Microsoft MechCommander 2 
Mission Editor Guide
© 1999–2001 Microsoft Corporation. All rights reserved.
Notice: The MechCommander 2 Mission Editor ("Editor") is for advanced players. The Editor and the information contained in this document are not supported by Microsoft Product Support Services.
License Terms: Your use of the Editor is governed by the End User License Agreement ("EULA") accompanying MechCommander 2 (the "SOFTWARE PRODUCT"). In addition to those rights and duties described in the EULA, you may use the Editor in conjunction with the content specifically identified in the documentation for use with the Editor. If no content files are identified, you may not use content or other files from the SOFTWARE PRODUCT with the Editor. You may reproduce and share files or scripts created with the Editor with friends or family on a non-commercial basis only. Microsoft does not grant you the right to sell or otherwise distribute files from the SOFTWARE PRODUCT in exchange for value.
CONTENTS
Introduction
Installing the Mission Editor
General Information and Tips
Selecting and Canceling Objects or Terrain
Camera Control
Using the Editor
Starting the Mission Editor
Creating Custom Missions
Menu Bar
File Menu
Edit Menu
View Menu
Overlays Menu
Terrains Menu
Sky Menu
Objects Menu
Other Menu
Erase (E)
Damage (D)
Repair (R)
Flatten (F)
Fog (CTRL+F)
Light (CTRL+L)
Water (CTRL+W)
Assign Elevation (CTRL+A)
Link (L)
Unlink (U)
Lay Mines
Select Detail Texture
Select Water Texture
Select Water Detail Texture
Texture Tiling Factors
Set Base Texture Name
Reload Base Texture
Forest Tool (T)
Edit Forests
Select Menu
Select (ESC)
Select by Slope
Select by Altitude
Select by Terrain Type
Drag Smooth (S)
Drag Normal
Smooth Radius
Alignment Menu
Mission Menu
Mission Settings
Team Settings (Objectives)
Player Settings
Campaign Menu
Campaign Editor
Group Dialog Box
Mission Dialog Box
Playing Your Campaigns and Missions
Sharing Your Campaigns and Missions
Missions
Required Files
Optional Files
Custom Files (Created by Advanced Players)
Campaigns
Required Files
Optional Files
Custom Files (Created by Advanced Players)
Creating a Custom Environment
Creating Base Terrains
Creating Base Textures
Creating Detail Textures
Creating Water Textures
Creating Water Detail Textures
Adding Artificial Intelligence (or Brains) to Units
Editing the AI Script Variables
The EscortBrain.abl File
The MoveTo_Guard.abl File
The PatrolBrain.abl File
The GuardStartPoint.abl File
Assigning AI Scripts to Units (Editing a Mission .FIT File)
Creating and Editing Purchase Files

Introduction
The MechCommander2 Mission Editor gives you the tools to create your own custom missions and campaigns. You control any or every aspect of the game, from placing ’Mechs, vehicles, and buildings, to creating terrains of forests and oceans, to defining team objectives and rewards, to adding artificial intelligence (or brains) to your units.
Installing the Mission Editor
The Mission Editor is automatically installed on your computer when you install MechCommander 2. 
General Information and Tips
This section provides general information that can be helpful when using the Mission Editor.
Selecting and Canceling Objects or Terrain
To select objects or terrain
•	Click an object or block of terrain to select it.
•	Hold down the SHIFT or CTRL key, and then click multiple objects or blocks of terrain to select them as a group.  
•	Drag the cursor around multiple objects or blocks of terrain to select them as a group.
When an object is selected, its name, pertinent information, and status bar are displayed beside it. When a block of terrain is selected, it turns purple in color.
To cancel a selection
•	Press the ESC key or right-click the mouse. 
Camera Control
To control the camera
•	To zoom in and out, rotate the mouse wheel, or press the PLUS and MINUS keys on the numeric keypad.
•	To change the camera angle, hold down the right mouse button and drag the cursor. 
•	To change location, hold down the SPACEBAR and drag the cursor. Also, use the scroll bars, or point to the location on the tactical map (Tac Map) and click. 
When gameplay begins, the default camera view faces north and is centered on the first ’Mech placed for Player 1, Team 1.
Using the Editor
This section provides the instructions for using the Mission Editor to create or edit custom missions. Some procedural steps will refer you to procedures in other sections. In those instances, perform the referenced procedure, and then return to the original step and proceed. Many of the referenced procedures are optional. If you do not want to perform an optional procedure, MechCommander 2 will default to preprogrammed settings during gameplay.
Starting the Mission Editor
To start the MechCommander 2 Mission Editor
•	Click Start on the Windows taskbar; point to Programs, Microsoft Games, and MechCommander 2, and then click Mission Editor.
Certain functions of the Mission Editor may not work properly, or at all, if your computer video card does not meet the minimum game requirements.
Creating Custom Missions
This section explains the basics for creating battlefield conditions, defining the environment of your world, placing ’Mechs and other objects, and developing and assigning team objectives. 
To create or edit a mission
1.	To create a new mission, click New Mission in the Mission Editor dialog box.
–or–
To edit an existing mission, click Edit Mission in the Mission Editor dialog box, enter the mission file that you want to edit (a file with a .pak extension) in the \Data\Missions folder, and then click Open. Proceed to step 6. 
2.	Select a base texture (desert, forest, and so on) in the Select Base Texture dialog box, and then click OK. 
The base texture can be changed later in this procedure if you want to use a custom texture or use a texture from a different mission. 
3.	Select a map size in the Select Map Size dialog box, and then click OK. A new mission map file will be created called Newmap.pak.
Map sizes correlate approximately as follows: 60 x 60 = 29 x 29 tiles; 80 x 80 = 39 x 39 tiles; 100 x 100 = 49 x 49 tiles; and 120 x 120 = 59 x 59 tiles. 
4.	If you want to create your terrain manually (without the use of a height map), select the blocks of terrain you want to shape, and then raise or lower them accordingly by dragging the mouse or use the Assign Elevation command (CTRL+A) to define the elevation of the selected terrain. Refer to “Assign Elevation” to learn more. Proceed to step 7. 
–or–
If you want to create the terrain using a height map, click Assign Height Map on the File menu, enter a height map file (a file with a .tga extension) in the \Data\Terrain folder, and then click Open. Note: Do not use a file with a .height.tga extension.
A height map is a grayscale representation of the terrain (like a topographical map). You can use one of the sample height maps provided or an existing map from another game, or you can create and use your own height map. Refer to “Creating Base Terrains” to learn more.  
5.	In the Map Heights dialog box, type the minimum and maximum (lowest and highest) elevations for the terrain, and then click OK. 
Elevations are measured in world units. Any values will work, including negative numbers. A typical set of elevations is –100 and 600. The heights for individual blocks of terrain can be adjusted later. 
6.	Edit your custom mission using the editor tools described in “Menu Bar.” 
7.	If you want to create and apply artificial intelligence (or brains) to the units in your mission, refer to “Adding Artificial Intelligence (or Brains) to Units.” 
AI scripts control certain key functions of ’Mechs and vehicles to simulate intelligent (human) action and response.
