This novel line of piece of job is #5 so the novel mission divulge volition live 005.
Create a file inwards “language/mission/” folder called “mission005” containing the linguistic communication percentage in addition to background icon reference.
Create a file inwards the parent folder called “mission005” containing the mission file data.
When creating these novel files, you lot may desire to copy/paste existing mission files to purpose equally a template.
MISSION FILE COMPOSITION:
UseTerrain=TRUE
Specifies purpose of terrain in addition to H2O ice for this mission (TRUE/FALSE).
MapCoordinates=2530,2030
-The pixel coordinates of the globe map where the mission occurs. World map is 4096×2048
MapNavigationData=campaign/images/maps/norwegian_sea_navmap
-Reference to the navigation map which contains land, seasonal H2O ice coverage, biome in addition to H2O transmission data.
MapElevationData=campaign/images/maps/norwegian_sea_bathymetry
-Reference to the information used to generate terrain. Terrain information is 4096×2048
WorldObjectsData=campaign/maps/norwegian_sea_world_objects
-Database of globe objects, such equally ports, to live generated if fight occurs close them.
//Environment
-Date=15 MAR 1984
-Use this format to specify appointment of mission. Date is used inwards conjunction amongst hemisphere to decide season, weather, H2O ice conditions in addition to stage of moon.
Hemisphere=North
-Used to decide flavor in addition to weather condition inwards conjunction amongst Date.
Time=1200 (0000-2400,RANDOM)
-Military fourth dimension ranging from 0000 to 2400 or conduct a rnadom time.
UsePresetEnvironment=TRUE
-Override to purpose pre-defined weather condition in addition to body of body of water characteristics rather than get got them dynamically generated based on Date in addition to Hemisphere.
- Weather=Clear (Clear,Scattered,Broken,Overcast,Rain,Storm,Snow,SnowStorm,RANDOM)
SeaState=StrongBreeze (Calm,LightAir,LightBreeze,GentleBreeze,ModerateBreeze,FreshBreeze,StrongBreeze,HighWind,RANDOM) - DuctStrength=ZeroStrength (ZeroStrength,VeryWeak,Weak,Moderate,Strong,VeryStrong,RANDOM)
LayerStrength=ZeroStrength (ZeroStrength,VeryWeak,Weak,Moderate,Strong,VeryStrong,RANDOM) - These values are exclusively used if UsePresetEnvironment=TRUE.
RANDOM chooses a random value from the available options amongst the exception of Duct in addition to Layer strengths equally these parameters are calculated based on local weather, sea state, H2O depth in addition to season.
//Enemy Ships
NumberOfEnemyUnits=2-3,1-1,0-2
Enemy ships are specified equally ranges inwards groups amongst “,” betwixt groups.
Above illustration volition generate 2-3 ships from grouping ONE, 1 from grouping TWO in addition to 0-2 from grouping THREE.
Total divulge of enemy ships that volition spawn is capped at xv in addition to at to the lowest degree 1 vessel must ever live able to live spwaned.
CombatBehaviour=OFFENSIVE,DEFENSIVE,OFFENSIVE
How each grouping of vessels volition react to the musician submarine. Capital ships in addition to merchants tend to live DEFENSIVE spell escorts are OFFENSIVE.
EnemyShipClasses=wp_bpk_udaloy|wp_bpk_kresta2|wp_bpk_kara|wp_skr_krivak1,wp_takr_kiev,wp_ssn_victor3|wp_ssn_victor2
Enemy send classes are specified inwards groups amongst “,” betwixt groups in addition to “|” betwixt members of a group.
Ship identifiers are equally per those specified inwards “vessels/_vessel_list”.
In conjunction amongst NumberOfEnemyUnits in addition to CombatBehaviour inwards a higher house this line of piece of job would generate:
2-3: Udaloy, Kresta2, Kara or Krivak acting OFFENSIVELY
1: Kiev acting DEFENSIVELY
0-2: Victor3 or Victor2 acting OFFENSIVELY
FormationCruiseSpeed=12
-If travelling inwards a formation (UsePresetPositions=FALSE, reckon below) a formation volition automatically live generated in addition to volition cruise at this speed inwards knots.
-Capital ships in addition to merchants brand upward the nub amongst escorts at the periphery.
-Submarines of SSGN in addition to SSBN grade past times default volition human activeness DEFENSIVE fifty-fifty if assigned to an OFFENSIVE group.
-Aircraft/Helicopters volition human activeness relative to the formation, screening it equally it moves.
//Ship positions in addition to headings, otherwise create into a formation
UsePresetPositions=FALSE
If FALSE, ships volition live arranged into a formation in addition to volition cruise at the speed specified inwards FormationCruiseSpeed.
If TRUE, private placement of send postions, orientation in addition to waypoints is needed in addition to Aircraft/Helicopters require designated search zones.
WARNING: if TRUE, numbers of enemy units must live constant e.g. NumberOfEnemyUnits=3-3,1-1,2-2 so that all waypoints (EnemyWaypoints, reckon below) correspond to the exact divulge of ships.
PlayerPosition=0,0
PlayerHeading=0
-Places the musician sub at the globe coordinates amongst the heading specified.
PlayerDepthInFeet=45
PlayerTelegraph=1
-Optional start setting used for preparation missions.
//Only used inwards preparation agency to precisely house enemy ships
-EnemyPositionsX=0|20|-20,-100,0|0
-EnemyPositionsZ=-100|-100|-100,100,0|0
-EnemyHeadings=90|90|90,-90,-90|90
//AI Nav Waypoints
-EnemyWaypoints=0,-100|0,100
-EnemyWaypoints=10,-100|10,100
-EnemyWaypoints=20,-100|20,100
-EnemyWaypoints=30,-100|30,100
-EnemyWaypoints=40,-100|40,100
-EnemyWaypoints=50,-100|50,100
Specifies a serial of waypoints for purpose past times each ship. Each waypoint coordinate is X,Y inwards globe space, separated past times “|”. Supports many waypoints but maintain the spacing pregnant such that it is non within the plough radius of vessels or likewise closed to terrain (at to the lowest degree 10 globe units minimum).
In our illustration NumberOfEnemyUnits=3-3,1-1,2-2, the half dozen ships acquaint volition purpose the waypoints respectively.
