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Games All - Over 500 Value - All Copyrighted Games - No Registration Fees (Affiliated Software Distribution)(1993).bin
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mbuilder.doc
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1992-10-18
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Instructions on how to use Corncob's mission builder.
Copyright 1992 Pie in the Sky Software
Theater files and tower files
-----------------------------
When you play Corncob, all flying action is done by the program 3.exe.
During flight, the player can use the map feature to locate objects. The
mission builder is an extension of that map feature in 3.exe.
Normally you play the game by running the Corncob.bat batch file. This
batch file calls Moag.exe which in turn calls 3.exe when Fly is chosen from
the menu.
The theater files which came with the game are all named *.def, and they
reside in the DEF subdirectory of your Corncob directory.
When you want to use the mission builder, you must run the 3.exe program
directly. Before you do this, you must have a valid universe file by the
name of 3univ.dat in the current directory. 3univ.dat is the only theater
file that the mission builder can operate on. It is up to the user to
copy that file to another name.
Example:
Say you want to make a change to the universe file flatland.def. First
you must copy this file flatland.def into the same directory as 3.exe, and
change this file's name to 3univ.dat. ( copy def\flatland.def 3univ.dat )
Now you run 3.exe with the command line options -rs. You then make your
changes, and upon exiting back to DOS, your 3univ.dat file is now different.
For example you may want to copy it back into the DEF directory with the
name flatlnd1.def. Note that the file's extension must be .def, or else
Corncob will not include the new theater in the list of available theaters.
NOTE: You must now copy the 3univ.dat file back to a filename with a .def
extension! If you play the game without saving this 3univ.dat that you
have just modified, it will be overwritten! IE, when you play the game,
Moag will delete any old 3univ.dat file left sitting in the \Corncob
directory, so make sure you copy your newly modified 3univ.dat file to
somewhere else.
For every .def file in the DEF subdirectory, there is also a corresponding
.twr file. The .twr file contains intelligence information that the user
will see when he requests it via F2, or at the beginning of the mission.
The tower files are just normal text files with 9 formfeeds. (Control L)
The body of text between each formfeed is a block of text that the user
will see when he starts from that particular airstrip. The easiest way
to create your own tower file is to modify and existing tower file,
rewriting only the actual mission info, and leaving the airstrip names
and formfeeds alone.
Some text editors may not like the formfeeds. The tower files were
originally created with MKS vi editor, which handled the formfeeds with
no problem.
The start positions for the missions are programmed into the tower files.
Each mission description has a line with the characters Sxyth in it.
The numbers following these 5 characters contain the x, y, z, and
yaw angle.
To program in your own start coordinates, simply use the Map mode
to position the viewpoint where you want the pilot to begin the mission.
Hold down the left shift key, and use the keypad arrow keys to change
the angles of the view point. When you are satisfied with the position
and angle, simply copy the x,y,z and yaw angle numbers off the bottom
of the screen.
Then edit the tower file, and insert these numbers after the Sxyth
characters. Make sure you leave spaces between the numbers, and don't
put any extra spaces at the beginning of the line.
Note that you can only set the yaw angle (compass heading type) of
the plane's start. You can't change the initial pitch or roll. IE you
can't make the plane start out flying anything but level at the start
of a mission. You can only change the compass heading which the user
will start out at.
The sun position, air pressure and gravity.
-------------------------------------------
Tower files can start out with a line like the following:
X 6000 300 12 -48 10000 0 1500
The X marks that the numbers on this line specify the sun size, position
and color. Also is the gravity, air pressure, star flag, and atmosphere
extent.
X identifier for theater parameter line.
the 6000 is the angle of the sun in the sky. Range +-32767
300 is the size of the sun Range 10-1000
Color 12 is the color of the sun Color 0-15
-48 is the gravitational attraction Range 0 to -120
10000 is the air density at sea level 6000 is normal atmosphere 10000 max
0 is the star flag. 0 means no stars 1 means stars in sky
1500 is the atmosphere height. 6000 is Earth normal.
How to use the mission builder
------------------------------
To start a fresh universe copy default.def to 3univ.def. Default.def
is a universe with just airfields in it.
Put the universe file in a file called 3univ.dat in the current directory.
Start the game with 3 -rs
When sitting on runway in plane, type m to go into map mode. Make sure
the joystick is not drifting, use trim if needed.