8.	If this is a newly created mission, it is recommended that you change the file’s current name (Newmap.pak) to a new name. Click Save As on the File menu, type a new name in the File Name box, and then click Save. The mission will be saved in the \Data\Missions folder. 
–or–
On the File menu, click Save. 
Menu Bar
This section describes the Mission Editor menus, submenus, and related commands and features. Where applicable, hotkeys are provided in parentheses. 
File Menu
New (CTRL+N)    Creates a new mission. 
Open (CTRL+O)    Opens an existing mission file (a file with a .pak extension) in the \Data\Missions folder.
Quick Save (CTRL+Q)    Used for interim saves. Important: Quick Save does not fully save the mission. Before a mission can be played, it must be fully saved using the Save command. 
Save (CTRL+S)    Saves the current mission as a .pak file in the \Data\Missions folder.  
Save As    Renames the current mission and saves it as a new .pak file in the \Data\Missions folder.
Save Height Map    Saves the current terrain’s height map as a .tga file in the \Data\Terrain folder. This is used if you want to edit the mission’s height map (with an image editor) or if you want to use the mission’s terrain in another mission.  
Assign Height Map    Applies a grayscale height map (.tga file) selected in the \Data\Terrain folder to the current terrain. 
Exit    Closes the Mission Editor and returns you to your desktop. 
Edit Menu
Undo (CTRL+Z)    Reverses (in reverse order) the last action or actions performed. 
Redo (CTRL+Y)    Reverses the Undo command. 
View Menu
Refresh Tac Map    Redraws (updates) the Tac Map. This is also automatically done whenever you save your mission.  
Orthographic Camera    Toggles on and off an orthographic view of the landscape. Use the orthographic camera for wider views of the world, and use the default view (perspective) for closer views of objects like ’Mechs and buildings. 
Show Grid and Passability Map    Toggles on and off a grid (or wireframe) that can be helpful when shaping terrain and determining passability (terrain capable of being traversed by ’Mechs and vehicles). Refer to the following for explanations of how the grid is used.
Tiles    Terrain is mapped in tiles each equal to 25 by 25 meters in the “real world,” equivalent to 128 x or y world units. Map coordinates are measured in world units. 
Cells    Each tile is divided into a grid of nine cells. Cells are used for determining passableness (capable of being traversed by units). Refer to the following for explanations of the cells. 
White cells indicate passable terrain.
	Red cells indicate terrain where units cannot traverse, usually because the slope is too steep or another object has been placed there.
	Orange cells indicate deep water, passable only by hovercraft and air units.
	Blue cells indicate shallow water. ’Mechs can traverse shallow water, but wheeled and tracked vehicles cannot.
White vertices (dots)    Indicate the highest or lowest point of a tile.
Green rectangles    Divide terrain into sections of 10 by 10 tiles (250 by 250 meters, or 1,280 by 1,280 x and y world units). The green rectangles are used to calculate long-range movement by computer-controlled units. Long-range movement favors traveling through the center and ends of the rectangles. 
Overlays Menu
The Overlays menu provides tools for applying decals like roads or bridges to terrain.
To apply an overlay
•	Click an overlay on the Overlays menu, and then drag the cursor across the areas you want to apply the overlay.
Terrains Menu
The Terrains menu provides tools for applying cement foundations to terrain, on which objects like bases or runways are placed.
To apply a foundation
•	Select the terrain that you want to affect, and then click a cement type on the Terrains menu. 
–or–
Click a cement type on the Terrains menu, and then click the areas of terrain where you want to apply the cement. 
Sky Menu
The Sky menu provides tools for applying a sky (like sunny or cloudy) to your world.  
To apply a sky
•	On the Sky menu, click a sky. The new sky is immediately applied.
To change the color or angle of the sunlight, refer to “Light (CTRL+L).”
Objects Menu
The Objects menu provides tools for placing objects on your custom battlefields and terrains. Objects make up the bulk of what you need to create a custom mission. Objects include ’Mechs, buildings, trees, vehicles, turrets, markers (navigation points), and so on. All objects (with the exception of markers) can be aligned to specific players, and the color schemes of many objects can be tailored for teaming or individualism.
To better understand the placement and use of objects, knowledge of player alignment, mission settings, team settings, and player settings is helpful. Refer to “Alignment Menu” and “Mission Menu” to learn more. Refer to the encyclopedia on the MechCommander 2 Main Menu for descriptions of each object. 
To place an object
•	Click an object on the Objects menu (the cursor becomes that object), and then click the locations where you want that object placed.
Placement of ’Mechs is done like any other object. However, a minimum of two teams, each with a minimum of one ’Mech, is required to play the mission. For multiplayer missions, each player alignment must have 12 ’Mechs. The first ’Mech placed for each player determines the drop zone for that player. (For single-player missions, the player is Player 1, Team 1.) Players have the option of choosing their own ’Mechs or using the ’Mechs that are placed in the editor. For Quickstart multiplayer missions, the players use the ’Mechs that you placed.
To rotate an object
•	Select the object you want to rotate, and then press a BRACKET key ([ or ]). 
To link or unlink a gate, turret, or sensor to or from a control object
Refer to “Link (L)” or “Unlink (U).”
To edit the settings of a unit (’Mech or vehicle) 
•	Select the unit and press ENTER (or double-click the unit), edit the unit’s settings using the following explanations, and then click OK. 
Pilot    Assigns a pilot to the selected unit. In a single-player mission, the pilot for Player 1 is assigned by name and for all other players (2–8) the pilot is assigned by experience level. 
Squad    Each individual unit is automatically assigned an initial, unique squad number for identification purposes. A thorough understanding of its use is important if you intend to apply AI to the selected unit or if you intend to create multiplayer missions.
The squad number is used for linking units to their respective AI scripts. Refer to “Adding Artificial Intelligence (or Brains) to Units” to learn more.
Important: For multiplayer missions, the squad number for each unit must be reassigned based on the unit’s player alignment. (For single-player missions, it is not necessary to edit this number.) Every player must have exactly 12 units, and each player’s units must be manually renumbered 1 through 12. For example, in a two-player game, the unit squad numbers for Player 1 would be numbered 1 through 12, and likewise, the squad numbers for Player 2 would be numbered 1 through 12.
Type    Assigns the unit-type. The right-hand list shows the variant of the unit. Not all units have variants. 
Colors (Base, Highlight 1, and Highlight 2)    Assigns a color scheme to the unit. 
Player    Assigns the unit to a specific player. 
Self-Repair Behavior   Enables or disables the unit’s ability to repair itself.
To edit the settings of an object (buildings, trees, and so on)
•	Select the object and press ENTER (or double-click the object), edit the object’s settings using the following explanations, and then click OK. 
Type    Assigns the object-type for the object selected. (Buildings include all nonaction-oriented objects like buildings, trees, markers, and rocks.) 
Team    Assigns the alignment of the selected object to a specific team.
Location    Displays the x and y coordinates for the selected object. 
Part ID    Displays the unique part number for the selected object. 
Forest    If the object selected is a forest, displays its unique name. Refer to “Forest Tool (T)” to learn more. 