Each volition spawn betwixt whatever ii of their waypoints in addition to get got a 50% run a jeopardy to run their waypoints inwards the opposite direction.
Countinued inwards Single Missions – Aircraft, Sonobuoys in addition to Mines.
Single Missions – Aircraft, Sonobuoys in addition to Mines
Aircraft, Sonobarriers in addition to Minefields
//Enemy Aircraft
-NumberOfHelicopters=1
-HelicopterType=wp_helix
-NumberOfAircraft=1
-AircraftType=wp_il-38_may
-Specifies the exact divulge in addition to types of aircraft in addition to helicopters. Ranges for NumberOfX are non supported.
-Helicopter in addition to aircraft identifiers are equally per those specified inwards the file “aircraft”, inwards the parent directory.
-If UsePresetPositions=FALSE, helicopters in addition to aircraft volition covert the formation. Otherwise they require specifed search areas equally outlined below.
//Aircraft Search Areas
-AircraftSearchArea=-100,-100,100
-AircraftSearchArea=100,100,100
-Search areas are an X,Y coordinate followed past times the search radius inwards globe units.
-Like vessels, aircraft in addition to helicopters must get got an exact divulge of search areas specified equal to the total divulge of aircraft + helicopters.
-Helicopters are ever assigned first, followed past times aircraft so inwards the inwards a higher house example, the helicopter searches at -100,-100 inwards a 100 unit of measurement radius spell the aircraft searches at 100,100 inwards a 100 unit of measurement radius.
SonoBarrierLocations=-49,85,40|-219,165,40|-305,200,40|-395,205,40
Sets upward sonobarriers for coastal areas equally an X, Y coordinate followed past times the detection range. Player entering this expanse has a run a jeopardy to live detected.
ProximityMineLocations=-4,81|-92,104|-134,124|-176,144|-261,186|-349,203
World coordinates to house mine fields.
ProximityMineField=10,4,35,5|10,4,35,5|10,4,35,5|10,4,35,5|10,4,35,5|10,4,35,5|10,4,35,5
Number of mines inwards a row, divulge of mines inwards a column, length of plain inwards globe units, depth of plain inwards globe units.
ProximityMineFieldAngles=0,30,30,30,30,0
Set the globe angle of each field.
ProximityMineScatter=0.3,0.3,0.3,0.3,0.3,0.3
Amount of variation inwards private mine placement. 0 = exact grid, 1 = exact overlap amongst neighbouring mine.
Config File
Located inwards the root parent directory.
[Menu Camera]
- MenuCameraRect=0,0,1,1
- MenuCameraOrthographicSize=DEFAULT
- MenuPixelDensity=2
- Parameters for adjusting the photographic telly camera in addition to carte du jour sharpness.
[Music]
- MusicMainMenu=audio/music/Cold Waters Main Menu
- MusicStrategicMap=audio/music/Cold Waters Strategy
….
Defines the tracks used for the diverse music scores inwards game.
[Flags] – deprecated for now
- FlagSoviet=vessels/flags/flag_soviet.png
- FlagSovtorgFlot=vessels/flags/flag_sovtorgflot.png
- FlagSignal=vessels/flags/flag_signal.png
- Not implemented at this time.
[Acoustics Weather]
- MaxSurfaceDuctBonus=12
- MaxLayerBonus=12
- MaxConvergenceBonus=20
- ConvergenceRange=35000,44000
- MaxBottomBounceBonus=10
- BottomBounceRange=15000,20000
- BottomBounceDepthRange=2000,2800
- AttenuationFactor=0.0008
- SpreadingFactor=20
- OceanBaseAmbientNoise=75
- NoisePerSeaState=5
- MaxNoiseFromRain=20
- NoiseFromCavitation=20
- NoiseFromTransient=5
- TargetNoisePerKnot=1
- PassiveCompressionFactor=3.2
- LandAbsorptionFold=3,4
- MaxShallowsAbsorption=20
- StrengthTypes=ZeroStrength,VeryWeak,Weak,Moderate,Strong,VeryStrong
- TimesOfDay=Dawn,Morning,Noon,Afternoon,Evening,Night
- Weather=Clear,Scattered,Broken,Overcast,Rain,Storm,Snow,SnowStorm
- WeatherProbability=0.2,0.2,0.2,0.2,0.1,0.1
- WeatherSeasonModifier=0.4
- SeaStates=Calm,LightAir,LightBreeze,GentleBreeze,ModerateBreeze,FreshBreeze,StrongBreeze,HighWind
- SeaStateProbability=0.05,0.1,0.2,0.2,0.2,0.1,0.1,0.05
- SeaStateSeasonModifier=0.25
- UnderwaterParticles=environment/underwater_particles
- RunningSilentBonus=5,8
- NavigationSonarRange=4000
Where applicable, values are inwards decibels or yards.
These parameters allow customisation of the sonar acoustics model in addition to environments.
[Environments]
//First surround is used inwards Unit Reference for lighting
Environment=Day_Clear
….
UnitReferenceLightingAngle=35,140,0
Reference to all the surround files which define the skies, fog, lighting, etc.
[Debug Options]
-CampaignDebugOnLoad=FALSE
When loading a displace checks all missions in addition to events for whatever obvious errors or missing files.
-EventsDebugOnContinue=FALSE
Cycles through all events allowing checking of content (not all dynamic content displays correctly) equally good equally right images in addition to music.
-UnitReferenceDebugOnSpace=FALSE
Applies harm decals to ships, so swaps to destroyed model upon pressing infinite inwards the Unit Reference.
-AutoCameraPanAndZoom=FALSE
Displays additional parameters inwards Options to laid photographic telly camera auto-movement in addition to zoom for shooting inwards game videos.
-ForceCampaignMissionType=FALSE
When testing a campaign, specify a musician mission type. That mission type volition ever live generated (if it legally can) to aid amongst debugging/playtesting that specific mission type.