Zoom in on the area to be edited with Joystick/Arrow keys, and pg up and pg
down to change height. When close to surface, hit 'b' to enter the mission
builder mode. When in MB mode, the gunsight disappears. IE, you can tell
mission builder apart from map mode by checking for the existance of the
gunsight on the screen.
Close to the surface is a height of about 30000-60000 cm. The numbers on
the bottom of the screen read X,Y, and Z in cm. (Z is height)
When in MB mode, the Joystick/Arrow keys will change the viewing direction,
just as when you are an ejected pilot. Just like an ejected pilot, the
numpad keys '5', and 'ins' will move you forward or backward in the direction
which you are facing. The constraint that you remain on the ground is however
lifted.
When slewing around in this method, the non-keypad number keys will change
your walking rate. IE '1' makes you move slowly, '8' makes you move quickly.
Caps lock will instantly level you out, so you are looking at the horizon.
This is usefully when you want to move in a perfectly level direction.
Now to select an object for moving/deletion/changing, you must bring up
the 3d cursor. Do this by tapping the left shift key. A rotating
ball of spheres should appear in front of you. If you move about, the cursor
remains in its position of creation. Do not move too far away from the cursor,
or the program will become confused because it cannot operate on a cursor
which is in far object memory. Be careful when using pgdn especially. If
you are going to move a far distance, turn off the cursor with the left
control key first.
If you wish to move far away, tap the control key to make the cursor
disappear. Also, you may return to the map mode with the cursor either lit
or unlit, and move around in map mode, and then back to builder mode via the
'b' key.
The cursor can be moved with the Joystick/numpad arrow keys, if the the alt
key is held down while doing so. The pgup and Pgdn will move the cursor
up and down, however your viewpoint will also change height at the same time.
(IE, when you move the cursor up or down by holding down the left alt, and
pgdn or pgup, the cursor will remain at a fixed position relative to you, but
you AND the cursor will move up or down.)
When you turned on the cursor, note that the numbers came back onto
the bottom of the screen. These are no longer the viewing coordinates,
these are the coordinates of the cursor. The number 21 is the object
type. When the cursor is displayed, the number is always 21. The last
number in the list is the object quality. This can be the wickedness of
an AAA, or in the case of a Headquarters orb, this defines the mission
objective. As with many types of objects, the quality of the cursor
is ignored.
So anyway, when you are near the ground, and the cursor is on, tap the
'c' key to create an object. The default object is a headquarters orb.
It should create an orb at the cursor position which is big and blinking.
Each type of object has an object number. Object number 0 is a generator
orb. Object number 1 is a mind bender, object number 2 is a plane. A list
of objects and their type numbers is included with this doc.
Use the non-keypad += keys to cycle through the available objects. The
current object should be sitting there blinking slowly. Each time you
press the non-keypad + key, the object will metamorph to the next object
type. IE the HQ orb will turn into a mindbender. As you cycle through
all the different objects, they will appear at their default height above
the ground. This can be a pain sometimes, especially when creating missions
high in the air.
As long as the object is blinking, you may move it around with the arrow
keys just like the cursor. To make the keypad arrow keys operate on the
object instead of moving yourself, just hold down the left ALT key while
you press the keypad arrow keys. The number keys will affect the motion rate
just like when moving about. Be careful not to lose track of where the
object is. If the object doesn't appear to moving in the direction you
are requesting, try tapping the non-keypad '1' key, so set the speed to
slow.
Note that objects will always move in a horizontal plane when moving them
with the arrow keys. An object's height can only be changed with the
pgup and pgdn keys.
A blinking object will be deleted if the 'd' key is pressed. IE the
current object which you have just created (or selected) can be removed
from the universe with the 'd' key.
To make your blinking object a permanent object, press the left shift
key. The currently selected object will stop blinking, and is now a
permanent object just like any other object in the universe.
If you wish to make changes to existing objects, then you must first
make that object become the current object. (IE make the thing blink)
To select your object, move the cursor close to the center of the
object, then hit the space bar. The space selects the object which is
closest to the cursor. BEWARE: Do not use the space bar if there are
no objects even close to the cursor, you may get kicked out of the
program with a critical error.
Make sure the correct object is blinking, if it is not, then probably
some other object (which perhaps you can't see from where your looking)
is selected, and all changes you make will be happening to the poor hapless
object which you have unwittingly selected.
Objects can be rotated in place by holding down the 'a' key, and then
using the arrowkeys/Joystick to rotate the object. To lock the object
to the nearest 90 degree plane, press the apropriate key.
