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Any line beginning with the "#" is a comment and is not read by MegaMek when
loading a Scenario. There are 13 sections to a .mms (MegaMek Scenario) file.
Comprising of the following:
1. The MegaMek Version
2. Campaign Game Integration
3. Name of the Scenario
4. Scenario description
5. Board width, Board height
6. Map width, Map height
7. Map(s) placement
8. Faction list
9. Faction location
10. Faction minefields
11. Faction (A) Unit list
12. Faction (B) Unit list
13. Faction Deployment
14. Campaign Unit Integration
15. Advantages
16. Initial Damage to Units
17. Ammunition Options
18. Game options
19. Camo options
4. Scenario description
# This is a description of the Scenario you are creating
Description=Rhonda's Irregulars Scenario Pack, A Few Crystals More. Page 44.
7. Map(s) placement
# Maps can be specified by name. The order is left-to-right, top-to-bottom
# Any unspecified boards will be set to RANDOM Maps=deserthills,mountainlake
# If the map is in a subdirectory, the syntax is subdirectory/mapname:
# buildings/militarybase1, for example.
#
# Alternate Layout
# This lays out the specific maps for your scenario. Left to Right. If you use
# the "rotate:" keyword, the board will appear rotated 180 degrees (North
# becomes South, East becomes West).
Maps=rotate:deserthills,rotate:mountainlake
8. Faction list
# The player name used to log into the server MUST match this name to play as that
faction
# Factions=Irregulars,WacosRangers Faction List specifies the 2 Factions that will
be battling in the scenario.
# NOTE: When you connect, you MUST login as one of the Factions listed in this
section. (Case is sensitive).
# ALSO NOTE: you can **NOT** have spaces in these names.
Factions=Irregulars,WacosRangers
9. Faction location
# Only used if the faction contains a unit without specified starting coordinates
(not used in this scenario)
# Valid values are N,NE,E,SE,S,SW,W,NW,C (center), and R (random)
# Example: Location_Kurita=C This is currently the only working way of a
"specified" placement. It will place
# all the Units in this location on the map randomly. It also determines facing
randomly.
Location_Irregulars=W
Location_WacosRangers=E
# Here is where you specify a "Unit" (be it Mech, Infantry, Vehicle or BattleArmor)
for side A.
# Format is as follows:
# Unit name (Must match Faction List) Unit Number. Must be sequential, if a number
is skipped, it will not place
# the units after it.
# Mech Type with variant Pilot Name Pilot,Gunnery skills Facing.
# Here are the available options: N,NE,E,SE,S,SW,W,NW,C (center), and R (random)
# Hex Placement. The first set of numbers specifies the Hex the unit is in, second
set of numbers is the Hex it
# is facing. (NOTE: The Hex Placement option is NOT used in the current version).
# WacosRangers,
# Command Lance:
Unit_WacosRangers_1=Battlemaster BLR-1G,Col Wayne Waco,1,2,N,07,12
Unit_WacosRangers_2=Marauder MAD-3R,Cpt Akida Samsun,3,2,NE,09,13
Unit_WacosRangers_3=Wasp WSP-1A,Cpt Reggie Randall,2,4,NE,09,14
Unit_WacosRangers_4=Cyclops CP-10-Z,Sgt Lenny Markbright,3,3,N,08,12
# Here is where you specify a "Unit" (be it Mech, Infantry, Vehicle or BattleArmor)
for side A.
# Format is as follows:
# Unit name (Must match Faction List) Unit Number. Must be sequential, if a number
is skipped, it will not place
# the units after it.
# Mech Type with variant Pilot Name Pilot,Gunnery skills Facing.
# Here are the available options: N,NE,E,SE,S,SW,W,NW,C (center), and R (random)
# Hex Placement. The first set of numbers specifies the Hex the unit is in, second
set of numbers is the Hex it
# is facing. (NOTE: The Hex Placement option is NOT used in the current version).
# Yet another way is by applying critical hits to specific locations within a unit.
# Using this chart, critical hits can be applied to any filled slot.
# Mech Crit Hits
# HEAD=0,CT=1,RT=2,LT=3,RARM=4,LARM=5,RLEG=6,LLEG=7
# Slots starting from 1 to the number of filled critical slots
#
# Vehicle Crit Hits
# Location is zero.
# Slots is one of the following:
# 1 = Crew stunned for 3 turns
# 2 = Main weapon jams for 1 turn
# 3 = Engine Destroyed Immobile
# 4 = Crew killed (tank dead)
# 5 = Fuel Tank/Engine Shielding (tank dead)
# 6 = Power Plant Hit (tank dead)
#
# Proto Mechs
# Head=0,Torso=1,RARM=2,LARM=3,LEGS=4,Main Gun=5
# Slots starting from 1 to the number of critical hit boxes
#
# In addition, you can specify whether the Torso weapons
# should be damaged by damaging the following torso "slots":
# Torso Weapon A=5,Torso Weapon B=6
#
# The unit below has had critical hits to the center torso slots 3 and 2
Unit_WacosRangers_1_CritHit=1:3,1:2
# Lastly you can damage the mech pilot directly by assigning the pilot hits.
Unit_WacosRangers_1_PilotHits=1