[Difficulty Settings]
- //Easy, Normal, Hard, Elite
- PlayerHullPoints=3,1.5,1,0.75
- EnemyHullPoints=0.75,1,1.125,1.25
- PlayerNoiseModifier=0.75,0.9,1,1.1
- EnemyNoiseModifier=1.3,1.1,1,0.9
- PlayerTMARate=1.4,1.2,1,0.85
- EnemyTMARate=0.85,1,1,1.2
- CombatRepairTimeModifier=0.8,1,1.5,2
- PlayerWeaponReloadTime=0.8,1,1.5,2
[Difficulty Settings Campaign]
- StartPointsModifier=1.2,1,0.8,0.6
- WinMissionModifier=1.2,1,0.75,0.5
- FailMissionModifier=1.2,1,0.75,0.5
- TonnageSunkModifier=1.2,1,0.75,0.5
- TimeInPortModifier=0.8,1,1.2,1.5
- RestockTimeModifier=0.8,1,2,3
- RepairTimeModifier=0.8,1,2,3
- RescueTimeModifier=0.8,1,2,3
- NumberOfASW=2,3,4,5
These difficulty modifiers apply bonuses or penalties to diverse game parameters inwards social club to brand the game easier or harder. Note that Elite difficulty disables whatever auto-classification of contacts.
Weapons
SENSORS: Sonar
SonarModel=usn_an_bqr_2
Reference mention used to equip sonar model onto vessels.
Each sonar model inwards game display mention is listed inwards languages/sensor/sensor_display_names. The social club of this listing MUST live the same equally the social club sensors are specified inwards sensors.txt.
-SonarType=PASSIVE (PASSIVE, ACTIVE, ACTIVE/PASSIVE)
Whether the sonar is active, passive or both
-SonarFrequencies=M (VL, L, M, H)
Frequencies it operates at.
-SonarActiveSensitivity=0
SonarPassiveSensitivity=32
How sensitive the sonar is.
-SonarBaffle=150
Degrees +/- over which the sonar is blind.
-SonarNoisePerKnot=1
Flow dissonance the sonar suffers per knot of vessel’s speed.
-SonarOutput=0
For active sonar, decibels of dissonance it pings with. Higher values growth sensitivity.
SonarDescription=Derived from the High German wartime GHG sonar suite equally fitted on the Type XXI electroboot, the BQR-2 is a medium frequency sonar fitted to virtually USN subs until the Thresher/Permit class. Though adequate for its day, past times the 1980’s this organisation is woefully obsolete in addition to nearly blind against all but the oldest Soviet boats.
Deprecated equally at that topographic point is no agency to display this information inwards game.
Radar
RADARModel=usn_bps_12
Reference mention used to equip radar model onto vessels.
Each radar model inwards game display mention is listed inwards languages/sensor/sensor_display_names. The social club of this listing MUST live the same equally the social club sensors are specified inwards sensors.txt.
RADARRange=60000
In yards to observe a LARGE radar signature.
RADARDescription=Some text here.
Deprecated.
WEAPONS
The weapons file is constitute inwards the parent folder in addition to contains definitions for torpedoes/missiles, depth weapons in addition to countermeasures.
Torpedo/Missile
WeaponObjectReference=usn_mk48
WeaponSprite=weapons/sprites/usn_mk48_sprite
Gives the weapon a reference mention (used inwards vessel in addition to aircraft files to equip this weapon) equally good equally a sprite to display inwards the HUD. Each weapon has a corresponding txt file inwards language/weapon which contains the inwards game display names in addition to Unit Reference description.
WeaponType=TORPEDO (TORPEDO, MISSILE, DECOY, SONOBOUY)
-Warhead=550
-Equivalent kg of TNT
-SurfaceLaunched=FALSE
-WireGuided=TRUE
-Whether the weapon is surface launched (eg ship) or non (submarine).
-RangeInYards=35000
-Max distance inwards yards, also used to calculate run time.
-RunSpeed=50
-ActiveRunSpeed=60
-Initial run speed in addition to run speed 1 time enabled.
-TurnRate=20
How apace the weapon tin turn. Arbitrary units.
-SensorAngles=80,15
Angles inwards degrees the sensor cone tin see. X, Y
-SensorRange=4000
Range of the sensor cone.
-WeaponNoiseValues=160,230
Noise generated past times the weapon (torpedo) when running unremarkably in addition to 1 time active.
-MaxPitchAngle=25
Max degrees the weapon tin pitch.
-HomeSettings=PASSIVE,ACTIVE
-AttackSettings=STRAIGHT,LEFT,RIGHT
-DepthSettings=LEVEL,SHALLOW,DEEP
-Weapon settings that tin live applied.
MinCameraDistance=0.5
How closed the photographic telly camera tin become far globe units
ResupplyTime=15
Minutes to charge the weapon onto the musician sub inwards a campaign. Modified past times difficulty settings.
[Model]
- ModelFile=weapons/assets/usn_mk48
- Material=weapons/assets/usn_mk48_mat
- MaterialTextures=weapons/assets/usn_mk48_tx
- MeshPosition=0,0,0
- MeshWeapon=Mk48
- MeshPosition=0,0,0
- MeshWeaponPropRotation=700
- MeshWeaponProp=Mk48_propl
- MeshPosition=0,0,-0.0528
- CavitationParticle=weapons/assets/torpedo_cavitation_particle
- Mesh, texture in addition to particle definitions, rotations in addition to positions.
Mortars
- DepthWeaponName=RBU 6000
- DepthWeaponDescriptiveName=RBU 6000 Anti-Submarine Rocket Mortar
- DepthWeaponObjectReference=wp_rbu6000_mortar
- Specifies the mention in addition to reference for the weapon. Used to equip this weapon on vessels.
-DepthWeaponWarhead=25
Wearhead size inwards kg TNT.
-DepthWeaponRange=1000,6500
Min in addition to max hit inwards yards.
-DepthWeaponContactExploded=TRUE
DepthWeaponDepthExploded=TRUE
Is the weapon contact exploded and/or depth exploded.
-DepthWeaponKillRadius=10
Radius inwards yards weapon volition kill/damage.
-DepthWeaponNumberFired=12
Number fired inwards a slavo.
-DepthWeaponRateOfFire=0.75
Rate of fire, divulge of seconds betwixt each weapon fired.
-DepthWeaponMortarPositions=-50,-25,0,25,50,75,230,205,180,155,130,105
Angles of each mortar fired from mount.
-DepthWeaponFiringPosition=0.0088,0.013
Offset for launch seat relative to mount.
-DepthWeaponSpreadRadius=125
Weapon spread radius roughly target seat inwards yards.