NOTE: All objects can be rotated, but non-circular objects such as
forcefields should NOT be rotated because the rectangle of collision
of the forcefield will not be rotated with it's image.
Some of the objects have a 'special bit' which can be set with the
mission builder. For example, if a generator orb has its special bit
set, then it will be a gravity orb. If a shopping cart has its special
bit set, then it can only be destroyed by a human weapon, and will never
die via collision with another object.
This special bit is set with the F9 key. When an object's special
bit is set, the object type number on the screen bottom will turn purple.
Like the special bit, the F10 key will set an object's complete bit.
The complete bit matters in only a few objects. This is the bit which
keeps track of whether or not a mission objective has been accomplished.
If you set the complete bit of an object, then the object type number at
the bottom of the screen will flash.
One use of the complete bit is to make portals which would ordinarily
count as a mission objective, not count. IE say you wanted to make a
mission where you had to fly by a bunch of portals on the way to your real
mission objective. If you just create the portals, then all of them would
count as mission objectives. IF you set their complete bits ahead of time,
then they will count has having been already flown through.
Zlocking
--------
Often one wants to make many objects all be created at the same height.
This can be accomplished with zlocking. Simply put the first of these
objects at the desired height. Then while that object is still selected,
press the left alt and the 'h' key. This records the present z coordinate
into zlock-height register. Now create your next object. To force it
to be the same height as the zlock-height, simply press 'h'. The
z coordinate number at the bottom of the screen should turn black, and the
object should be the same height as the last one.
The z coordinate number should turn black whenever the present selected
object's z coordinate matches those of the zlock-height register.
Notes on where to build
-----------------------
Each theater is made of an 8x8 grid of tiles. These square tiles each
can have a maximum of 100 or so objects. This limitation should never
be approached, as this will create a critical error, thus propelling you
swiftly out of the program will all your changes lost.
The tile boundarys are mapped out with survey markers which can be
seen on the ground, and also show up in map mode as a grid of yellow
or black dots.
During game play, only the objects in the nearest 4 tiles will be
displayed. Therefore you can see that when the user is flying in the
middle of a tile is always when one tile is swapped in, and another
out. In other words, the computer will have to do some extra work to
swap out a tile, and read in a new one when you cross the middle of a
tile. For this reason, it is a good idea not to put missions in the
centers of tiles. If you do, then the game play will be continually
interrupted for tile swapping during the acrobatics.
Note that this applies both the up down, and left right tile centers.
Picture a square tile with a '+' sign on it, where the plus sign is big
enough to cover the whole tile. The imaginary lines of this plus sign
show the areas where tile swapping will occur. Therefore, your missions
should always be closer to the corners of the tile, then the tile
centers.
Notice that the frame rate will suffer dramatically if you try to put
too much stuff close together on neighboring tiles. For example, you
might want to make a mega-mission at the intersection of 4 tiles.
You could put up to 100 objects in each tile, and still have it all
fit together as one mission. However, in reality, so many objects to
be calculated and drawn would lead to an absoulutely terrible frame
rate, and an unplayable mission.
You must also be aware that even if you don't have 100 objects in
a tile, you could still end up with a critical error during game play
The reason is that passing KLA's, AA shells, and shopping carts
all count as objects in that tile, even if they were created in one
tile, and migrated to the other.
If you look at the default theaters that came with the game, you
will notice that most all of the bigger missions are made to be at
corners of tiles, and well away from the airstrips. This is simply
because of the need to keep the frame rate up. This is especially
important for those players with machines slower than 25Mhz.
You will notice that the frame rate is not so great at Sweetly
Bending in Flatland because the missions were too close to the airstrip.
This makes landing there difficult.
Notes on what to build
----------------------
Usually start with a generator orb. Set the quality to corresponding
to what you want the mission object to be.
Keep in mind that the many players will be bored with just a bunch
of KLA's and deathballs. What makes a mission fun is not just a
challenge, but a challenge that takes strategy to lead to victory.
Examples: A mission where there are shells beneath an orb, so that
if the play tries to take down the forcefields first by destroying the
orb, then the shards that fly off the orb will trigger the shells, thus
bring a whole slew of enemies upon the unwary player.
How about putting shells down on the ground where they wouldn't normally
be in danger of triggering, but then but some high quality vehicles on the
outskirts, where they will follow the plane in, and set off the shells
even if the flyer doesn't shoot the shells himself.