Other Menu
Erase (E)
Removes an object, overlay, or terrain, and restores the area to its original state.
To erase objects or areas
•	Click Erase on the Other menu, and then select the objects or areas you want to erase.
–or–
Select the objects or areas you want to erase, and then click Erase on the Other menu. 
Damage (D) 
Transforms objects to their destroyed or killed state. This tool does not work for all objects.
To damage objects
•	Click Damage on the Other menu, and then select the objects you want to damage. 
–or–
Select the objects you want to damage, and then click Damage on the Other menu.
Repair (R)
Restores objects to their original state that were destroyed using the Damage tool.
To repair objects
•	Click Repair on the Other menu, and then select the objects you want to repair.
–or–
Select the objects you want to repair, and then click Repair on the Other menu.
Flatten (F)
Flattens (or levels) selected sections of terrain based on the average elevation of vertices selected.
To flatten terrain
•	Click Flatten on the Other menu, and then select sections of terrain you want to flatten.
–or–
Select sections of terrain you want to flatten, and then click Flatten on the Other menu.
Fog (CTRL+F)
Adds fog to the terrain and controls the density and color. 
To add fog
1.	On the Other menu, click Fog.
2.	In the Start and End boxes, enter the elevations where you want the fog to start and end.
The fog increases in density from the start elevation to the end. At the end elevation, the fog is completely opaque. Any numbers will work, including negative numbers.
3.	In the Color boxes for red, green, and blue, enter the color of the fog you want using the standard RGB color scale. 
4.	Click OK.
Light (CTRL+L)
Controls the color of the sun and its ambient color, as well as its angle of elevation and azimuth. The Light command is also used to recalculate the shadows when a change is made to the light or to the terrain.  
To edit the light
1.	On the Other menu, click Light.
2.	Edit the sun’s color and ambient color by clicking the respective Ellipsis (…) button, clicking the color you want, and then clicking OK in the Color dialog box. 
3.	Edit the sun’s angle of elevation and azimuth.
4.	Click Recalculate Terrain Vertex Shadows.
Recalculating terrain vertex shadows darkens the color of the texture for terrains that fall within a shadow to give the texture a more realistic look. 
5.	Click Refractalize Terrain (Recalculate Terrain Texture Shadows), enter a noise level (0 to 5) in the Noise box and a threshold level (1 to 5) in the Threshold box, and then click OK. 
Noise adds graininess to the map, where the higher the level, the grainier the image becomes. Threshold controls the contrast of the noise, where the higher the level, the softer the noise.     
6.	Click OK. 
Water (CTRL+W)
Controls water surface level and other water characteristics. Water appears in the Tac Map as blue in color regardless of the water’s actual color. 
To edit water
•	Click Water on the Other menu, edit water level and other water characteristics using the following explanations, and then click OK.
Amplitude    The height of the waves.  
Frequency    The number of waves that occur within a tile. 
Elevation    The level (elevation) of the surface of the water.
Shallow Elevation    The maximum depth (measured in world units) at which ’Mechs can traverse. Shallow elevation appears in the Tac Map as a lighter shade of blue. 
Alpha Elevation    The depth (measured in world units) to which submersed terrain and objects are visible. Typically, Alpha Elevation and Shallow Elevation are the same value. 
Alpha Shallow, Alpha Middle, and Alpha Deep    The transparency of the water at its shallowest, middle, and deepest depths. The smaller the value, the more transparent the water is.
Assign Elevation (CTRL+A)
Assigns a common elevation to selected terrain.
To assign elevation
•	Select the vertices for the terrains you want to assign a common elevation, click Assign Elevation on the Other menu, enter the elevation you want to assign, and then click OK.
Use the standard selection method or, if you want to select a range of terrain elevations, use the Select Altitude command. Refer to “Select by Altitude” to learn more.
Link (L)
Links controllable objects (gates, turrets, and sensors) to control objects. When a control object such as a gate control is captured during gameplay, control of its corresponding objects is relinquished to the captor. 
To link objects
•	Click Link on the Other menu, click a control object (like a gate control), and then click the controllable objects (like a gate) to link them.
When a successful link has been made, a red line will appear connecting the objects. 
Unlink (U)
Breaks the link between controllable objects (gates, turrets, and sensors) and their control object. Refer to “Link (L)” to learn more. 
To unlink objects
1.	On the Other menu, click Unlink.
2.	To unlink a single controllable object and its control object, click the controllable object. 
–or–
To unlink all objects in a link, click the control object. 
When the objects have been unlinked, their corresponding red lines will disappear.   
Lay Mines
Lays minefields in groupings of nine to a tile. Mines cannot be aligned to any player or team.
To lay a minefield
•	Click Lay Mines on the Other menu, and then click the blocks of terrain where you want the mines.
Select Detail Texture
Applies a texture pattern over the base texture to add depth and variety to the landscape. You can use one of the detail textures provided, or you can create one of your own. Refer to “Creating Detail Textures” to learn more. 
To apply a detail texture
•	Click Select Detail Texture on the Other menu, enter the texture file that you want to apply (a file with a .detail.tga extension) in the \Data\Textures folder, and then click Open. 
Select Water Texture
Applies a base texture to the water (below the surface). The water texture is animated to produce a slow ebb and flow. You can use one of the textures provided, or you can create one of your own. Refer to “Creating Water Detail Textures” to learn more.
To apply texture to water
•	Click Select Water Texture on the Other menu, enter the texture file that you want to apply (a file with a .water.tga extension) in the \Data\Textures folder, and then click Open. Note: Do not use files with extensions .water0000.tga, .water0001.tga, and so on.
Select Water Detail Texture
Applies a detail texture pattern to the water’s surface. The texture is animated to give movement and sparkle to the water’s surface. You can use one of the water textures provided, or you can create one of your own. Refer to “Creating Water Detail Textures” to learn more.
To apply water detail texture
•	Click Select Water Detail Texture on the Other menu, enter the water detail texture file that you want to apply (a file with a .water0000.tga extension) in the \Data\Textures folder, and then click Open.
Water detail texture files use extensions .water0000.tga, .water0001.tga, and so on. When you select a .water0000.tga file, the other associated files are automatically incorporated into the animation.
Texture Tiling Factors
Controls the number of terrain detail, water, and water detail texture tiles per base or water texture. 
To edit the tiling factor for texture detail, water, or water detail textures
•	Click Texture Tiling Factors on the Other menu, enter the tiling factors for each texture type, and then click OK. 
Set Base Texture Name
Loads the textures from another mission. This allows you to use the same textures for multiple missions. This is also used to load a custom base texture that you created. Refer to “Creating Base Textures” to learn more. 
To load a custom base texture or one from another mission into the current map
•	Click Set Base Texture Name on the Other menu, select the base texture .tga file that you want to apply to the current mission in the \Data\Textures folder, and then click Open.  
Reload Base Texture
Reloads the base texture if changes have been made to the texture’s .burnin.tga file. To edit a base texture .burnin.tga file, refer to “Creating Base Textures.”