-DepthWeaponVelocity=10
Arbitrary velocity.
-DepthWeaponSinkRate=0.2
Arbitrary sink rate.
[Model]
- ModelFile=weapons/assets/rgb-60
- Material=weapons/assets/usn_moss_mat
- MaterialTextures=weapons/assets/usn_moss_tx
- MeshPosition=0,0,0
- MeshDepthWeapon=RGB-60
- MeshPosition=0,0,-0.014
- DepthWeaponBubblesParticle=weapons/assets/rbu_bubbles
- DepthWeaponLaunchParticle=weapons/assets/rbu_launchFlare
[/model] - Model meshes, textures in addition to particles definition.
Naval Shell
- DepthWeaponName=Gun 6×3
- DepthWeaponDescriptiveName=Gun 6×3
- DepthWeaponObjectReference=wp_6x3_b-38_shell
- DepthWeaponWarhead=20
- DepthWeaponRange=100,25000
- DepthWeaponNumberFired=3
- DepthWeaponRateOfFire=0.1
- DepthWeaponReloadTime=10
- DepthWeaponVelocity=5.2
- Same equally above, but less parameters needed for a naval shell.
Countermeasures
CountermeasureName=USN Noisemaker
CountermeasureObjectReference=usn_noisemaker
Name in addition to reference definition, used to equip this countermeasure on vessels.
CountermeasureType=NOISEMAKER (NOISEMAKER, CHAFF, KNUCKLE)
The type of countermeasure.
-Lifetime=120
In seconds.
-SinkRate=0.01
Arbitrary sink speed.
-NoiseStrength=150
In decibels.
CountermeasureDescription=Standard USN noisemaker countermeasure.
Deprecated.
[Model]
- ModelFile=countermeasures/assets/noisemaker
- Material=weapons/assets/usn_mk48_mat
- MaterialTextures=weapons/assets/usn_mk48_tx
- MeshPosition=0,0,0
- MeshCountermeasure=Noisemaker
- MeshPosition=0,0,0
- CountermeasureParticle=countermeasures/assets/noisemaker_fx
[/model] - Model meshes, textures in addition to particles definition.
Vessels
All vessel definitions are inwards the vessels folder. In improver a file called “_vessel_list” is used to charge each vessel file into the game’s database inwards the social club they are specified. Influenza A virus subtype H5N1 vessel must live on this listing to appear inwards game. Note that biological entities are considered equally vessels.
SIgnatures
Within the vessel folder is a signature folder containing PNG’s of all vessel sound profiles used inwards Signature Analysis.
Vessel definition File
Vessel definition files must live named afterwards each reference mention provided inwards the _vessel_list file.
Designation=SSN (as listed inwards manual, but tin live anything)
ShipType=SUBMARINE (SUBMARINE, ESCORT, CAPITAL, MERCHANT, BIOLOGIC)
The vessel designation display in addition to type of vessel.
PlayerHUD=hud/default
If this is a musician vessel, which HUD should live loaded. Path is relative to the parent folder.
- Length=110
- Beam=10
- HullHeight=0.08
- Displacement=6927
- Crew=129
- Range=10000
- HullNumbers=FALSE
- Vessel dimensions, statistics in addition to which (if any) hull numbers should live displayed. Hull numbers are private PNGs named for the total hull number.
[Movement]
- SurfaceSpeed=20
- SubmergedSpeed=33
- AccelerationRate=0.27
- DecelerationRate=0.08
- RudderTurnRate=0.75
- TurnRate=2
- PivotPointTurning=0.256
- DiveRate=5
- SurfaceRate=5
- BallastRate=0.25
- Waterline=0.05
- SubmergedAt=0.172
- CavitationParameters=20,-100
- PropRotationSpeed=-190
- TestDepth=950
- EscapeDepth=600
- Speeds are inwards knots, rates are arbitrary.
- Waterline offsets the model to sit down higher or lower inwards the H2O (world units).
- TestDepth used to calculate shell depth in addition to EscapeDepth is depth inwards a higher house which you lot tin abandon ship.
[Acoustics Sensors]
- SelfNoise=115
- ActiveSonarReflection=25
- ActiveSonarModel=usn_an_bqq_5
- PassiveSonarModel=usn_an_bqq_5
- TowedArrayModel=usn_tb_16
- AnechoicCoating=FALSE
- RADAR=usn_bps_15
- RADARSignature=SMALL
- TowedArrayPosition=-0.109,0.003,-0.779
- Noise in addition to active sonar reflection are inwards decibels. Sonar models specified equally per their reference names.
[Weapon Systems]
- TorpedoTypes=usn_mk48,usn_moss,usn_ugm84,usn_tasm,usn_tlam
- TorpedoNumbers=16,2,8,0,0
- TorpedoTubes=4
- NumberOfWires=4
- TubeConfig=1,1,1,1
- TorpedoTubeSize=21
- TubeReloadTime=30
- Types of torpedoes specified equally per their reference names.
- Number of each type of torpedo.
- Reload fourth dimension inwards seconds in addition to modified past times difficulty settings.
- Torpedo mounts are specified inwards the [Model] department in addition to must get got the same divulge of mounts equally TorpedoTubes.
MissileType=wp_ss-n-14
MissilesPerLauncher=4,4
Specifies the missile type in addition to divulge or launchers (2) in addition to divulge of weapons per launcher (4).
Missile mounts are specified inwards the [Model] department in addition to must get got the same divulge of mounts equally MissilesPerLauncher divulge of elements.
RBULaunchers=wp_rbu6000_mortar,wp_rbu1000_mortar,wp_rbu6000_mortar,wp_rbu1000_mortar
RBUSalvos=8,6,8,6
RBUFiringArcBearingMin=-130,-180,0,130
RBUFiringArcBearingMax=0,-130,130,180
Specifies rbu launcher types from frontward port side to raise starboard side, divulge of salvos per rub launcher in addition to their firing arcs.
