Community project: AlliED "unknowns" repository

Want to edit the game, build your own craft and missions? Here you'll find help, tools, guides and people to discuss with.

Community project: AlliED "unknowns" repository

Safe-Keeper
Cadet 2nd Class
Posts: 95
Joined: Mon Jul 09, 2012 3:07 pm
Contact:

Post by Safe-Keeper » Wed Jul 25, 2012 8:46 pm

Okay, so AlliED has a lot of "Unknowns" that we haven't figured out yet. Orders, status tags, briefing stuff, you name it. So I figured I could share the ones I know here, and let this thread be a sort of repository for AlliED unknowns.

To start it off:

No AI ejection
- 22 in the FG status dropdown list prevents escape pods and pilots from launching from the FG as it takes damage. Most notably used with the experimental TIEs in Battle 2, although it's also useful for when you want a ship to go down with all hands, such as when the Azzameen Gallofree freighter was destroyed in the bacta delivery mission.

Time limit for individual FG Goals
- In the FG Goals tab, in the lower-right corner there's a number box with a checkbox next to it labelled "Use?". This allows you to set a time limit for completion of the order, using the same system as the Order tab (1-20 equals 1-20 seconds, every digit above that adds five seconds). XWA will show how much time you have to complete the order ingame -- for example, it'll say something like "ISD Corrupter: destroy (10:00)".

Anyone else know of any? There's quite a few around, and it'd be exciting if we could crack a few of them. I'd love a way to make AI fighters attack "Craft with Target x". That is, for example, if escort fighters could target "Starfighters [only if] their target is FG 9", for example. I wonder if there might be a proximity condition, too, like "Attack targets within proximity of FG 9".

Notes to self:
In the "Destroy Hurrim base" mission, friendly fighters attack "Any team but rebel only if 20 is 2". Hurrim gunpads engage Rebel fighters only if 20 is 10". Level of damage, perhaps?

In B5M4, "Protect Smuggler Retreat", the attacking ISD and M/FRG have orders to patrol and attack "19 1 only if 17 7". The Strike Cruiser also attacks "19 1" but also "15 34".

User avatar
JeremyaFr
XWAU Member
Posts: 3921
Joined: Mon Jan 18, 2010 5:52 pm
Contact:

Post by JeremyaFr » Wed Jul 25, 2012 11:03 pm

In "Class.txt", I propose this:

Code: Select all

15	any Flight Group except
16	any Ship Type except
17	any Ship Category except
18	any Object Category except
19	any IFF except
24	any Global Unit except

User avatar
JaggedFel
Galactic Empire
Posts: 433
Joined: Wed Sep 06, 2006 11:01 pm
Contact:

Post by JaggedFel » Fri Jul 27, 2012 11:12 am

I updated a lot of things when I was making YOGEME, but I don't have a list of all of those updated values compared to Allied or New Horizons. The Goal time limit however is news to me, I don't think I've got that in my notes, will have to tinker.
Ye Olde Galactic Empire Mission Editor v1.15.6
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt

Safe-Keeper
Cadet 2nd Class
Posts: 95
Joined: Mon Jul 09, 2012 3:07 pm
Contact:

Post by Safe-Keeper » Sat Jul 28, 2012 10:02 pm

In "Edit Uknowns", could the second "depart?" number be a survival condition? I noticed in one of the "Escort imperial convoy" missions that the player and his wingman were "2", while all other craft were 0.

In B3M3 (where you destroy the reactor prototype), there are three Rebel flight groups, two of which are part of the strike force and one of which is a reinforcement FG. The two main FGs are "2s", the reinforcements are a "1", and the remainder of the FGs in the mission are zeroes.

Could the "2" activate some kind of flag that makes you fail the mission if your craft is destroyed? Will test this out.

User avatar
JaggedFel
Galactic Empire
Posts: 433
Joined: Wed Sep 06, 2006 11:01 pm
Contact:

Post by JaggedFel » Sun Jul 29, 2012 7:58 pm

Safe-Keeper wrote:I wonder if there might be a proximity condition, too, like "Attack targets within proximity of FG 9".
I've done something similar to this before, using Skip Triggers.

