How do I install the Missions?

XvT basically has 3 types of missions: training, combat and melee missions. All variations offer a maximum of 8 multiplayers. The main difference is the number of teams. Training missions are limited to one team (Rebel or Empire). Combat missions offer the possibility to use 2 teams (Rebel and Empire). Melees offer a total of 4 teams (Colors).

Tournaments are multiple melee missions combined, Battles are multiple combat missions combined en Campaigns are multiple training missions.

If you would open for example your TRAIN folder you would notice it contains not only missions (.TIE-files) but als lists (.LST). These you can open with wordpad. MISSION.LST contains all the training missions, while REBEL.LST and IMPERIAL.LST only contain the appropriate for the designated team.

The Layout is staight forward:

//
[Rebel Training - Single Player]<= the main header ingame
//
0 <= mission number
1TA02BZ.tie <= file name
Gunnery Training <= ingame title
1 <= mission number
1TA05BY.tie <= file name
Proton Torpedoes ><= ingame title


If you look at your Campaign folder you'll notice a Rebel, Imperial and Mission .LST. If you open them you'll see a simular setup only with campaigns instead of missions. The other lists are showing what missions belong to a campaign. The number indicates the number of missions in the campaign b.t.w.


Adding custom missions is quite easy then. As an example I'll use the Mon Calamari Campaign. First read the ReadMe: it contains all the info you need. Drag the .tie files to the BoP/Train directory and the .lst to your BoP/Campaign directory - as discribed in the readme file.
The .TIE files are the missions. The MonCalamari.lst is the list that indicates which missions belong to the campaign.

We now have to add the missions and the campaign into the *database* This simply means adding some txt lines to the lists. Add the following lines to your Rebel.lst (being a Rebel mission) and Mission.lst:

//
[The Attack on the Mon Calamari Home World Campaign] <= the main header ingame
//
2512 <= mission number. A random number. This number must be the same for everyone playing this mission in multiplayer. So changing this number is not advised but possible. Double numbers (2 missions with the same number) will result in an error.
* 1 0 Moncal1.tie <= file name, the [* 1 0] indicates it's part of a campaign. Imperial campaign missions use [* 2 0]. Note that the [* 1 0] is only added in your list. The file name is still Moncal1.tie. If your mission is not part of a campaign, don't bother using it.
Convoy Protection <= mission title
2513
* 1 0 Moncal2.tie
Sneaking Through
2514
* 1 0 Moncal3.tie
'Til the Last Man
etc. etc ->
2521
* 1 0 Moncal10.tie
Time to Move

Now save and close both mission.lst and rebel.lst

Go to your Campaign folder and open the Rebel.lst and Mission.lst
Add the following lines:
/24 <= campaign number. Again a random number. This number must be the same for everyone playing this campaign in multiplayer. I believe the number must be below 64 or 128 (forgotten). Higher numbers result in not saving your campaign progress...
MonCalamari.lst <= campaign list indicating which missions belong to the campaign.
The Attack on the Mon Calamari Home World <= campaign name.


Save, close and you're ready to fly.


Can custom missions damage your pc?

Nope. The only thing that can happen is a corrupted pilot-file.. The corruption only happens when you frequently add, play and remove custom missions. It has happend to me once. So creating a back-up or only using a special pilot to play custom missions is advisable.


Why are your Missions so Hard?

Since I've tried many XvT Custom Missions I noticed how easy most are. So I desided that when I'd make custom missions they wouldn't be easy! So that's why my missions are a real challenge. It also makes the missions realistic - since blowing Starships and Starfighters to dust in notime isn't! But if you think my missions are to hard; please let me know...

for questions you can mail me