NavalGuns=wp_ak-725_shell,wp_ak-725_shell
NavalGunFiringArcBearingMin=-20,160
NavalGunFiringArcBearingMax=-160,20
NavalGunRestAngle=180,180
NavalGunParticle=weapons/assets/SmallMuzzleFlash
NavalGunSmokeParticle=weapons/assets/SmallMuzzleSmoke
Specifies naval guns using the shell type seat the gun type amongst same format equally RBUs: from frontward port side to raise starboard side. Firing arc min should ALWAYS live less than firing arc max UNLESS the balance angle for that turret is 180, inwards which instance contrary them.
Anti-MissileGunHitProbability=0.015
Anti-MissileGunRange=4000
Anti-MissileGunFiringArcStart=-150,-150,30,30
Anti-MissileGunFiringArcFinish=-30,-30,150,150
Anti-MissileGunRestAngle=0,0,0,0
Anti-MissileGunUsesRADAR=0,0,1,1
Anti-MissileRADARRestAngle=0,0
ChaffType=wp_chaff
ChaffProbability=0.12
NumberChaffLaunched=2
Defines CIWS guns for anti-missile defenses. Range is inwards yards. CIWS guns tin also get got a radar mountain associated amongst them. Chaff probability is the % run a jeopardy of spoofing a missile per chaff launched.
NoisemakerName=usn_noisemaker
NumberOfNoisemakers=20
NoisemakerReloadTime=20
Noisemaker on board, how many in addition to how long to reload each.
[Subsystems]
LabelPosition=364.3,28
BOWSONAR=FRONT
LabelPosition=59.9,193.2
TOWED=REAR
LabelPosition=409.7,193.3
PERISCOPE=SAIL
LabelPosition=409.7,151.4
ESM_MAST=SAIL
LabelPosition=409.7,171.9
RADAR_MAST=SAIL
LabelPosition=364.3,49.4
TUBES=FORE,FRONT
LabelPosition=229.6,193.2
FIRECONTROL=FORE
LabelPosition=229.6,172.2
PUMPS=MID,AFT
LabelPosition=59.9,27.7
PROPULSION=AFT,REAR
LabelPosition=59.9,172.2
RUDDER=REAR
LabelPosition=59.9,48.7
PLANES=SAIL,REAR
LabelPosition=190.8,49
BALLAST=MID
LabelPosition=190.8,28
REACTOR=MID
For musician vessels, specifies the label positions inwards harm command panel equally good equally defines which subsystem is inwards which compartment. Compartments from forepart to dorsum are FRONT, FORE, MID, AFT, REAR, plus SAIL.
[Flooding Display: x,width,ymin,ymax]
FLOODING1=160,45,-77,-39
FLOODING2=107,58,-77,-39
FLOODING3=47,61,-77,-39
FLOODING4=-23,74,-77,-39
FLOODING5=-90,59,-76,-39
DamageControlPartyY=-31
Specifies the bluish H2O sprite positions in addition to ranges for the harm command display.
[Model]
- Specifies graphics for the vessel.
- Aircraft
- Aircraft are constitute inwards the parent folder inwards aircraft.txt. Each aircraft also has a corresponding description file inwards languages/aircraft folder which contains in-game descriptive mention in addition to Unit Reference description.
[Aircraft]
- AircraftObjectReference=wp_helix
- AircraftType=HELICOPTER (HELICOPTER, FIXED WING)
- Reference mention in addition to type.
CruiseSpeed=106
Length=11.3
Height=5.5
Weight=11000
Crew=4
Statistics, weight is inwards kg, sped inwards knots.
RADAR=wp_mushroom
RADARSignature=SMALL
ActiveSonarModel=wp_foal_stork_tail
PassiveSonarModel=wp_foal_stork_tail
SonobuoyTypes=wp_rgb_64
SonobuoyNumbers=3
Specifies sensors using sensor reference names equally good equally sonobuoys in addition to how many on board.
[Weapon Systems]
- TorpedoTypes=wp_umgt-1
- TorpedoNumbers=2
- DepthBomb=wp_depth_bomb
- DepthBombNumbers=2
- MinCameraDistance=0.5
- Specifies torpedoes in addition to depth bombs, how many on board an minimum cameras distance inwards globe units.
[Model]
[/model]
Specifies meshes, positions, rotations etc.
Campaign Setup 1
Campaigns are made upward of 1 file in addition to 1 folder:
1) FILE: language/campaign/campaigns
This is a listing of all displace titles. The carte du jour of campaigns to select is built from this list.
All displace names inwards this listing correspond to a folder inwards the “campaign” directory. The mention of this corresponding folder is campaignXXX where XXX is a iii digit divulge in addition to represents the seat of the displace inwards this list. The carte du jour of campaigns is built from this list.
2) FOLDER: campaign/campaignXXX
Within a displace folder are ii subfolders (language in addition to missions) equally good equally other files.
LANGUAGE FOLDER
All linguistic communication content inwards txt files including:
– events
– awards
– natural linguistic communication fields
– mission briefings in addition to outcomes
– map information in addition to labels
– description of the displace (seen inwards displace choice screen)
– part names of Earth in addition to ocean
MISSIONS FOLDER
Mission parameters inwards txt files.
OTHER FILES
In the displace parent folder are 4 other files:
campaign_data: defines the mass of displace data.
summary: defines the background icon for the displace choice screen, musician classes in addition to enemy classes.
waypoints_region: waypoint information for the Earth war
waypoints_sea: waypoint information for body of body of water regions
MAP COORDINATES
All coordinates for waypoints in addition to locations on the displace map purpose the next values:
+/- 780 for x
+/- 390 for y
0,0 is the catch of displace map
/////////////////////////////////////////////////
campaign/campaignXXX/campaign_sumary
/////////////////////////////////////////////////
Image=campaign/images/pact naval 2
Reference to the icon to live displayed inwards the select displace screen.
PlayerVessels=usn_ssn_narwhal,usn_ssn_los_angeles,usn_ssn_sturgeon,usn_ssn_skipjack
Classes of musician controlled submarines allowed for this campaign.
OtherVessels=biologic_humpback_whale,biologic_blue_whale,wp_ssbn_delta4…..
Classes of enemy vessels expected to live encountered inwards the campaign. Used to specify the acoustic signatures available. May involve to live edited based on enemy navy acquaint or era displace occurs in. At a minimum, all vessels specified inwards “EnemyShipClasses” of the diverse displace musician in addition to non-player missions should live on this list.
