Introduction to Movie Battles 2/Siege Mapping-.Siege Files


Now that we have our map compiled and ready to play, we need to set up a few external files that will allow the map to be played in the siege mode/Movie Battles 2 mod.
Download the sample .siege file that will be used for this tutorial: Samplemap.siege
Once you've done that, open the file in a text editor like notepad (any text program will do) and take a look at what the file comprises of. Confused yet? I'll explain what most of this stuff means:
  • Teams { team1 Rebels team2 Imperials }
    • This tells the game what to display on the briefing screen for team1 and team2. Mainly for visual use, you could type anything here and have it display ingame. Make sure to leave team1 and team2 alone and only change what comes after them.
  • mapgraphic "gfx/mp/mplevels/samplemap/samplemaplayout"
    • You can specify an image to use for the objective screen. Normally its used for an overhead shot of the map showing the layout and routes. Make sure the image is 256 by 512 pixels.
  • Rebels
    { RequiredObjectives 1
    Timed 300
    UseTeam "Samplemap_Rebels"
    TeamIcon "gfx/2d/mp_rebel_symbol_3"
    • This is the start of Team 1's part of the siege file (or rebel team in this case).
    • Required objectives tells the game how many objectives need to be completed before scoring a round for this team.
    • The Timed 300 means the rebels are the attacking force and therefor have to complete the objectives before time runs out (in this case 5 mins is the time limit). Only one team can have this entry as it determines who the attackers and defenders are.
    • The UseTeam corresponds to the team config files (more on those later). Unlike the team1 and team2 commands we saw earlier, UseTeam gets its information from another textfile and therefor the name entered here must match the filename of the team config file.
    • Finally, TeamIcon allows you to specify an icon for your team. These should be 128 by 128 pixels.
  • Objective1
    { goalname "ACCOMPLISH: Defend yourselves!"
    final -1
    message_team1 "We have survived the attack"
    message_team2 "The rebels still are alive!"
    objdesc "ACCOMPLISH: Fend off the Empire's attack!"
    objgfx "gfx/mp/mplevels/samplemap/rebelobjective1" }
    • Objective1 starts off at the top of an objective entry, can go higher if you have multiple objectives (example being objective2, objective3, etc). The game will match the map's info_siege_objective numbers to whats specified here and display the according messages.
    • Goalname is more editor convenience then anything else, pretty much just put something here that will tell you what the objective is.
    • The final command is pretty important, this tells the game when to stop the round completely and give a score to the team. A value of -1 means the objective does not end the round, useful for when you have multiple objectives like opening doors and such. A value of 0 means the round ends right then and there.
    • Message_team1 and 2 will show onscreen messages to both teams when the objective is completed. You can type anything here but keep it short. Too long and the text goes offscreen.
    • Objdesc is the text for what appears in the objective menu to describe a certain objective. Again you can type anything here.
    • Objgfx allows you to link to an image to better show what the objective is (some examples could be a control panel, person, area, etc). Make sure the image is 128 by 128 pixels.
  • wonround "We have Escaped the Empire"
    lostround "The Empire killed us!"
    briefing "Fend off the Imperials and get to the chopper!"
    }
    • Wonround is the message that the winning team sees (in this case the Rebel team). You can type anything here but remember to keep it short.
    • Lostround is the message seen if the team loses the round, just like wonround pretty much though only seen in the inverse scenario.
And that covers pretty much all the important aspects of a .siege file needed for your map to work in MB2/Siege mode. In the next tutorial we'll examine team config and character files, used for Semi/Full Authentic modes in MB2.
Once again you can download the sample .siege file used in this tutorial here: samplemap.siege
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