Leave the first order as something passive like "Patrol" or "Circle", and copy/paste it to the third order. Fourth order can be "Go Home".
Have the second order be "Attack Bad Guys" (global group, global unit, whatever. don't want the escorts to completely bail).
Set the Skip To O2 trigger to "must be in proximity to FG 9", and the Skip To O4 trigger to win conditions or whatever.

That should have the escorts chill along their pattern until someone takes a shot. Then they go after the O2 targets, returning to their pattern in O3 until they finish that or skip to O4.

I've used this to have FGs split off for protection duty, although generally when I use that Trigger it's for Arrival (ie, launching fighters when someone snoops too close).

Of course, this is assuming the "Protect Targets" order isn't doing what you need it to.
Safe-Keeper wrote:Could the "2" activate some kind of flag that makes you fail the mission if your craft is destroyed? Will test this out.
I tried this, was not the case. I don't know if there's a more elegant way than just applying the "must NOT be destroyed" goal to the player's FG.
Ye Olde Galactic Empire Mission Editor v1.15.6
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt

User avatar
capitanguinea
Galactic Empire
Posts: 226
Joined: Sun Aug 30, 2015 3:59 pm

Post by capitanguinea » Mon Aug 31, 2015 3:11 pm

Sorry if it is a sort of necroposting...

I am in a intense period of mission editor activity, using ALLIED, and I have noticed a discrepancy as the conditions are reported in game and on the editor itself. With a well learned guess I have perhaps identified a lot of Unknows, from number (decimal) 59 to 70. Seems they are status condition, relative to the Teams or Global Groubs.

However is still uncertain: as example, the condition 49 and 50 are usually intended as per "be - better would be 'remain' - in proximity of" and "not be in proximity of" respectively on the editor (and they worked well if used in Global Goal section). I we use them without re-spell the text as primary goal, in the mission goal list they come out spelled as "ALL destroyed" and "ALL attacked".

a lot of other conditions are spelled via numbers as

inc(ompleted) #number (es: inc 9)
or
comp(leted) #number (es: comp 9)

with a bit of patience and trying, during the late week end you found the corrispondances between the conditions numbers


#09 exist(survive) aka inc 9 is coupled with #56 aka comp 9 aka "be shown" - for this reason i recolled inc 9 as "exist but not be shown yet on cmd"
#11 inc 11 I called it "status to not been IDed yet" is couple with #57 "Not be IDed" ... but their interaction is quite anomalous.
#38 under scrutinement
#39 under scrutinement
#40 under scrutinement

#47 arrive region# aka comp 0 nothing strange about it.
#48 leave region# aka "All arrive" and that IS strange... seems to be one of the Team/IFF status conditions

#49 Be in proximity aka "All destroyed"
#50 Be not in proximity aka "All Attacked" be warned those to fail if you during flight negate them after success
#51 aka "All seized"
#52 Defect (and works!) aka "All Inspected"
#53 To be towed aka "All boarded"
#54 Be delivered aka "All Docked"
#55 aka "All disabled"
#56 Be Shown (not only for message!) aka comp 9
#57 Be IDed aka comp 10 (strangely is the negation for Never True)
#58 Not Be IDed aka comp 11 (it was by the functioning of this that I understood inc11)
#59 Exist aka "All complete Mission"
#60 aka "Another Team Won"

and now the piece of cake!

#61 comp 14 couples with #14 "Primary Goal Fail" - so i called him "All Primary Goal failed"
#62 comp 15 with #15 "Secondary Goal Completed" - "All Secondary Goal Failed"
#63 comp 16 with #16 "Secondary Goal Failed" - you know it u.u
#64 comp 17 with #17 - "All bonus goal failed"
#65 comp 18 with #18 - "All bonus goal completed"
#66 All dropped off (confirmed)
#67 comp 20 with #20 - "All be reinforced"
#68 comp 21 with #21 - "All be 0% shield"
#69 comp 22 with #22 - "All be 50% hull"
#70 comp 23 with #23 - "All at 0 Warheads"

Most of the "All xxx" conditions, may only work under Global Goal, under my best guess.

User avatar
ual002
XWAU Member
Posts: 983
Joined: Wed Sep 24, 2008 2:23 am

Post by ual002 » Tue Sep 12, 2017 5:31 pm

Is there a way to Edit ALLiED to add all these things you guys found?