/////////////////////////////////////////////////
campaign/campaignXXX/language/description
/////////////////////////////////////////////////
Single line of piece of job description of the displace shown on the displace choice page.
“\n” tin live used equally a line of piece of job break.
/////////////////////////////////////////////////
campaign/campaignXXX/waypoints_region
/////////////////////////////////////////////////
//Rekjavik in addition to Keflavik
WaypointName=I1
WaypointPosition=-226.9,118.1
Alignment=FRIENDLY
ConnectedZones=I2
InvadedBy=SEA,FRIENDLY
WaypointName: a unique mention for a waypoint.
WaypointPosition: the seat of the part inwards map space.
Alignment: (FRIENDLY, ENEMY) the starting alignment of the region.
ConnectedZones: used to specify other zones that direclty neighbor this zone.
InvadedBy: (AIR, LAND, SEA, FRIENDLY, ENEMY) the route/s past times which this zone tin live invaded DIRECTLY in addition to the side allowed to practise so. Usually a zone is invaded via whatever neighbouring zone already occupied past times the invading army. InvadedBy allows a side to opened upward a novel forepart (or re-capture a zone) without needing to occupy a neighbouring zone.
For example:
Rekjavik in addition to Keflavik are inwards Iceland. If the Soviets occupy zones I1 in addition to I2 (namely the whole of Iceland), NATO cannot re-capture via a neighbouring zone since Republic of Iceland is an island. InvadedBy=SEA,FRIENDLY allows the friendly side (NATO) to direct re-take Republic of Iceland via the zone I1.
Another example:
//Copenhagen
InvadedBy=SEA,ENEMY
Denmark tin live invaded from the due south if the Soviets occupy that neighbouring zone inwards West Germany. But InvadedBy=SEA,ENEMY would allow the Soviets to direct Earth an amphiboius landing forcefulness in addition to occupy Kingdom of Denmark without the involve to occupy that neighbouring zone inwards West Germany.
ZONE AND REGION NAMES
Names of the zones in addition to regions they are inwards are listed inwards “campaign/campaignXXX/language/waypoints_region_names”.
The inaugural of all line of piece of job specifies the names of all regions that zones tin belong to.
After that is a listing of ZONE_NAME=REGION where the mention of each zone in addition to the part it belongs to are specified. Note that each part inwards this listing must correspond to a part specified inwards the inaugural of all line. This listing of zone names MUST live inwards the same social club that the zones were defined inwards the waypoints_region file.
These names are used inwards events to clit diverse locations.
/////////////////////////////////////////////////
campaign/campaignXXX/waypoints_sea
/////////////////////////////////////////////////
//the Norwegian Sea
WaypointName=N2
WaypointPosition=5.20,84.00,200
NorthWaypoints=IG1,N3,N1
SouthWaypoints=IG5,IG6,NC4,NC3,NC2
EastWaypoints=N3,N1,NC2,NC3
WestWaypoints=IG1,IG5,IG6,NC4
WaypointName: a unique mention for a waypoint.
WaypointPosition: the seat of the part inwards map space.
NorthWaypoints: listing of neighbouring waypoints to the northward of this waypoint
SouthWaypoints: listing of neighbouring waypoints to the due south of this waypoint
EastWaypoints: listing of neighbouring waypoints to the due east of this waypoint
WestWaypoints: listing of neighbouring waypoints to the westward of this waypoint
Note that North, South, East in addition to West are relative to the map image, non the existent globe management (which mightiness live unlike based on the projection of the map).
Directions example:
NorthWaypoints=IG1,N3,N1
For this waypoint (N2) which is the key Norwegian Sea at that topographic point are iii neightbouring zones to the north. IG1 (the Republic of Iceland gap towards the Kingdom of Denmark Strait, N3 (the Greenland Sea) in addition to N1 (the part due south of Spitsbergen).
WAYPOINT NAMES
Names of the waypoints are listed inwards “campaign/campaignXXX/language/waypoints_sea_names”.
This listing of waypoint names MUST live inwards the same social club that the waypoints were defined inwards the waypoints_sea file.
These names are used inwards mission briefings in addition to events to clit diverse locations.
Campaign Setup 2
/////////////////////////////////////////////////
campaign/campaignXXX/campaign_data
/////////////////////////////////////////////////
[General]
MapImage=campaign/maps/norwegian_sea_chart.png
Image used for strategic map.
MapNavigationData=campaign/images/maps/norwegian_sea_navmap
Reference to navigation map which contains land, seasonal H2O ice coverage, biome in addition to H2O transmission data.
MapElevationData=campaign/images/maps/norwegian_sea_bathymetry
Reference to the information used to generate terrain. Terrain information is 4096×2048
WorldObjectsData=campaign/maps/norwegian_sea_world_objects
Database of globe objects, such equally ports, to live generated if fight occurs close them.
MapHeightInNM=1800
Map summit inwards nautical miles which is used to decide scale of the map in addition to diverse ranges.
MapTimeCompression=3600
Rate fourth dimension moves when using the strategic map. 3600 is 1 2nd = 1 hour.
Hemisphere=NORTH
EquatorYValue=0
Which hemisphere the map is inwards in addition to at what Y value on the map is considered below the equator in addition to so opposite hemisphere.
JulianStartDate=2446040.5
StartDateRange=30
Julian twenty-four hr menses the displace starts on + or – the hit of days give.
MapSpeedModifier=2.5
Global speed modifier for vessels moving on the map.
PlayerStartTelegraphs=2,3,5
PlayerStartDepths=150,250,900
When entering fight determines musician start speed in addition to depth based on musician speed on the map (STATIONARY, PATROL SPEED or FLANK SPEED).
TimePenaltyOnPortEnter=8
Base fourth dimension required to go into port.
PortImage=campaign/images/port holy loch
TransitImage=campaign/images/nato submarine
Images for the port background in addition to briefings when inwards transit.
TimePenaltyOnSunk=16
Base fourth dimension required to recover from beingness rescued at sea.
DisruptTime=48,72
Range of hours a base of operations is disrupted (cannot launch recon aircraft) afterwards successful especial forces functioning or beingness invaded.
CampaignPoints=300
CampaignStartPoints=150
Total points inwards the displace game in addition to how many the musician starts with.
More points makes for a longer campaign. Less musician points makes for a harder campaign.