It is recommended that you recalculate the terrain shadows after a new base texture is loaded. Refer to “Light (CTRL+L)” to learn more. Also, changes to a base texture might not immediately appear in the editor display even though the changes have been made. 
To reload the base texture
•	On the Other menu, click Reload Base Texture. 
Forest Tool (T)
Provides the tools for creating and placing unique forests. Forest settings like tree types and density can also be saved and then used elsewhere on your map.  
To create a new forest
1.	Select the blocks of terrain where you want to add a forest, and then click Forest Tool on the Other menu. 
Use the standard selection method, or use the Select by Altitude command if you want to select a range of terrain elevations. Refer to “Select by Altitude” to learn more. 
2.	If you want to use settings from another forest, click Load Settings, select the settings .fit file that you want to apply in the \Data\Terrain folder, and then click Open. 
3.	Enter a probability ratio number for each tree type you want in the forest using the boxes or sliders. 
Note: The number in the Tree Type box is not a quantity. This number is a probability ratio that is used to determine whether or not a given tree type will be placed in a given tile cell. The higher the number entered, the more likely that the tree type will be placed. This adds randomness to the types of trees placed in the forest. 
4.	In the Center box, enter the maximum quantity of trees per tile. 
To attain a forest with a natural look, a Center quantity of 2 to 3 is recommended. 
5.	In the Edges box, enter a number for a probability ratio. 
Note: The number in the Edges box is not a quantity. This number is a probability ratio that is used to determine for each tile cell along the perimeter of the forest whether or not a tree will be placed. The higher the number entered, the more likely that the tree type will be placed. To attain a forest with a natural look, an Edge value of 0.01 is recommended.  
6.	In the Max and Min boxes, enter the height variation.  
The numbers in the Max and Min boxes are used to randomly calculate the heights of the trees in the forest. For example, if the default height for a given tree type is 10 meters, and you enter 1.25 and 0.75 in the Max and Min boxes, respectively, trees between 12.5 and 7.5 meters tall will be placed.  
7.	If you want to change the location of the forest, enter the x (horizontal) and y (vertical) coordinates of the center point of where you want the forest placed. 
The coordinate boxes display the current location of the forest. It is not necessary to edit these numbers unless you want to change the forest’s location. The Radius box displays the radius (measured in world units) of the area of terrain selected. This number is adjusted automatically based on the numbers of trees defined. 
8.	If you want the trees to be randomly placed (not evenly dispersed), select Random Placement. 
9.	If you want to save the new settings, click Save Settings, name the settings file, and then click Save. Settings are saved as .fit files in the \Data\Terrain folder. 
Saving the forest settings is not the same as naming a custom forest (which is done in step 10). By saving settings, you make those settings available for use when creating other custom forests (as in step 2). 
10.	If you want to name (or rename) your forest, enter a name in the Forest Name box, and then click OK. The new forest is applied to the terrain you selected and is saved in the Forest list for use with the Edit Forests tool. Refer to “Edit Forests” to learn more. 
Edit Forests
Saves, loads, deletes, or edits a forest file that was created using the Forest Tool. 
To edit a forest file
•	Click Edit Forests on the Other menu, select a forest in the Forest List box, click one of the following actions, and then click OK.
Delete    Deletes the selected forest from the list. Note that when a forest is deleted from the list, all corresponding forests on the map will be deleted.
Edit    Opens the selected forest for editing using the Forest Tool. Refer to “Forest Tool (T)” to learn more. The edit command is used solely to edit forest settings and does not apply a forest. However, any changes made to a forest’s settings will be applied to all corresponding forests on the map. 
Rename    Assigns a new name to the selected forest. Enter a new name in the Name box, and then click Rename. 
Select Menu
Select (ESC)
Cancels whatever object or terrain is selected. 
Select by Slope
Selects all slopes (between 1 and 89 degrees) that fall within the range of the minimum and maximum slope angles specified.
Select by Altitude
Selects all terrain that falls within the specified minimum and maximum elevations (in world units). 
Select by Terrain Type
Selects all existing terrain texture types on the map. 
Drag Smooth (S) 
Creates gently sloping terrain.
To create gently sloping terrain
1.	Click Smooth Radius on the Select menu, type the radius (in tiles) you want to make the hill or valley, and then click OK.
2.	Click Drag Smooth on the Select menu, click the vertex you want to be the center of the smooth area, and then drag the cursor to raise or lower the terrain.
Drag Normal
Creates sharply pointed terrain (the default setting for terrain).
To create pointed terrain
•	Click Drag Normal on the Select menu, click an area of terrain you want to make pointed, and then drag the cursor to raise or lower the terrain.
Smooth Radius
Defines the radius of the terrain to be affected when using the Drag Smooth tool. Refer to “Drag Smooth (S)” to learn more. 
Alignment Menu
Using the Alignment menu, you can assign objects (like ’Mechs) to specific players. Some objects, such as those under each House (Davion, Liao, and Steiner), are immediately aligned to whichever player is selected in the Alignment menu. Other objects, such as crash site set pieces, default to a neutral alignment regardless of which player is selected. However, after it has been placed, any object (except markers) can be aligned or realigned to any player. 
To better understand alignment, knowledge of object placement and use, mission settings, team settings, and player settings is helpful. Refer to “Objects Menu” and “Mission Menu” to learn more.
To set the default alignment for objects not yet placed
•	Click the Alignment menu, and then click the player you want to align new objects to. All objects placed afterward will default to the player selected.  
To change the alignment of an object already placed
•	Double-click the object (or select the object and press ENTER), click the player number you want to assign that object to, and then click OK.
Mission Menu
The Mission menu provides the tools to create and edit your mission, to assign teams to their objectives, and to align players to their respective teams.
Mission Settings
Sets initial mission parameters, like mission name, mission briefings, maximum drop weight, and time limits. 
To edit mission settings
•	Click Mission Settings on the Mission menu. Edit the mission settings using the following explanations, and then click OK.
Mission Name    Assigns a title to the mission. 
Author    Provides the name of the person who created the mission. 
Mission Overview    Provides the brief overview of the mission that will appear below the VidCom in the Mission Selection screen.
Mission Objectives    Provides a detailed description of each mission objective that will appear beside the VidCom in the Mission Briefing screen.
Drop Weight Limit    Assigns the maximum team weight limit (measured in tonnage) a player may have in the mission. This information is displayed in the Team Weight Limit box in the ’Mech Bay. 
Time Limit    Assigns the maximum time (measured in seconds) a player has to complete the mission. For no limit, enter –1. 
Initial Resource Points    Sets the initial amount of resource points for a mission.
Single Player Mission    Sets the mission to single player only. (Missions default to multiplayer.)
Maximum Number of Teams    Sets the number of teams (between 2 and 8) that you want to have in the mission. 
Maximum Number of Players    Sets the number of players (between 2 and 8) you want to have in the mission. In single-player missions, player defaults to Player 1, Team 1.
Scenario Tune    Sets the background music that will play during gameplay. 
Video File Name    Sets the video that will play during the logistics phase of the mission overview. Video files reside in the \Data\Movies folder and have a .bik extension.