EDIT: I Figured it out.
Image Image Image Image Image

User avatar
Mark_Farlander
Rebel Alliance
Posts: 580
Joined: Tue Jan 16, 2018 10:47 pm

Post by Mark_Farlander » Thu Mar 08, 2018 6:57 pm

Safe-Keeper wrote:
Wed Jul 25, 2012 8:46 pm

In the "Destroy Hurrim base" mission, friendly fighters attack "Any team but rebel only if 20 is 2". Hurrim gunpads engage Rebel fighters only if 20 is 10". Level of damage, perhaps?
JeremyaFr wrote:
Wed Jul 25, 2012 11:03 pm
In "Class.txt", I propose this:

Code: Select all

15	any Flight Group except
16	any Ship Type except
17	any Ship Category except
18	any Object Category except
19	any IFF except
24	any Global Unit except
Update: 20 any Global Group except.
I've discovered it while I'm fixing mission bugs for Battle 5, Mission 7: Destroy Hurrim Base.
LAS BATs have "SS Patrol + attack Rebels only if any Global Group except 10". Global Group 10 is MOB Vemmer (6 crafts).
Since all MOB Vemmers are already disabled (await boarding), they are not going anywhere, so there is no need to attack them.
Dunari's crafts (they are Team Rebel anyway) have "Attack any Team except Rebel only if any Global Group except 2".
Global Group 2 is PLT/1 Hurrim Base and SHU Lendros, and they both must be boarded to complete the mission.

This is a 6 year old topic, but I think it's an evergreen one.
I don't judge tactics. The Battle is the best and only Judge.

User avatar
JeremyaFr
XWAU Member
Posts: 3921
Joined: Mon Jan 18, 2010 5:52 pm
Contact:

Post by JeremyaFr » Thu Mar 08, 2018 7:25 pm

Hello,
Here is what I have in my notes:
TieClass:
  1. FlightGroup,
  2. ShipType,
  3. ShipCategory,
  4. ObjectCategory,
  5. Iff,
  6. CraftWithOrder,
  7. CraftWhen,
  8. GlobalGroup,
  9. Rank,
  10. CraftWithStatus1,
  11. All,
  12. Team,
  13. PlayerOfGlobalGroup,
  14. AfterDelay,
  15. NotFlightGroup,
  16. NotShipType,
  17. NotShipCategory,
  18. NotObjectCategory,
  19. NotIff,
  20. NotGlobalGroup,
  21. NotTeam,
  22. NotPlayerOfGlobalGroup,
  23. GlobalUnit,
  24. NotGlobalUnit,
  25. CraftWithCargo,
  26. CraftWithoutCargo

User avatar
Mark_Farlander
Rebel Alliance
Posts: 580
Joined: Tue Jan 16, 2018 10:47 pm

Post by Mark_Farlander » Thu Mar 08, 2018 8:32 pm

Thanks a lot for the list.

It seems even the Marauder corvettes have corrupted orders in that mission: "SS Patrol + attack Rebels only if 16 (any Ship Type except) 105".
In the Shiplist sequence 105 is Platform 3 also counting the blank spaces, whereas it's Rebel Alliance Platform without counting them.
Either way none of the 2 ship types appears in the mission.
I'll fix such orders by reassigning them using Flight Groups or Global Groups.
I don't judge tactics. The Battle is the best and only Judge.

User avatar
Mark_Farlander
Rebel Alliance
Posts: 580
Joined: Tue Jan 16, 2018 10:47 pm

Post by Mark_Farlander » Fri Mar 09, 2018 5:04 pm

I made a mistake: I looked at the Shiplist Sequence in the editor and I counted the craft types there.
Now I've checked the notepad file "Ships" and it's all OK: 105 is the Mobquet Transport.
The order for M-CRV Plank and M-CRV Broadside is equivalent to that for the asteroid laser batteries.
There is no need for an order rework.
I don't judge tactics. The Battle is the best and only Judge.