[Sprites in addition to Toolbar]
This department contains references to graphics in addition to colours used to clit the displace map icons in addition to user interface on strategic map.
[Land War]
UseLandWar=TRUE
Use accompanying Earth state of war (TRUE/FALSE).
IconsInOccupiedZonesOnly=FALSE
Only zones that get got been invaded volition display an icon of which side controls it (TRUE/FALSE).
HoursToNextGeneralEvent=48
HoursToNextGeneralEventRange=-24,24
Base value in addition to hit of hours betwixt full general events. General events calculate the progress of the Earth war.
FirstOccupiedTerritory=WG1
Name of the part waypoint to live invaded inaugural of all at start of war. Multiple regions supported separated past times “,”.
TerritoryTakebackThreshold=4
Invading side occupies this many zones earlier opposition tin start re-capturing them.
NewFrontProbability=0.3
Percentage run a jeopardy to start a novel forepart rather than invade a territory side past times side to an already occupied one.
[Aircraft]
AircraftName=us_p3c_orion
AircraftFaction=FRIENDLY (FRIENDLY, ENEMY)
AircraftPatrolSpeed=328
AircraftPatrolRange=700
AircraftDetectionRange=300
AircraftSprite=campaign/images/sprites/icon_orion.png
Defines an aircraft for the strategic map.
Speed is inwards knots, ranges are inwards nautical miles.
[Satellites]
SatelliteName=US Satellite
SatelliteFaction=FRIENDLY (FRIENDLY, ENEMY)
SatelliteSpeed=14000
DetectionRange=2000
Defines a satellite for the strategic map.
Speed is inwards knots, ranges are inwards nautical miles.
[Locations]
//Iceland
//Rekjavik/Keflavik
Alignment=FRIENDLY
Function=AIRBASE
BaseMapPosition=-259.3,135.1
RelatedSOSUS=DENMARKSTRAIT
AircraftType=us_p3c_orion
AircraftTypeInvaded=wp_il-38_may
AircraftPrepTime=10
AircraftHeadings=45,110
AircraftSearchRange=700
LinksToWaypoint=IG3
LinksToRegionWaypoint=I1
Defines a location on the strategic map
Function values are (PLAYER_BASE, NAVAL_BASE, AIRBASE, SOSUS_NODE, STRATEGIC_NODE).
BaseMapPosition is inwards map infinite coordinates -780,-390 to 780,390
RelatedSOSUS specifies a SOSUS barrier that is linked to this location. If invaded or especial ops forces succeed, the related SOSUS barrier is destroyed.
AircraftType in addition to AircraftTypeInvaded are the default recon aircraft used in addition to the 1 to purpose 1 time an airbase is invaded/occupied.
Aircraft PrepTime, Headings in addition to SearchRange are the hours betwixt recon flights, directions recon flights become in addition to how far. If SearchRange is greater than the aircraft’s range, the aircraft’s hit volition live used.
LinksToWaypoint: the sea part waypoint connecting this part to the body of body of water system
LinksToRegionWaypoint: the Earth part waypoint connecting this part to the Earth system
[SOSUS]
This department defines SOSUS barriers
SOSUSName=DENMARKSTRAIT
Any mention is valid equally long equally it is crossreferenced amongst the locations.
SOSUSStartPosition=-230.50,176.80
SOSUSEndPosition=-193.40,245.10
SOSUSAngle=28
Barrier start in addition to goal positions inwards map space. Calculates the length betwixt so takes the centre in addition to places the sosus barrier hither at the angle specified.
SOSUSDetectionRange=120
Detection hit inwards nautical miles
SOSUSAlignment=FRIENDLY (FRIENDLY, ENEMY)
Side the barrier belongs to.
[PLAYER MISSIONS]
PlayerMissionTypes=SSN_WOLFPACK,SS_WOLFPACK…..
Defines each of the mission types.
The in conclusion mission is the FINAL MISSION for the campaign.
The 2nd to in conclusion mission is RETURN TO BASE called when depression on ammo or if musician sub is significantly damaged.
MissionFrequency=0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1
This listing is 2 less elements than the divulge of mission types specified in addition to has a amount of 1.
The in conclusion ii mission types are non included on frequency listing equally they are used nether specific conditions (low ammo/damaged or displace is ending).
It is possible to non include “RETURN_TO_BASE” inwards PlayerMissionTypes, inwards which instance MissionFrequency would get got 1 less chemical factor inwards it than the divulge inwards PlayerMissionTypes.
CommandoLoadTime=120
Base divulge of minutes to charge commandos onto musician submarine.
Weapon charge times are defined for each weapon inwards the weapons file.
Mission=SS_SPECOPS_0
Mission=SS_SPECOPS_1
….
Lists all mission types amongst a suffix of mission divulge making it possible to get got multiple variants of a mission type.
A mission consists of 2 files:
campaign/campaign001/missions/SS_SPECOPS_0
campaign/campaign001/language/SS_SPECOPS_0
The inaugural of all is inwards the campaign’s mission folder in addition to defines the mission.
The 2nd is inwards the campaigns linguistic communication folder in addition to defines the briefing equally good equally pass/fail messages.
[NON-PLAYER MISSIONS]
Non-PlayerMissionTypes=SS_PATROL,SSN_PATROL,ASW_PATROL
Non-PlayerMissionFrequency=0.33,0.33,0.34;
Non-PlayerMission=SS_PATROL_0
Non-PlayerMission=SSN_PATROL_0
….
This department has the same format equally [PLAYER MISSIONS] in addition to defines missions such equally patrols, escorts in addition to ASW groups hunting the player.
There are no especial instance missions such that Non-PlayerMissionFrequency must get got the same divulge of elements equally Non-PlayerMissionTypes.
Non-PlayerMissionFrequency must get got a amount of 1.
Non-player mission practise non get got a corresponding linguistic communication file equally at that topographic point is no briefing or pass/fail associated amongst them.
[EVENTS]
See Campaign Events for to a greater extent than details.
Campaign Events
Events are specified inwards the campaign/campaignXXX/campaign_data file.
[EVENTS]
Event=FILENAME=SPECIAL_TAG
The corresponding file for the lawsuit must live inwards the folder “campaign/campaignXXX/events”.
Not all events require a especial tag.