The force fields open up a whole lot of possible structures that the
pilot must navigate to successfully complete the mission. Beware of
overuse of the solid or solid-shimmering fields, as they soak up the
cpu time to draw. Use the wire frame versions where possible.
Mission builder why is doing that?
----------------------------------
> Why does it seem impossible to get the height of objects right when
>they are pretty high up?
The mission builder makes the pgup and pgdn keys have an effect
proportional to the height of the object. When the object is relatively
high up, the vertical steps are huge. This can be gotten around via
the 's' key. When this key is depressed, the pgup and pgdn keys will
always move a relatively small distance (1000 cm) irregardless of the
object's height.
> Why are the objects always the wrong color, and sometimes the wrong
>shape when I go into the mission builder or map?
The way the program is written makes the qualities of objects never
matter when in the mission builder. This is because the code which
makes the object the correct color etc is the same code which makes the
object move, shoot etc. Therefore if that part of the code were turned
on during the mission builder, then the objects would begin to move
and fire as soon as they were created. So unfortunately, you will have
to trust the quality number on the bottom of the screen to see the actual
quality of the object.
> I worked for two hours on a mission, and when I tried to get out of
>the mission builder mode when finished, I got critical error 70, and
>lost all the changes.
The mission builder is not perfect, and I typically only make small
changes, and then exit and back up the 3univ.dat file. This process
is relatively quick, and all the default theaters which came with the
game were created with the same mission builder which is available to
you. Occassionally you will lose stuff, but if you never stay too long
in the MB, and don't keep skipping back and forth between map and MB
mode, you should never lose too much.
>What are the things to avoid doing in the mission builder?
At any one during game play or during mission creation, the computer
can only deal with the objects which are relatively close. When an object
gets too far away to the observer, it is placed into the 'Far object table'.
Objects in the 'Far object table' are inactive, and are stored in
compressed form.
The mission builder can operate on near objects only. Far away objects
cannot be processed by the builder.
It is VERY important that you never ask the builder to act on an object
which is out of the near range. This will cause unpredictable behavior,
and critical error codes.
Some examples of causes of this:
Say you create an object on the ground, and then zoom your viewpoint up
to 40,000 feet. Then you start moving the object around on the ground. If
you move that object too far away, you will trap your newly created object
in limbo, and you will be risking a critical error.
Try to stay near your current (blinking) object at all times.
Say you start to build a mission, and then decide to scrap it. Deleteing
the last object will get you a critical error, since there are no objects
at all to process.
Say you are using the keypad + and - keys to cycle through the near objects.
You get impatient, and hit the - key repeatedly very fast. If you cycle through
all the near objects, then the poor mission build tries to pick up a far object
and trouble ensues.
All these limitations may make the mission builder seem like it isn't very
useful, however with the proper habits, you can use the MB continously for
days without a mishap. This very program was used to create all 150 of the
available missions in Corncob.
Just remember to only make one mission at a time, and make backups of the
theater to another filename after every mission. Don't flip back and forth
between map and mission builder mode. Start the program, make your changes,
and exit back to DOS between each change. Take care not to move too far
away from the current blinking object, and never travel any great distance
withing the mission builder. If you want to move somewhere else in the
theater, exit the program completely, and start it up again.
To exit the mission builder, you can hit escape or 'm' to return to
map mode, then escape or space bar to return to flying mode.
Do not fly after returning from the mission builder, just exit,
then copy 3univ.dat to carl.dat or whatever. Its a good idea
to make backups in case of unexpected critical errors.
; The following is taken from the sources of Corncob. This is the
; definition tables for the objects. Use these tables to get the
; object number of what you would like to create, and what quality
; you would like to assign that object.
; number after the semicolon is
; the object type number
templatetable dw @dataseg:objhq ;0 Headquarters orb
dw @dataseg:objstet ;1 mindbender
dw @dataseg:obj5da ;2 plane qual2=dumpy qual3=Stealth
dw @dataseg:objrdr ;3 radar
dw @dataseg:objtw ;4 radar base
dw @dataseg:roadpiece ;5 Runway piece qual2= no stripes
dw @dataseg:tower ;6 Control tower
dw @dataseg:objman ;7 Ground crew
dw @dataseg:objshard2 ;8
dw @dataseg:objshard ;9
dw @dataseg:objincend ;10
dw @dataseg:objdbst ;11 KLA site
dw @dataseg:objvech ;12 Vehicle spec bit= bullet only
dw @dataseg:objvest ;13 Vehicle site
dw @dataseg:objwallz1 ;14 Force fields
dw @dataseg:objwallx ;15 "
dw @dataseg:objwally ;16
dw @dataseg:objwallz ;17
dw @dataseg:fltsm1puff ;18
dw @dataseg:fltsm1boom ;19
dw @dataseg:fltsm1bomb ;20
dw @dataseg:fltsm1mis ;21
dw @dataseg:fltsm1aashell ;22
dw @dataseg:fltsm1aa ;23 AAA site
dw @dataseg:fltsm1dball ;24 KLA
dw @dataseg:fltsm1 ;25
dw @dataseg:fltsm2 ;26
dw @dataseg:gms ;27 Fuel dump
dw @dataseg:obj5d ;28 Do not use!