User avatar
JaggedFel
Galactic Empire
Posts: 433
Joined: Wed Sep 06, 2006 11:01 pm
Contact:

Post by JaggedFel » Sun Mar 11, 2018 2:50 pm

JeremyaFr wrote:
Thu Mar 08, 2018 7:25 pm
Hello,
Here is what I have in my notes:
TieClass:
  1. FlightGroup,
  2. ShipType,
  3. ShipCategory,
  4. ObjectCategory,
  5. Iff,
  6. CraftWithOrder,
  7. CraftWhen,
  8. GlobalGroup,
  9. Rank,
  10. CraftWithStatus1,
  11. All,
  12. Team,
  13. PlayerOfGlobalGroup,
  14. AfterDelay,
  15. NotFlightGroup,
  16. NotShipType,
  17. NotShipCategory,
  18. NotObjectCategory,
  19. NotIff,
  20. NotGlobalGroup,
  21. NotTeam,
  22. NotPlayerOfGlobalGroup,
  23. GlobalUnit,
  24. NotGlobalUnit,
  25. CraftWithCargo,
  26. CraftWithoutCargo
One more for your list, 0x1B (27) is "Message #". It's one of the ways multiple messages are shown after a given event; the first message in a "conversation" is triggered as normal, and the others a can be triggered (with a set delay) one after the other. Along with that is Trigger Condition 0x38 (56), which I noted as "Be shown (message)". 1B0M1 starts off with a set of that; the initial "we're picking up the canisters" is at mission start, then "I'll take one you take the other" is triggered as "Message #0 must be shown" (3 sec delay), then "Press 't' to target" is triggered as "Message #1 must be shown" (3 sec delay), etc.

Of course, this isn't restricted to Messages, you could have a FG arrive right after a message with "I hope nobody shows up" fires.
Ye Olde Galactic Empire Mission Editor v1.15.6
Current software WIPs: TIE Layout and Cutscene Editor, TIE/XvT Cockpit Editor
Libraries / Format specs: *.tie, *.plt, *.tfr, *.lfd , *.act, *.dat image files, *.fnt

User avatar
JeremyaFr
XWAU Member
Posts: 3921
Joined: Mon Jan 18, 2010 5:52 pm
Contact:

Post by JeremyaFr » Sun Mar 11, 2018 3:20 pm

Thanks for the info

Bman
Lieutenant Commander
Posts: 1167
Joined: Mon Apr 05, 2004 11:01 pm

Post by Bman » Tue Mar 27, 2018 2:43 am

Reposting what Capitanguinea wrote. This is the conditions "Conds.txt" file in AlliED directory (minus the numbers listed for reference):

00 (AlwaysTrue)
01 Arrive
02 Be Destroyed
03 Be Attacked
04 Be Captured
05 Be Inspected
06 Be Boarded
07 Finish Docking
08 Be Disabled
09 Exist(Survive,ButNotShownYetOnCMD)
10 (NeverTrue)
11 Status-NotYetIdentified
12 Complete Mission
13 Complete Primary Goal
14 Fail Primary Goal
15 Complete Secondary Goal
16 Fail Secondary Goal
17 Complete Bonus Goal
18 Fail Bonus Goal
19 Be Dropped Off
20 Be Reinforced
21 Have 0% Shields
22 Be At 50% Hull
23 Run Out Of Missiles
24 Arrive(?)
25 Be Dropped Off
26 Be Unharmed(NotAttacked?)
27 Not Be Disabled
28 Not Be Bagged
29 Destroyed Without Inspection
30 Be Docked With
31 Not Be Docked With
32 Begin Boarding
33 Not Begin Boarding
34 Be At 50% Shields
35 Be At 25% Shields
36 Be At 75% Hull
37 Be At 25% Hull
38 ?
39 ?
40 ?
41 Be All Player Craft
42 Reinforced By A.I.?
43 Come And Go
44 Be Bagged
45 Withdraw
46 Be Carried Away
47 Arrive In Region #
48 Leave Region # (AllArrive-Team/IFF)
49 Be In Proximity Of (AllDestroyed)
50 Be Outside Proximity Of (AllAttacked)
51 All Seized
52 Defect (AllInspected)
53 Be Towing It/Be In Convoy (AllBoarded)
54 Be Delivered (AllDocked)
55 All Disabled
56 Be Shown (Message)
57 Be Identified (AlwaysTrue?)
58 Not Be Identified
59 Exist (AllCompleteMission)
60 Another Team Won
61 Fail All Primary [G]Goals
62 Fail All Secondary [G]Goals
63 Fail All Secondary [G]Goals
64 Fail All Bonus [G]Goals
65 Complete All Bonus [G]Goals
66 All Be Dropped Off [GG]
67 All Be Reinforced [GG]
68 All Be At 0% Shields [GG]
69 All Be At 50% Hull [GG]
70 All Be At 0 Warheads [GG]