The next especial tags MUST live specified for a campaign:
START – the inaugural of all lawsuit to start the campaign.
RESCUE, CAPTURE, LOST_AT_SEA – especial events dealing amongst the loss of the musician submarine.
STATISTICS – patrol summary displayed on render to port
WIN, DRAW, FAIL, CRITICAL_FAIL – events associated amongst the outcome of the in conclusion mission.
Event=MISSIONTYPE_win
Event=MISSIONTYPE_fail
Each musician mission type inwards PlayerMissionTypes must get got a duet of events, 1 win in addition to 1 neglect (with the excpetion of RETURN_TO_BASE in addition to the in conclusion mission).
Event=AWARD
For each honour specified inwards the file “awards” inwards the parent directory where AWARD is the mention of the award.
Award files must live inwards the “campaign/campaign001/events” folder named event_award_AWARD where AWARD is the mention of the award.
Optional Special Tags. These are required if a Earth state of war is business office of the campaign.
IMPASSE – ever needed equally this lawsuit occurs when both sides “draw” in addition to no Earth is captured or lost. – Deprecated
PLAYER_INVASION_XXX – needed if musician is allowed to invade enemy zones past times that route.
PLAYER_LIBERATED_XXX – needed if enemy is allowed to invade musician zones, this lawsuit is shown when they are re-captured past times the musician past times that route.
ENEMY_INVASION_XXX – needed if enemy is allowed to invade musician zones past times that route.
ENMEY_LIBERATED_XXX – needed if musician is allowed to invade enemy zones, this lawsuit is shown when they are re-captured past times the enemy past times that route.
Authoring Events
Once defined inwards campaign/campaignXXX/campaign_data, displace files placed inwards “campaign/camapignXXX/language/events”.
/////////////////////////////////////////////////
campaign/campaignXXX/language/events/event_XXXXXX
/////////////////////////////////////////////////
NextAction=MAP (MAP, eventFILENAME, ASSIGN_NEW, CHECK_MISSION, END)
Specifies the activeness to accept afterwards this lawsuit (when clicking Continue).
MAP: returns to the strategic map
eventFILENAME: brings inwards some other lawsuit equally specified past times the event’s filename.
ASSIGN_NEW: brings inwards the submarine choice covert to conduct a novel sub afterwards beingness rescued at sea.
CHECK_MISSION: cheque if the musician has a mission, if not, assign a novel mission. Used afterwards the summary page for RETURN_TO_BASE missions.
END: calculate the outcome of the displace in addition to conduct inwards 1 of the appropriate lawsuit (win, draw, fail, critical fail).
Image=campaign/images/nato convoy
Reference to the background image.
Photo=campaign/images/photos/cargo 1,campaign/images/photos/cargo 2
Reference to the dark in addition to white photo.
Music=audio/music/Cold Waters Campaign Victory 01 v2
Audio runway to play.
Header=<DATE>
Event header text.
Font=0
Outline=FALSE
Color=180,71,64,255
Font, whether to apply an outline to the text in addition to color of text.
Title=<b>CONVOYS ARRIVE</b>|<b>SAFE TRANSIT BY CONVOYS</b>|<b>CONSTANT CONVOYS</b>
Randomly chooses 1 of the titles equally separated past times “|”.
Color=57,61,73,255
Text color. Overridden for newspapers to automatically live low-cal text on night background in addition to night text on low-cal background.
Sentence1=Convoys from North America conk along to ferry goods into Western Europe amongst minimal losses. This has been attributed to cooperation amid NATO naval forces. “The convoy organisation worked inwards World War I in addition to World War II in addition to it all the same plant today,” said a spokesman for NATO naval operations.
Color=218,218,208,255
Text color. Overridden for newspapers to automatically live low-cal text on night background in addition to night text on low-cal background.
Sentence2=Meanwhile inwards Western Europe, nutrient in addition to cloth shortages get got failed to materialize inwards the unoccupied territories. Authorities urge citizens non to brand runs on the banks in addition to conk along to assure that the fiscal organisation is in addition to volition conk along to live stable despite the ongoing conflict.
NOTES:
Color=255,255,255,255 Defines a COLOR32 (global text color setting)
Font=0 FONT (0 Default, 1 HUD font, 2 map sans, iii map serif, 4 paper serif)
Also supports Rich Text tags: (tags must live nested inwards social club applied)
<b></b> BOLD
<i></i> ITALICS
<n> or \n = NEW LINE
<size=20></size> FONT SIZE (Awards/medals pages exclusively equally newspapers purpose best check to format text size)
Tags Supported:
<PLAYERVESSELNAVY>
<PLAYERVESSELNAME>
<PLAYERVESSELHULL>
<PLAYERVESSELCLASS>
<PLAYERVESSELTYPE>
<PLAYERNAME>
<DATE>
<PLAYERMAPREGION>
<POSTHUMOUSLY>
<PLAYERVESSELSTATUS>
<WEAPONNUMBER>
<WEAPONNUMBERDIGITS>
<WEAPONREQUIRED>
<STARTLOCATION>
<ENDLOCATION>
<MUSTUSELOCATION0>
<COUNTRY>
<LANDLOCAL>
<ENEMY>
<FRIENDLY>
<WARSTATUS1>
<WARSTATUS2>
<IMPASSE>
<ENEMY_TITLE_INVASION>
<ENEMY_INVASION_LAND>
<ENEMY_INVASION_SEA>
<ENEMY_INVASION_AIR>
<FRIENDLY_TITLE_LIBERATION>
<FRIENDLY_LIBERATION_LAND>
<FRIENDLY_LIBERATION_SEA>
<FRIENDLY_LIBERATION_AIR>
<FRIENDLY_TITLE_INVASION>
<FRIENDLY_INVASION_LAND>
<FRIENDLY_INVASION_SEA>
<FRIENDLY_INVASION_AIR>
<ENEMY_TITLE_LIBERATION>
<ENEMY_LIBERATION_LAND>
<ENEMY_LIBERATION_SEA>
<ENEMY_LIBERATION_AIR>
<INVASION_SECOND>
<LIBERATION_SECOND>
Event Images
The next reference images demo internal images in addition to their names.
Remember you lot tin house your ain images into the override directory in addition to reference the path to that custom image.
Event Backgrounds
Event Photos