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Mission Editing Basics
 
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 Mission Files Adding Missions Conditions & Goals Goals Strings Imports Backdrops

 
Conditions & Goals

Conditions are a major part of XWA missions and appear on several pages of the editor, but using them and setting them is always basically the same. Conditions are used for 2 purposes:
  • To define a state/event which will trigger other events such as FGs arriving, departing, or changing orders. 
  • To define the Goals which the Player must achieve in order to complete the mission and win bonus points.


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Conditions have the general form: 
 

 [Proportion]   of   [Class]   [Index]   must   [State/Event]

where
 

Proportion is usually expressed as a Percentage such as 100%, 75% etc., but has other options such as "At least one" or "All Player craft". It also defines the distance in proximity orders, but at this stage I'm not quite sure exactly what the units are. 
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Class is the group of Craft or Objects in the mission which the Condition depends on.  The Class may be defined by characteristics such as Flight Group, Ship Type, Team or IFF, but you may also group them together in any combination you define yourself, using Global Groups or Global Units.
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Index defines which instance of the Class you are referring to, e.g.:
Flight Group  Alpha
Ship Type  X-Wings
Craft with Orders Attack Targets
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State/Event defines the state the Class must be in, or the Event that must happen to it, in order for the condition to evaluate to true.
e.g. must be destroyed

In XWA, this definition may itself require a Class/index pair
e.g. must arrive in Region #  2

There are two special values for this parameter:

Always true:  the condition will always evaluate to true.
Never true:    the condition will always evaluate to false.

With these 2 values, the settings for the rest of the condition are irrelevant.
 

There are 3 forms in which conditions are used: 
 

Double Condition Two conditions combined by an And / Or operator such that:

Condition 1  AND  Condition 2:  will evaluate to true only if both conditions are true.

Condition 1 OR Condition 2:  will evaluate to true if either condition is true.

You must be careful with the Always true and Never true values.

If either Condition has the value "Never true" when using an AND operator, the whole Condition can NEVER become true.

If either Condition has the value "Always true" when using an OR operator, the whole Condition will be true as soon as the mission starts.
 

Quad Condition Two double conditions combined by an And / Or operator.
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FG Goal This special case consists of only one condition, where the Class and Index cannot be altered as they are defined by the FG to which the FG Goal belongs.

 
Shown here is the interface for editing Conditions in AlliED. 
Condition Edit Boxes
The top four drop boxes correspond to the Proportion, Class, Index and State/Event elements of the condition. The fifth dropbox is used for certain conditions such as "Arrive in Region #" and proximity orders.

Below them are the text of each Condition and their And/Or operators, grouped into Double Conditions. To edit any Condition simply click on its text with the mouse.  Its text will become highlighted and it will be loaded into the drop boxes for editing.


Conditions may be stored and reused using the Condition Clipboard

Clipboard
To add the currently displayed condition to the Clipboard use the  button beside the dropboxes. To access the clipboard double-click on the text of the condition. This will bring up the Clipboard with a list of all stored Conditions. Select the one you want and press Use, or double-click the selection to close the window at the same time.

Clipboard data will be automatically loaded and saved in your AlliED directory. 

(Note that conditions which include Flight Groups will vary when using them in different missions, as they are simply indexes into the FG list.)


 
Dynamic Goals

The method for creating dynamic goals was discovered by Sheldon, and you can read his detailed explanation in the Engineering section at Datamaster's Website

Dynamic goals enable you to make missions where new goals appear as the mission progresses. This is made possible by defining the sequence in which goals become visible, i.e. by numbering the goals in the missions. Both FG Goals and Global Goals can be given a sequence number, and more than one goal may be given the same sequence number:
 

Goals numbered 0 or 1 will appear at the beginning of the mission, then as each goal is completed, the next goal(s) in the sequence will appear. I believe that for a goal to become visible, the sequence leading up to it must be unbroken. Therefore, even though goals numbered 0 or 1 will appear at the beginning of the mission, at least one of them must be numbered 1 in order for the sequence to continue on to number 2.

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