Work-In-Progress. To be updated by more testing . . .
Last edited by Bman on Wed Mar 28, 2018 2:42 am, edited 2 times in total.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

User avatar
Mark_Farlander
Rebel Alliance
Posts: 580
Joined: Tue Jan 16, 2018 10:47 pm

Post by Mark_Farlander » Tue Mar 27, 2018 6:45 pm

66 All Dropped Off
67 All Be Reinforced
68 All Be 0% Shield
69 All Be 50% Hull
70 All At 0 Warheads
These ones sound a bit strange.
I thought "All" should be in the quantifier, the "100% of" part of the condition just to be clear.
I don't judge tactics. The Battle is the best and only Judge.

Bman
Lieutenant Commander
Posts: 1167
Joined: Mon Apr 05, 2004 11:01 pm

Post by Bman » Wed Mar 28, 2018 2:41 am

Thanks Mark. To be honest, I have not tested these newest discoveries, yet. But I've re-labeled 61 through 70 above (Conds.txt) assuming that is what he meant (on a Global Goals or Group level... Primary, Secondary, Bonus). If anyone else can thoroughly test these and come up with more accurate descriptions, feel free to share and I can delete my post so we don't have too many confusing messages. Moderators can always edit posts too to keep a updated master list. :-) AlliED has a few other supporting *.txt files that have missing information.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

User avatar
Jaeven
XWAU Member
Posts: 578
Joined: Mon Mar 30, 2015 3:18 am

Post by Jaeven » Wed Mar 28, 2018 8:29 pm

This may be a bit off topic, but has anyone ever figured out how to trigger the alarm sounds that play in the hangar before Battle 2, Mission 5, where you defend the Liberty against huge waves of TIE Experimentals?

I've checked the entire mission file, and just can't figure out what triggers it.

Rich C
Lieutenant
Posts: 873
Joined: Thu Jan 18, 2001 12:01 am

Post by Rich C » Wed Mar 28, 2018 8:50 pm

IIRC, the ship you're launching from needs to be at a low hull level for the alarm to be active. It should activate if you return to your ship and it's been heavily damaged during the mission, too.
"If you're going through hell, keep going."

User avatar
Jaeven
XWAU Member
Posts: 578
Joined: Mon Mar 30, 2015 3:18 am

Post by Jaeven » Wed Mar 28, 2018 9:00 pm

That is one way of getting it, but the alarms are going off at the start of the mission too, when the Liberty is still at 100 % shields and hull, so there must be some way of triggering it before the mission starts.

User avatar
Mark_Farlander
Rebel Alliance
Posts: 580
Joined: Tue Jan 16, 2018 10:47 pm

Post by Mark_Farlander » Wed Mar 28, 2018 10:49 pm

I've just opened B2M5 with AlliED, checked both the player's Flight Group and the Liberty, and I can't figure it out.
The only thing that gets in my mind is if it's possible to insert the alarm sounds with a hangar editor.
I see in the "Custom Hangars" topic in the Editing section someone was talking about such a tool.

Sorry, but I can't help you more than this.
I don't judge tactics. The Battle is the best and only Judge.

User avatar
keiranhalcyon7
Lieutenant JG
Posts: 599
Joined: Tue Jan 02, 2018 6:41 am

Post by keiranhalcyon7 » Thu Mar 29, 2018 7:16 am

I was able to make the siren go away by deleting the Liberty, so I have to assume that it's got something to do with the Liberty's FG setup. Beyond that, I've got nothing. Should probably be its own thread.

User avatar
Mark_Farlander
Rebel Alliance
Posts: 580
Joined: Tue Jan 16, 2018 10:47 pm

Post by Mark_Farlander » Sun Apr 01, 2018 12:27 pm

So we have discovered that Class.txt has a lot of "any [Class type] except" among the unknowns.
Opening the campaign missions with AlliED, you have surely realized that many orders use them.
Now I'd like to draw your attention to a way to assign targets for a Flight Group often used when there are more than 2 teams fighting the same battle.
"Attack targets: any Team except C only if any [Class type] except D"
Example: in that infamous B5M7 in Region 2 the second priority order (order 2) for X-W Red 1 is "Attack targets: any Team except Rebel only if any Flight Group except 42" (Primary targets). Flight Group #42 is the Hyper Buoy.