dw @dataseg:objprop ;29 Propeller
dw @dataseg:bullets ;30
dw @dataseg:objsurv ;31 Survey marker
dw @dataseg:crtr ;32 Crater, qual 1= permanent
dw @dataseg:smgms ;33 Destroyed tick
dw @dataseg:objhut ;34 Tower doorway
dw @dataseg:objroadend ;35 runway endpieces
dw @dataseg:objroadend1 ;36
dw @dataseg:objfn1 ;37 Fences
dw @dataseg:objfn1a ;38
dw @dataseg:objfn1b ;39
dw @dataseg:objbb ;40 Barrage Balloon
dw @dataseg:objbbsm ;41 Bumble Bee
dw @dataseg:objmort ;42 Mortar
dw @dataseg:objdhq ;43 Blown up HQ
dw @dataseg:objlwallz1 ;44 Line-type forcefields
dw @dataseg:objlwallx ;45
dw @dataseg:objlwally ;46
dw @dataseg:objlwallz ;47
dw @dataseg:objrv ;48 Rescue Van
dw @dataseg:objshell ;49 Shell
dw @dataseg:objbmr ;50 Saucer
dw @dataseg:objbmrst ;51 Saucer Site
dw @dataseg:objtet ;52 Tet
dw @dataseg:objbmrmo ;53 Saucer that is a mission objective
dw @dataseg:objslwallx ;54 Smaller line-type forcefields
dw @dataseg:objslwally ;55
dw @dataseg:objslwallz ;56
dw @dataseg:objal ;57 Alien
dw @dataseg:objxp ;58 Portal
dw @dataseg:objstep ; 59 Small step forcefield
dw @dataseg:objpstep ; 60 Small step forcefield Filled
; the following are the definitions of the different qualities
; of portals. Ex: qual 3 takes us to base, but damages us.
xpqtbl dw 4
quality 1 dw 11,11+10h,1,0 ; takes us back to base
quality 2 dw 3,9+10h,255,0 ; takes us to random place
quality 3 dw 12,11+10h,1,1 ; takes to base, but damages us
quality 4 dw 0,11+10h,1,-1 ; kills us instantly
quality 5 dw 11,11+10h,101h,0 ; takes us to base, fufills mis
quality 6 dw 11,11,1,1 ; takes to base, but no flashs
quality 7 dw 7,11+10h,0,2 ; repairs plane, doesn't xpose
quality 8 dw 10,3,100h,0 ; doesn't move us, miss obj
; the following are the mission objectives of the different
; headquarter orbs. Example: a quality 1 orb counts as a mission
; objective when you blow it up, a quality 4 orb will count a mission
; objective when all the vehicles and vehicle sites are gone.
hqtbl dw 2
1) dw 0,@codeseg:killme
2) dw 6,@codeseg:killticks
3) dw 7,@codeseg:killdbaa
4) dw 3,@codeseg:killvechs
5) dw 9,@codeseg:killmetough ; must suicide plane to destroy
6) dw 13,@codeseg:killbmrst
7) dw 4,@codeseg:killstets ; kill all mindbenders
8) dw 14,@codeseg:killal ; kill aliens
; the following shows what qualities of shell will turn into what.
; I don't think qual=8 works
shellqtbl dw 3 ; table of qualities for dballsites
1) dw 13,0,6 ; vech stite
2) dw 42,6,7 ; mortar
3) dw 11,7,3 ; dball site
4) dw 23,3,9 ; aa site
5) dw 40,9,13 ; barrage balloon
6) dw 41,13,11 ; bee swarm
7) dw 27,11,0 ; a tick
8) dw 23,2,2 ; 0= random
; The following is a table of various properties of objects. You cannot
; change any of these settings, it is just here for reference.