Number of Random RP Buildings    For use with multiplayer missions only. Of the buildings placed, you can randomly use or exclude RP (resource points) buildings based on the number in the data box. For example, if there are 16 buildings and you define the number as 4, only 4 (randomly selected) of the 16 will appear. Important: RP buildings must have at least one row of open cells surrounding them.
Download URL    Provides the link where other players can download your mission. This is displayed during multiplayer setup.  
Mission Type    For use with multiplayer missions only. Defines the type of mission being played. 
Support Options    For single-player missions, this turns on or off options for the mission, like airstrike capability and unlimited ammo. For multiplayer missions, this sets the defaults. 
Team Settings (Objectives)
Creates, edits, and prioritizes the objectives for each team. 
To create or edit team settings
1.	Point to Team Settings on the Mission menu, and then click the team you want to edit.
2.	To create a new objective, click Add.
The Objective dialog box appears.
–or–
To edit an existing objective, click the objective, and then click one of the following buttons.
Remove    Deletes the selected objective from the list.
Edit    Opens the Objective dialog box to edit mission conditions for the selected objective. 
Copy    Makes a duplicate of the selected objective. 
Move Up and Move Down    Places the selected objective above or below its current location, indicating the order all objectives must be performed.  
3.	Edit the team’s objective using the explanations that follow, and then click OK.
Title    Assigns a title to your objective and displays it in the Objectives dialog box. This is for reference purposes only; it will not appear in the game.
Description    Describes the team’s objectives. The descriptive text is displayed during gameplay to inform players of their goals.
Priority    Assigns the objective with a priority status of primary or secondary. Primary status requires the player to meet the objective to complete the mission. A secondary objective is optional and is not required to complete a mission, but it could be used to reward additional points.
Previous primary objective must be completed    When selected, the objective cannot be completed until the conditions of the previous primary objective are satisfied.   
All previous primary objectives must be completed    When selected, the objective cannot be completed until the conditions of all previous primary objectives are satisfied.
Hidden Trigger    When selected, the VidCom Mission Overview will provide no information to the player as to the conditions and objectives of the mission. Descriptive text in the Description box is hidden, and objects selected in the Logistics Model are hidden. 
Activate On Flag    When selected, the objective will not activate until the Flag name entered in the data box is triggered by another (separate) objective. To learn more about setting a flag and its uses, refer to “Type of action to add.”
Reset Status on Flag    When selected, the status of the Objective will be reset to Not Yet Determined (neither completed nor failed) when triggered by another (separate) objective. This can be used as a resulting action to a failure condition. For example, if the objective was to capture a building and the player successfully completes the objective, but then the enemy recaptures the building, the objective can be reset and the player must capture the building again. 
Objective Success and Objective Failure    These two areas have the same features (Conditions to Add, Actions to Add, and so), which work in the same way. However, Objective Success defines conditions that a player must meet to successfully complete the mission, whereas Objective Failure defines conditions that the player must avoid, or else the mission will fail. Refer to the following subparagraphs for explanations of each condition. 
Type of condition to add    Lists the conditions (or goals) a team must satisfy to successfully complete an objective. Click a condition, and then click Add. 
The Elapsed Mission Time condition is not a goal for a player to meet. It is typically a hidden, standalone objective used to trigger hidden actions when a set amount of time has elapsed. For example, if you want an audio file to be played 2 minutes into the mission, set the Elapsed Mission Time to 120 seconds, and set the action to play a .wav file.  
Conditions    Displays the conditions added. To delete a condition, click it, and then click Remove.
Type of action to add    Lists the actions that will be performed when all conditions have been satisfied. Actions include displaying a message, playing a video (.bik) file or an audio (.wav) file, setting a flag, and making new technology available.  
The Flag action is a trigger that activates another (hidden) objective. Click Set Flag, click Add, assign the flag a name (which can be a word or a number), and then click OK. The flag name is used by the Activate on Flag command in the hidden objective. Refer to “Activate On Flag” to learn more. 
The Make New Technology Available action makes new types of weapons, chassis, pilots, and other items available to the player for purchase (for use with single-player missions only). Click Make New Technology Available, click Add, enter the purchase .fit file you want to apply in the \Data\Missions folder, and then click Open. You can use one of the purchase files provided, or you can create one of your own. Refer to “Creating and Editing Purchase Files” to learn more. 
Logistics Model    Objects selected in the Logistics Model are displayed in the VidCom in the Mission Briefing screen prior to the start of each mission. It can be used to display images of primary targets, extraction points, and so on.  
Base Color, Highlight Color 1, and Highlight Color 2    Assigns color schemes to the objects selected in the Logistics Model. 
Display Marker    When selected, the location of the objective is shown on the Tac Map during gameplay. Objectives are numbered in order, based on the Objectives list. Use the Marker Location boxes to define the placement of the marker.
Marker Location    If the Display Marker option is selected, the location of the marker is defined by entering its coordinates in the Marker Location boxes. 
C-Bills    Assigns the amount of money to be awarded to a player who successfully meets all conditions of the objective. 
Player Settings
Assigns players to their respective teams. For single-player games, the default is Player 1, Team 1. You can have as few as two players or as many as eight and as few as two teams or as many as eight. (Refer to “Mission Settings” to learn more about selecting the numbers of teams and players.)  
To assign a player to a team
•	Point to Player Settings on the Mission menu, click the team you want to assign the selected player to in the Default Team Assignment list, and then click OK. 
For multiplayer games, the players’ team assignment will be overridden in the Mission Parameters screen. 
Campaign Menu
The Campaign menu provides an editor to create and edit campaigns. Campaigns are comprised of groups of missions. Missions are typically grouped together based on commonality (for example, they share a common battlefield). 
Campaign Editor
To create or edit a campaign
1.	On the Campaign menu, click Campaign Editor. 
2.	If you want to edit an existing campaign, click Load, enter the .fit file that you want to edit in the \Data\Campaigns folder, and then click Open.
–or-
If you want to create a new campaign, click Edit under Campaign Name, enter a new name for the campaign, and then click OK.
3.	Enter the number of C-bills to assign to the player. This is the initial amount that the player will receive at the beginning of the campaign. 
4.	Select the video .bik file that you want to have displayed after the campaign is successfully completed. Click Browse to search for files in the \Data\Movies folder. 
If you want to create and use your own videos, they must be .bik files and reside in the \Data\Movies folder. 
5.	To create a new group in the campaign, click Add, and then refer to “Group Dialog Box.” 
–or–
To select an existing group, click the group in the Groups box, and then edit it using the following explanations.
Remove    Deletes the selected group from the list.
Edit    Opens the Group dialog box to edit the selected group. Refer to “Group Dialog Box” to learn more. 
Move Up and Move Down    Places the selected group above or below its current location, indicating the order all groups must be performed.
6.	Click Save As, and then save the campaign as a .fit file in the \Data\Campaigns folder. During gameplay, the file name appears in the Load Game dialog box when New Campaign is selected on the Main Menu.
7.	Click Exit. 
Group Dialog Box
Controls the properties of the selected campaign group. The Group dialog box is accessed when Add or Edit is selected in the Campaign dialog box. 
