Scenario.txt Scenario.txt In Scenario.txt you can define basic scenario settings including simple dynamic maps, player presets and starting material, game goals, weather conditions etc. Most of these settings can also be made in the scenario properties of the menu system. For more complex settings and mission sequences you will have to write a script. Some of the values require four numbers which specify mean, deviation, minimum and maximum. The value which is actually used is computed by BoundBy(mean+Random(2*deviation+1)-deviation,minimum,maximum);. ValueData typeDescription IconIntegerDefault icon for the scenario. See the scenario options in the menu system. TitleString (max 512)Title for the scenario. Entries in Title.txt will override this value. Version4 integersEngine version required by the scenario. MinPlayerIntegerMinimum player count MaxPlayerIntegerMaximum player count MaxPlayerLeagueIntegerMaximum players for the league, default is MaxPlayerLeague = MaxPlayer. LoadersStringFile name (without extension) of the desired loader screen. FontStringName of the font to be used for this scenario (replacing the default font). DifficultyIntegerDifficulty of the scenario. Scenarios in a folder are sorted ascendingly by difficulty if specified or by the alphabet otherwise. NoInitializeInteger0 or 1. If 1, basic startup objects as defined in Scenario.txt (player material and buildings, animals, vegetation) are not placed. This flag is automatically set in savegaes and is used to avoid duplication by repeated scenario initialization. The flag ignores among others the values Buildings, Vehicles, Material, Vegetation, InEarth, and Animals. MissionAccessStringThe scenario will only load if the player gained this password in another scenario. See script function GainMissionAccess(). SecretboolIf true and MissionAccess is set, the scenario is invisible in the scenario selection list if the player does not have the required password access. ForcedFairCrewInteger0 or 1. If 1, fair crew is always used in this scenario. FairCrewStrengthIntegerStrength of the fair crew. FilmInteger0 or 1 und only valid for records. If 1, the view always follows the first player and all player controls are invisible.
Section [Head]
ValueData typeDescription ModeStringGeneral game mode of this scenario. Used by network and league servers to determine which league to host the game in. Currently suggested identifiers are: Melee, Parkour, Settlement, Defense. Strings should be valid identifiers. RulesID listGame rules. GoalsID listGame goals. ValueOverloadsID listList of definitions for which the values should be overridden. The amount will be the new value. FoWEnabledInteger0 or 1. If 0, FoW is disabled, and the whole landscape is visible. Default 1.
Section [Game]
ValueData typeDescription Wealth 4 integersSeed capital. Position 2 IntegerStart position as coordinates for the un-zoomed landscape. Both -1: Random position. Crew ID listType and count of initial crew members. Buildings ID listBuildings available at game start. Vehicles ID listVehicles available at game start. Material ID listMaterials available at game start Knowledge ID listObjects the player should initially be able to create. BaseMaterial ID listMaterials available to buy at game start. BaseProduction ID listAdditional supply of materials to buy. Magic ID listAvailable spells. If the list is empty, all spells are available (backwards compatibility).
Sections [Player1] [Player2] [Player3] [Player4]
ValueData typeDescription Vegetation ID listVegetation types and ratio. VegetationLevel 4 integers0-100. Vegetation amount. InEarth ID listTypes and proportionate shares of buried objects. InEarthLevel 4 integers0-100. Amount of buried objects. Sky StringSky texture from Graphics.ocg (without filename extension) SkyFade 6 integersSky color gradient (RGB to RGB). Values 0-255. With all values 0, the default blue background will be used. BottomOpen Integer0, 1 or 2. Determines wether the bottom of the game world should be open. 0=Bottom is closed, 1=Bottom is open, 2=Bottom is closed if the corresponding map pixel in the bottom row has tunnel background and open otherwise. TopOpen Integer0, 1 or 2. Determines wether the top of the game world should be open. Values analogous to BottomOpen. LeftOpen IntegerHeight until which the left side of the game world is open. RightOpen IntegerHeight until which the right side of the game world is open. AutoScanSideOpen Integer0 or 1. If 1, LeftOpen and RightOpen will be set automatically depending on the landscape at game start. MapWidth 4 integersBase width of the dynamic map. MapHeight 4 integersBase height of the dynamic map. MapZoom 4 integersFactor for zooming the map to the real game world. Default is 8. Amplitude 4 integers0-100 with tolerance. Hill height for dynamic maps. Phase 4 integers0-100 with tolerance. Hill offset for dynamic maps. Period 4 integers0-100 with tolerance. Hill interval for dynamic maps. Random 4 integers0-100 with tolerance. Random deviance for dynamic maps. Material StringMaterial-texture definition of the base material for dynamic maps. Liquid StringMaterial-texture definition of the liquid material for dynamic maps. LiquidLevel 4 integers0-100 with tolerance. Liquid level for dynamic maps. MapPlayerExtend Integer0 or 1. Determines wether the dynamic map will be extended for every player activated at game start. Layers Material listAdditional material layers in earth for dynamic maps. ExactLandscape 1 Integer0 or 1. Specifies wether the Landscape.bmp is an actual game landscape. Gravity 4 integers10-200: Gravity. Default 100. NoScan Integer0 or 1. If 1, some ingame landscape checks will be turned of, such as freezing, melting or material counting. KeepMapCreator Integer0 or 1. If 1, the internal MapCreater won't unload after game start, so functions like DrawDefMap still work. SkyScrollMode Integer0 to 2. 0: Static sky, 1: The sky moves with the wind, 2: The sky is drawn half-parallax. FoWRes IntegerGranularity of the Fog of War. Default: 64. Warning: smaller values will improve the looks of the FoW but will also severely increase processing times. FlatChunkShapes Integer0 or 1. If 1, all landscape chunks are drawn flat when the map is zoomed to draw the landscape. Set this while drawing a static map in console mode to fix small gaps of lower order materials hidden behind materials of chunky shape.
Section [Landscape]
ValueData typeDescription AnimalsID listFreewheeling creatures. NestID listBuried nests.
Section [Animals]
ValueData typeDescription Climate4 integers0-100 with tolerance. Average temperature. 0 warm, 100 cold. StartSeason4 integers0-100 with tolerance. Season at game start. YearSpeed4 integers0-100 with tolerance. Speed of season change. Wind4 integers-100-100 with tolerance. Wind direction and strength. NoGammaInteger0 or 1. If 1, the current season won't cause a small global color change.
Section [Weather]
ValueData typeDescription Objects ID listEnvironment control objects that are placed at game start.
Section [Environment]
ValueData typeDescription LocalOnlyIntegerIf LocalOnly is 1, only definitions local to the scenario file will be load. Definition1 to 9String(s)With Definitionx entries you can specify which object definition packs (ocd) are to be loaded with this scenario. The specified files must be available in the Clonk directory. If files are specified here, manual pack selection in the menu system is disabled. SkipDefsID listList of object definitions (C4IDs) which are not to be loaded with this scenario. This can be used to prevent researching certain object types in the game.
Section [Definitions]
Sven22002-04 Newton2010-02