; The numbers in the table are sums of attribute bits. These number are
; powers of two. Example 512=2^9, so +512 means that this object will
; capture you if you touch it.
;
; Example: object 10 (incendiary from bomb, or mortar) 2^0=1
; 1=disappears when goes off into the distance, not saved in far tile ram
; 2=Skip over this object when in mission builder, who'd want to create this?
; 4=If you fly through it, object is terminated 4=bit 2 IE 2^2=4
;1 ; bit 0 means do not xfer to medium table
;2 ; bit 1 means skip over when doing misson builder creates
;4 ; bit 2 means terminate object if plane hits it
;8 ; bit 3 means it is forcefield type object
;16 ; bit 4 means it is a runway type object
;32 ; bit 5 means object is a portal
;64 ; bit 6 means object is standonable
;128 ; bit 7 means object kills you
;256 ; bit 8 means object walk height is collision + z coord
;512 ; bit 9 means object captures you
extendedtypetbl dw 0+4 ;0
dw 0 ;1
dw 0+4 ;2
dw 0+4 ;3
dw 0+4 ;4
dw 0+4+16+64 ;5
dw 0+4+64+256 ;6
dw 0+4 ;7
dw 0+2 ;8
dw 0+2 ;9
dw 1+2+4 ;10
dw 0+4 ;11
dw 4+512 ;12
dw 0 ;13
dw 0+4+8+64 ;14
dw 0+4+8 ;15
dw 0+4+8 ;16
dw 0+4+8+64 ;17
dw 1+2 ;18
dw 1+2 ;19
dw 1+2 ;20
dw 1+2 ;21
dw 1+2+128 ;22
dw 0+4 ;23
dw 128 ;24
dw 1+2 ;25
dw 1+2 ;26
dw 0+4+64+256 ;27
dw 0+2 ;28 skip over obj5d, so cursor don't dis
dw 1 ;29
dw 1+2 ;30
dw 0 ;31
dw 0+128 ;32
dw 0 ;33
dw 0 ;34
dw 0+16+64 ;35
dw 0+16+64 ;36
dw 0+4 ;37
dw 0+4 ;38
dw 0+4 ;39
dw 0+128 ;40
dw 0+128 ;41
dw 0+4 ;42
dw 0 ;43
dw 0+4+8+64 ;44
dw 0+4+8 ;45
dw 0+4+8 ;46
dw 0+4+8+64 ;47
dw 1+4 ;48
dw 0 ;49
dw 4+64+256 ;50
dw 0+64+256 ;51
dw 0 ;52
dw 4+64+256 ;53
dw 0+4+8 ;54
dw 0+4+8 ;55
dw 0+4+8+64 ;56
dw 0+512 ;57
dw 0+4+20h ;58
dw 0+4+8+64 ;59
dw 0+4+8+64 ;60
; Special bit definitions:, hit F9 to set an object's special bit
; The object's type number will turn purple to indicate that it's special
; bit is set.
;
; 1.) Orbs with the special bit set will be gravity-attraction orbs.
; 2.) Vehicles with the special bit set will be destructable with
; bullets or bombs ONLY, objects will last forever. The antennas
; of these vehicles will flash.
; 3.) Mindbenders with this bit set will be suseptable to damage only from
; assassin bombs, and are invulnerable to plane-dropped bombs
; 4.) Ground Crew with this special bit set are spies. They wear black and
; their mission objectives are complete when you go near them.
;
; Complete bit (F10 toggle), is usefull with the following objects
; When the complete bit is set, the objects type number blinks white/black.
;
; 1.) Orbs which you need, but you don't want them to be mission objectives
; in any way. If you make one, but preset it's complete bit, then
; the player will not need to accomplish that orb's objective to
; finish a theater. This is usefull when you want an orb to power
; the local force fields, but you don't want the pilot to make the
; mission to be trivial because he can just blow the orb to drop the
; force fields. The solution is to make a kill-me-tough orb with it's
; complete bit already set. Then the pilot can't kill it without
; sacraficing a plane, but the player doesn't NEED to kill that orb
; in order to complete the theater.
;
; 2.) Portals which may be desired, but not count as mission objectives.
; Just preset their complete bits in order to make portals which the
; the player may use, but do not have to be flown through to satisfy
; an MO.
;
; 3.) Mission objective-type saucers where you want one to stay put like
; a mission objective saucer, but you don't want it to count as
; an MO.