To create or edit the properties of a group
1.	To create a new group or change the name of the selected group, enter a name for the group in the Group Label box.
This is used for tracking the groups in the Campaign Editor dialog box. 
2.	Enter the number of missions the player must complete to satisfy the requirements of the group.
This number does not have to equal the total number of missions in the group.  
3.	Enter an operation file.
This controls the art displayed in the Campaign Missions box in the Mission Selection screen. Click Browse to search for files in the \Data\Art folder. Operation file names begin with MCL_CM_Op and have .fit extensions. 
The operation file is typically a globe with triangles that represent each group of missions in a campaign. Five such sample operation files are provided for your use, supporting up to five missions per group. If no operation file is selected, it defaults to a globe with five triangles. 
4.	Enter a pre-video file.
This is the video .bik file that is played immediately before the Mission Selection screen appears. Click Browse to search for files in the \Data\Movies folder.
5.	Enter a video file.
This is the video .bik file that is played in the Mission Selection screen VidCom at the beginning of the campaign. (The default video is the spinning Davion medallion.) Click Browse to search for files in the \Data\Movies folder.
6.	Enter a tune by number.
This is the music played at the beginning of the campaign. (Music played over individual missions is controlled under Mission Settings.) If no tune is selected, the game will play a default tune. 
7.	To add a new mission to the group, click Add, and then refer to “Mission Dialog Box.”
–or–
Select an existing mission, and then edit it using the following explanations.
Remove    Deletes the mission from the list.
Edit    Opens the Mission dialog box to edit the selected mission. Refer to “Mission Dialog Box” to learn more. 
8.	Click OK. 
Mission Dialog Box
Controls the properties of the selected group mission. The Mission dialog box is accessed when Add or Edit is chosen in the Group dialog box. Refer to “Group Dialog Box” to learn more. 
To edit the properties of a group mission
1.	Enter the mission file (a file with a .pak extension) that you want to be a part of the group. Click Browse to search for files in the \Data\Missions folder.
2.	Enter the purchase file that you want to make available at the beginning of the mission. Click Browse to search for files in the \Data\Missions folder.
Purchase file names begin with “Purchase” and have .fit extensions. You can use an existing purchase file or one that you created. Refer to “Creating and Editing Purchase Files” to learn more.
Purchase files define the ’Mechs, weapons, and pilots that you want to make available to the player for purchase. Once a set of weapons and pilots is made available, they remain available throughout the campaign. However, ’Mechs are not carried over from other missions unless they were previously purchased and placed into storage. If no purchase file is selected, the game makes all ’Mechs, weapons, and pilots available for purchase.
3.	Select the following mission support options that you want to include using the following explanations.
Mission Is Mandatory    Requires that mission must be completed to meet the requirements of the group.
Invoke Pre-Mission Logistics Screens    Allows players to choose their own ’Mechs at the beginning of a mission (as opposed to having to use the ’Mechs that were placed during the mission’s creation). 
Enable ’Mech Lab and ’Mech Purchasing in Logistics    Gives players access to the ’Mech Lab and ’Mech Purchasing features in the pre-mission logistics screens. If deselected, the player is limited to using only the ’Mechs previously placed in ’Mech Storage, which cannot be modified. (This feature is activated only if the Invoke Pre-Mission Logistics Screens option is selected.)
Invoke Post-Mission Salvage Screen    Allows the player to salvage (purchase) dead ’Mechs at 80 percent original cost after the mission is complete. 
Invoke Post-Mission Pilot Promotion Screen    Displays the Pilot Promotion screen after the mission is complete.
Show Mission Selection (only valid if logistics off)    The player is taken directly to the first mission in the list of missions within the group. (This feature is activated only if the Invoke Pre-Mission Logistics Screens option is deselected.)
4.	Click OK. 
Playing Your Campaigns and Missions
Playing custom missions and campaigns is the same as playing standard MechCommander 2 missions and campaigns. Once a custom game is saved, it is available for launch by clicking New Campaign, Multiplayer, or Solo Mission on the Main Menu. 
Sharing Your Campaigns and Missions 
If you want to share your custom missions and campaigns with others, certain files and their correct directory structure must be included in order for the game to function correctly. 
Missions
Required Files
The following files are required to play a mission:
•	\Data\Missions\MyMission.fit (where MyMission is the name of your custom mission)
•	\Data\Missions\MyMission.pak
•	\Data\Textures\MyMission.burnin.tga
•	\Data\Textures\MyMission.tga (required if further edits are to be made to the mission)
Optional Files
The following files are required only if they are present: 
•	\Data\Textures\MyMission.detail.tga (where MyMission is the name of your custom mission)
•	\Data\Textures\MyMission.water.tga
•	\Data\Textures\MyMission\water00xx.tga (where xx represents each file in a series of texture files)
Custom Files (Created by Advanced Players)
The following files are required only if they are present:
•	\Data\Missions\MyPurchase.fit (where MyPurchase is the name of each custom purchase file)
•	\Data\Missions\Warriors\MyAIScript.abl (where MyAIScript is the name of each custom AI script file)
•	\Data\Movies\MyMovie.bik (where MyMovie is the name of each custom movie file)
•	\Data\Sound\MySound.wav (where MySound is the name of each custom audio file)
Campaigns
Required Files
All the files that are required for custom missions are also required for custom campaigns, with the addition of the following:
•	\Data\Campaign\MyCampaign.fit (where MyCampaign is the name of your custom campaign)
Optional Files
All the optional files previously described are required if they are present.
Custom Files (Created by Advanced Players)
In addition to the custom files previously described, the following optional files are required only if they are present:
•	\Data\Art\mcl_cm_opMyMissionGroup.fit (where MyMissionGroup is the name of each operation file)
•	\Data\Art\mcl_cm_opMyArt.tga (where MyArt is the name of each piece of art created for the operation files)
Creating a Custom Environment
You can create your own custom base terrains, where you form mountains, valleys, and canyons and place forests, deserts, tundra, and so on. In addition, you can create patterns (called detail textures) that you can lay over the terrain and water to add character and variety to your world.
Important: The creation or modification of height maps and textures requires a graphics program capable of creating, editing, resizing, and saving grayscale (8-bit) Targa (.tga) images and 16-million-color (24-bit and 32-bit) .tga images.
Creating Base Terrains
The creation of any custom terrain begins with a height map, a grayscale representation of the peaks and valleys of a terrain, where black is the lowest elevation, white is the highest elevation, and varying shades of gray make up the intermediate elevations. From the height map, a 3D mesh is generated. Several sample height maps that you can copy and edit are provided, or you can create and use your own unique maps.
To create or edit a height map
1.	Using a graphics program, create a 120-by-120-pixel grayscale (8-bit) height map.
–or–
Using a graphics program, open the height map .tga file you want to edit in the \Data\Terrain folder. You can use one of the sample maps provided or an image that you created. Note: Do not enter a file with a .height.tga extension.
2.	Edit the grayscale height map, and then save it as a .tga file in the \Data\Terrain folder. (If you want to rename the map and keep the original image intact, click Save As.)