This is the first bug reported in the opening post of "B5M7 Mission Bug" topic:
The X-wings leave the battle after eliminating the Hurrim fighters and spend the rest of the mission trying to attack the hyper buoy.
My explanation: even if such order should be read "Attack targets: (any Team except Rebel) only if (any Flight Group except 42)" according to AlliED, it seems that the game engine evaluates it in this completely different way "Attack targets: any Team except (Rebel only if (any Flight Group except 42))".
This interpretation implies that FG #42 (the Hyper Buoy) is a valid target too.

In other simpler words
AlliED interface: "Attack (U except C) only if (U except D)"
Game engine: "Attack U except (C only if (U except D))"

Conclusion: If this theory is confirmed, then 2 "except" + Link targets = Bug

Solution: I have reassigned that order using Global Groups, because even in the case of a correct evaluation by the game engine, the X-Wings could have attacked the platform PLT/1 Hurrim Base and the shuttle SHU Lendros too, therefore it was broken anyway.

However, I think this is a meaningful object of discussion to learn more about how orders work.
I don't judge tactics. The Battle is the best and only Judge.

User avatar
ual002
XWAU Member
Posts: 983
Joined: Wed Sep 24, 2008 2:23 am

Post by ual002 » Sun Apr 01, 2018 2:11 pm

Ok, so let me sum up my findings so far for the Escort (Prevent Boarding) order
The bottom left "No Effect?" setting for the escort (prevent boarding) order should be called "Position in relation to escortee", or "anchor point". Setting the escort's formation like normal will give it that formation with the following desired "anchor point" or "no effect?" setting in relation to the escortee. With some testing I was able to replicate this formation [https://i.imgur.com/NANrx2c.png] with the following settings.

- Shuttle is just simply player.

- I created 2 groups of TIE Fighters with two fighters each.

- Both are set to escort (prevent boarding) my shuttle

- One flight of TIEs is set to "anchor point" 17, remember this is the No Effect setting and with testing I determined 17 to be "Right rear". I set its formation normally to abreast left, spacing 4.

-The other flight of TIEs is set to "anchor point" 15, this I determined was "left rear". I set its normal formation to abreast right, spacing 4

Here's a vid. Forgive the stupid triple wide recording space. https://www.youtube.com/watch?v=ozyfL91P4dE&t=5s

Escort (prevent boarding): Formation Test list
Orders page, bottom left hand "No Effect?" setting
Notes:
44 - Far trail
-
27 - lead escort centered on escortee (causes collisions)
26 - right low rear
25 - Low rear ***
24 - Left low rear
23 - Right low
22 - Low centered on the number 1 escort
21 - Left low
20 - Like 11 but low
19 - Low "vic", escortee in center **** (this translates to front low)
18 - Like 9 but low.
17 - Right rear ****
16 - rear *****
15 - Left rear *****
14 - Unknown Formation (Vic Right?)
13 - Single point? (Causes player collisions)
12 - Left rear ?
11 - Vic, but the escortee is wedged between the number 3 and number 5 slot, if you consider the lead escort as 1. (This translates to lead escort anchored front right)
10 - Vic, escortee may be directly behind 1 slot. (Results in player collision)
9 - Vic, but the escortee is wedged between the number 2 and number 4 slot, if you consider the lead escort as 1. (This translates to lead escort anchored front left)
8 - Right high rear
7 - High rear
6 - Left high rear
5 - Right high
4 - High vic, escortee in center ***** (this translates to front high)
3 - Left high
2 - Like 11 but high
1 - Similar to 4
0 - Like 9 but High
Image Image Image Image Image

User avatar
Jaeven
XWAU Member
Posts: 578
Joined: Mon Mar 30, 2015 3:18 am

Post by Jaeven » Tue Apr 03, 2018 2:00 am

Played around with it for a bit, it works superbly. Escorting shuttles or other transports now look really awesome.

Fantastic work finding this.

User avatar
Darksaber
Vice Admiral
Posts: 10931
Joined: Mon Jan 10, 2000 12:01 am
Contact:

Post by Darksaber » Fri Apr 06, 2018 1:56 pm

Would any you kind hearted folk care share and upload there altered AlliEd Text files please
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate

Good Things Come To Those Who Wait....
Darksaber's X-Wing Station

Post Reply