Creating Base Textures
A base texture (like volcanic, desert, or tundra) is applied over the terrain (height map) to produce the basic look of the world. Several sample base textures are provided that you can copy and edit, or you can create and use your own unique textures.
To create or edit a base texture
•	Using a graphics program, create a 1,536-by-1,536-pixel color texture, and then save it as a 24-bit .tga file (a file with a .tga extension) in the \Data\Textures folder.
Use the same name for the base texture file as the name of the mission file to which the base texture will be applied (for example, MyMission.tga and MyMission.pak).
–or–
Using a graphics program, open the mission’s .burnin.tga file in the \Data\Textures folder.
The .burnin.tga file is a snapshot of the terrain (including texture and shadows) as it exists at the time the mission was saved. Edit the .burnin.tga file to enhance the look of the terrain, and then reload the base texture. Refer to “Reload Base Texture” to learn more.  
Creating Detail Textures
Detail textures are laid on top of the base textures to add depth and character to the look of the landscape. 
To create or edit a detail texture
•	Using a graphics program, create a new 128-by-128-pixel color detail texture and save it as a 32-bit .detail.tga file in the \Data\Textures folder.
–or–
Using a graphics program, open the detail texture .detail.tga file that you want to edit in the \Data\Textures folder. You can use one of the sample textures provided or one that you created. Make your modifications, and then save the file.
The image should have an alpha channel so it will composite correctly with the base texture. Refer to the examples in the \Data\Textures folder to learn more. 
Creating Water Textures
Water texture is the basic look of the water and is animated to slowly ebb and flow. 
To create or edit a water texture
•	Using a graphics program, create a 128-by-128-pixel color water texture, and then save it as a 32-bit .water.tga file in the \Data\Textures folder. 
–or–
Using a graphics program, open the water texture .water.tga file that you want to edit in the \Data\Textures folder. (Do not open water files that have the extensions .water0000.tga, .water0001.tga, and so on.) You can use one of the sample textures provided or one that you created. Make your modifications, and then save the file.
Creating Water Detail Textures
Water detail textures are small patterns that are laid on top of the water texture and animated to give movement and sparkle to the surface of the water. Water detail textures differ from other textures in that they require multiple images to produce the illusion of motion. 
To create or edit a water detail texture
•	Using a graphics program, create multiple 64-by-64-pixel color 32-bit images. Save each image using the same name, but with the extensions .water0000.tga, .water0001.tga, and so on. Save the image files in the \Data\Textures folder. 
–or–
Using a graphics program, open each water detail texture file (files with extensions .water0000.tga, .water0001.tga, and so on) that you want to edit in the \Data\Textures folder, make your edits, and then save the files.
A maximum of 31 water detail texture files can be used by one map. A typical number of water detail texture files is 10. 
Adding Artificial Intelligence (or Brains) to Units
There are four files called AI scripts (or brains) that you can modify and apply to units in a custom mission to control their behavior. The scripts are for use with units that are not under the direct control of a human player. Behaviors include escorting another unit, moving to a specified location, patrolling a specified region, and guarding a specified location. Note that all select units, regardless of the applied AI script, will attack if they detect an enemy and then will return to performing their primary tasks once the threat has passed.
Warning: To prevent errors during gameplay, do not edit any sections or variables in the AI scripts other than those described in the following procedures.
Important: The Mission Editor makes backup copies of each file and adds the extension .old. Do not edit an .old file, as your changes will not be recognized.
To identify and locate units
1.	Open the Mission Editor, click Edit Mission, enter a mission file (a file with a .pak extension) in the \Data\Missions folder, and then click Open.
2.	Double-click the unit you want to apply your custom AI to, write down the number in the Squad box, and then click OK.
The squad number is used in the mission .fit file to link the specific unit to its AI script. Refer to “Assigning AI Scripts to Units (Editing a Mission .FIT File)” to learn more. 
3.	Place your cursor on the unit but do not click it, and then write down the numbers displayed in the Coordinates box in the status bar toward the top of the screen. 
These are the x and y coordinates of that unit, needed when defining the unit’s location and movement in the AI script. 
4.	If you intend for the unit to move to or patrol a specific location or set of locations, place your cursor at each location and write down the coordinates. 
5.	Exit the Mission Editor. 
To create or edit an AI script 
Important: Ensure the Mission Editor is closed before making and saving changes to an AI script. Otherwise, changes will be overwritten and lost. 
1.	In Windows Explorer, copy the AI script (a file with an .abl extension) that you want to use in the \Data\Missions\Warriors folder. Refer to the following for brief explanations of the four sample AI scripts provided.
EscortBrain    The select unit escorts and protects another unit. If the unit being escorted is destroyed, the select unit guards an area defined by the user.
MoveTo_Guard    The select unit moves along a path of defined waypoints, pausing briefly at each before proceeding. When it reaches the last waypoint, the unit moves to a defined location and guards that position.
PatrolBrain    The select unit continuously patrols along a defined path. 
GuardStartPoint    The select unit guards its starting location. 
2.	Right-click the AI script file you just copied, and then click Properties. 
3.	Click the title bar, and then rename the AI script file with a unique name. Note: Do not change the .abl extension. 
4.	Deselect Read-only, and then click OK.
5.	Using Microsoft Notepad or a similar program, open the AI script you created.
6.	Scroll down (approximately 10 lines) to the line that begins with “fsm.” Each AI script must have a unique fsm name (for example, “PatrolBrain_1”). Replace the existing name with a new name.   
7.	Edit the AI script variables in accordance with “Editing the AI Script Variables.”
8.	Save and close the file, and then assign the AI script to the unit in accordance with “Assigning AI Scripts to Units (Editing a Mission .FIT File).”
Editing the AI Script Variables
The EscortBrain.abl File
The select unit escorts and protects another unit. If the unit being escorted is destroyed, the select unit guards an area defined by the user. 
To customize an EscortBrain file
•	Edit the following variables.
ScanRange = n    Where n is the range (measured in meters) in which the select unit will scan for enemies. 
EscortSquadID = n    Where n is the unique squad number of the unit being escorted. 
EscortRange = n    Where n is the range (measured in meters) that the select unit will get no closer than to the unit being escorted. This is useful in preventing the two units (the escort and the unit being escorted) from colliding.   
GuardSpot[0] = x    Where x is the x (horizontal) coordinate of the area the select unit will move to and then guard if the unit being escorted is destroyed.
GuardSpot[1] = y    Where y is the y (vertical) coordinate of the area the select unit will move to and then guard if the unit being escorted is destroyed.	
The MoveTo_Guard.abl File
The select unit moves along a path of defined waypoints, pausing briefly at each before proceeding. When it reaches the last waypoint, the unit moves to a defined location and guards that position. 
To customize a MoveTo_Guard file
•	Edit the following variables.
ScanRange = n    Where n is the range (measured in meters) in which the select unit will scan for enemies.
PatrolState[1] = n    Where n is the total number of waypoints along the path. This number must equal the number of waypoints defined. There is no limit to the number of waypoints you can define. Each waypoint is comprised of an x and y coordinate. 
PatrolPath[n, 0] = x    Where n represents the waypoint number and x represents the x (horizontal) coordinate of a waypoint. The first waypoint must be number 0. 
PatrolPath[n, 1] = y    Where n represents the waypoint number and y represents the y (vertical) coordinate of a waypoint. The first waypoint must be number 0. 
GuardSpot[0] = x    Where x is the x (horizontal) coordinate of the area the select unit will move to and then guard after it has reached all the waypoints.
GuardSpot[1] = y    Where y is the y (vertical) coordinate of the area the select unit will move to and then guard after it has reached all the waypoints.
The PatrolBrain.abl File
The select unit continuously patrols along a defined path.
To customize a PatrolBrain file
•	Edit the following variables.
ScanRange = n    Where n is the range (measured in meters) in which the select unit will scan for enemies.
PatrolState[0] = n    Where n defines the patrol pattern. When a unit reaches the last waypoint, it can turn around and return in reverse order, or it can return directly to its starting point. Enter 0 for reverse order, or enter 1 to return to start. 
PatrolState[1] = n    Where n is the total number of waypoints along the path. This number must equal the number of waypoints defined. There is no limit to the number of waypoints you can define. Each waypoint is comprised of an x and y coordinate.
PatrolState[2] = n    Where n is the number of times the select unit will perform the defined patrol. Enter –1 for continuous (no limit). 
PatrolPath[n, 0] = x    Where n represents the waypoint number and x represents the x (horizontal) coordinate of a waypoint. The first waypoint must be number 0. There is no limit to the number of waypoints you can define. 
PatrolPath[n, 1] = y    Where n represents the waypoint number and y represents the y (vertical) coordinate of a waypoint. The first waypoint must be number 0. There is no limit to the number of waypoints you can define.
The GuardStartPoint.abl File
The select unit guards its starting location. 
To customize a GuardStartPoint file
•	Edit the following variable.
ScanRange = n    Where n is the range (measured in meters) in which the select unit will scan for enemies.
Assigning AI Scripts to Units (Editing a Mission .FIT File) 
Units are linked to their AI scripts through the mission .fit file. The mission .fit file is where control data are stored, like numbers and locations of ’Mechs, color of light, and elevation of terrain. A .fit file is created or updated whenever a mission .pak file is saved. Units may share a common AI script. 
Important: Ensure the Mission Editor is closed before making and saving changes to a .fit file; otherwise, changes will be overwritten and lost.
To assign an AI script to a unit
1.	Using Microsoft Notepad or a similar program, open the corresponding mission .fit file for the mission you created in the \Data\Missions folder.
2.	In the mission .fit file, find the Warrior section specifically for the unit that you are assigning the AI script to. There are two effective methods to help find the correct unit: 
By unit coordinates    The x and y coordinates are listed as “fPositionx” and “fPositionY” in the file.
By squad number    Called “ul SquadNum” in the file.
3.	Scroll up to the line “st Brain” and replace the current word in quotation marks with the name of the AI script you want to apply. Do not include the .abl extension.  
4.	Repeat steps 2 and 3 for each unit you want to assign an AI script, save the file, and then exit. 
Creating and Editing Purchase Files
A purchase file is a list of ’Mechs, pilots, and components (weapons, armor, and jump jets) that you make available for a player to acquire at the beginning of a campaign or as an award for successfully completing an objective or mission.  
There are two means for awarding purchase files: (1) using the Make New Technology Available action when setting mission objectives (refer to “Mission Settings” to learn more) and (2) setting properties in the Mission dialog box of the Campaign Editor (refer to “Campaign Menu” to learn more).
To create or edit a purchase file
1.	Using Microsoft Notepad or a similar program, create a new purchase .fit file in the \Data\Mission folder. Refer to Figure 1 for the required format. It is recommended that you use a file name that will distinguish it as a purchase file. 
–or–
Copy a purchase .fit file from the \Data\Mission folder, click Save As, and then rename the file. 
2.	If you want to define the specific component(s) to make available, enter FALSE in the line
bAllComponents = {TRUE/FALSE}
–or–
If you want to make all components available, enter TRUE in the line
bAllComponents = {TRUE/FALSE}
Proceed to step 4.
Note: Components include weapons, chassis, jump jets, and so on.
3.	Enter the identifier number for each component that you want to make available in the line(s)
lComponentX=Y
where X is the sequence number and Yis the identifier. Components must be numbered sequentially and the first must be 0. Refer to Table 1 for a cross-reference of components and their identifier numbers. 
Note: Not all components are available for use. 
4.	Enter the name of each ’Mech that you want to make available in the line(s) 
stMechX=“Y”
where X is the sequence number and Y is the ’Mech name. ’Mechs must be numbered sequentially and the first must be 0.
5.	Enter the names of each pilot that you want to make available in the line(s) 
stPilotX=“PMWY”
where X is the sequence number and Y is the pilot’s name. Pilots must be numbered sequentially and the first must be 0. 
6.	Save the file, and then exit.
The purchase file is now ready for use by any mission.  

FITini

[Components]

b AllComponents = {TRUE/FALSE}

l Component0 = x   (where x is the component number per Table 1)
l Component1 = x
l Component2 = x
(and so on)

[Mechs]

st Mech0 = “Mech name”
st Mech1 = “Mech name”
st Mech2 = “Mech name”
(and so on)

[Pilots]

st Pilot0 = “PMWPilot name”
st Pilot1 = “PMWPilot name”
st Pilot2 = “PMWPilot name”
(and so on)

FITend

Figure 1	Format for a Purchase .FIT File

Table 1	Component Identifier Numbers and Types

No. | Type
7 | Heat sink
10 | Jump jets
25 | Armor
99 | Light Gauss Rifle
100 | Light Autocannon (AC/5)
101 | Autocannon (AC/10)
102 | Heavy Autocannon (AC/20)
103 | Ultra Light Autocannon (AC/5)
104 | Gauss Rifle
108 | Ultra Medium Autocannon (AC/10)
109 | Clan Ultra Heavy Autocannon (AC/20)
110 | Clan Ultra Light Autocannon (AC/5)
111 | Clan Ultra Medium Autocannon (AC/10)
112 | Ultra Heavy Autocannon (AC/20)
113 | Clan Gauss Rifle
114 | MG Array
120 | LRM Rack
123 | Swarm LRM Rack
125 | Streak SRM Pack
130 | Clan LRM Rack
135 | Clan Streak SRM Pack
139 | Clan Heavy Laser
140 | Large Laser
141 | ER Large Laser
142 | Large Pulse Laser
143 | Large Laser
144 | Pulse Laser
145 | PPC
146 | ER PPC
147 | Clan Heavy Large Laser
150 | Clan ER Large Laser
151 | Clan Large Pulse Laser
152 | Clan ER Laser
153 | Clan Pulse Laser
154 | Clan ER PPC
155 | Flamer Array
156 | Laser
160 | Long Tom Cannon
161 | Thunderbolt Missile
Abbreviations:
ER = Extended-Range
LRM = Long-Range Missile
MG = Machine Gun
PPC = Particle Projection Cannon
SRM = Short-Range Missile