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F16_EDIT.OR
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F16_EDIT.DOC
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1989-09-17
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F-16 Combat Pilot: Pilot's Log Editor:
Instructions document.
Program version 1.22.
Copyright & License Notice--------------
This program was written in GfA BASIC
version 2.12 (compiled) by The Ace.
Program (C) 1989 Xenon Technology.
This program is not protected; you can
make as many personal backups as you
want provided:
1> Only one copy is in use at one time.
2> All backups are destroyed if you do
resell this program.
3> The backups are for your own use,
and are not given to anyone else.
You may put the backup(s) on any device
you want: Floppy/Hard disk, ROM, PROM,
EPROM, WORM or CD-ROM. Whether the
program will work on any device other
than floppy is not guaranteed.
** Please note: any versions of this
program which have an 80 column wide
documentation file and claim to be PD
are not genuine copies and may be
infected with a link virus. Make sure
your friends avoid them! **
Instructions----------------------------
Operation of the editor is designed to
be as close as possible to the game
itself- point and click to change
things, and type in new values. Each
editable item shown has a circle to the
right of it- click in the circle and
input whatever value you want.
There are some restrictions: the
maximum value for numeric items is 9999
as this is what the game limits them
to. Also, pilot names can only be 8
characters, and callsigns 10 characters
long.
Two things which need special note are
your squadron and rating- instead of
typing in whatever you want, you have
to type in a numeric value; these items
are stored numerically, not as text.
For squadron you can type in values
from 0 (Wildcatters) to 7 (Falcon Aces).
For rating you can type in values from
0 (Rookie) to 5 (Topgun).Although these
are the maximums,you can type in higher
values if you really want to- it won't
do you any good though! (Having said
that,you CAN'T type in false values for
squadron as this is just the sort of
thing that makes Combat Pilot keel over
and die.)
An addition to the log details is the
'Next map' item. Combat Pilot has 9
maps that you can play- stored in the
MAPS folders and named, funnily enough,
MAP0.MAP to MAP8.MAP. Map 0 is the map
used when you select Training, the
others are 'real' maps. So that you
don't use the same map twice when
selecting Operation Conquest, a counter
is kept within the log file of the map
file next to be used. Should you
complete a campaign and decide you're
in love (!) with the map you used then
load your log file into my editor and
reduce the Next map value by 1. Simple!
Of course, you can give it any value
from 0-9999 but, again, this won't do
you any good- only 0-8 are useful as
the program stands. I've left this in
just in case DI bring out an extension
with differently numbered map files.
I've also added a whole new page to the
log screen- the MISSION MARKINGS page.
This shows the marks you got for each
mission. Again, to change them (say you
want to play Operation Conquest but
can't complete all the missions) just
click in the circles as usual and type
in 0, 1 or 2. 0 means that you haven't
flown that mission, 1 is a fail, 2 is a
pass. Any other value WILL be accepted
but may cause problems within the game.
To load a log file into the editor
click in the circle by 'Name' and type
in the name of the pilot you wish to
load. If that pilot does not exist a
new one will be created. (Log files
are saved on disk as "\name.LOG".)
To save a log file onto disk either
follow the above, making sure no such
pilot already exists, or more reliably,
click in the circle by 'Callsign' and
type in the callsign (you can keep the
current one). Providing the disk isn't
write protected the log will be saved
under the pilot's name (see above).
To delete a log file from disk, first
load it into the editor (see above) and
then click in the circle by 'Erase'. If
all is well the file is deleted. The
log in memory is also erased.
And while I'm here a mention of some
bugs...
1> The weapon loading bug number 1.
If you have weapons left over having
landed, and those weapons are
unavailable, then if you load one of
your three preferred loads, those
weapons disappear into thin air!
2> The weapon loading bug number 2.
If during a mission your weapons are
damaged then you MUST repair the
aircraft after landing. Otherwise,
if you try to access the weapon
loading screen, Combat Pilot can't
figure out how to display a damaged
weapon load- and crashes! If,
however, this does happen to you...
instead of going to the weapon
loading screen next time, just take
off immediately.Climb to 2000 ft and
jettison the weapons. If they won't
jettison then you may as well eject-
the aircraft is useless if you can't
load weapons on to it!
3> The internal gun bug.
The F-16's internal gun might be
pretty mean in real life but it's
TOTALLY USELESS in the game! Put it
this way: I have sat on a MiG's tail
and pumped 500 rounds into him with
no effect. The same with a chopper,
the same with many buildings.The gun
just don't work!
4> The helicopter bug.
Well,maybe not a bug but's it rather
odd anyway! First, find a chopper.
Now shoot it down. Oh look! Another
chopper's just appeared out of
nowhere! Shoot it down! Oh look!
Another... etc.
Great you might think- not so. Just
wait till the day a chopper appears
directly in front of you & so close
you can't avoid a collision. Most
annoying!
5> The miraculous AAM bug.
Yes, you too can experience the
miracle of being shot down before
leaving the hangar! These MiGs must
have missiles that can track targets
hidden behind very thick concrete
walls, and even go THROUGH the
concrete! How to avoid this? Well,
BEFORE you turn the engine on, check
your UFCP to see if there are any
targets within 15 miles.If there are
(and it's not a chopper- they won't
fire on you), wait until the target
is at least 30 miles away and then
take off as normal.
6> The hangar bug.
From the third campaign or so, some
hangars become dodgy places to park
in. In fact, the F-16 is classed
as lost if you do stop in such a
hangar! Whether this is a random
feature intentionally put in, or a
real bug, it's certainly bugging!
7> The 'Oh my God I'm going to kill the
guy who wrote Combat Pilot' bug.
YOU CANNOT COMPLETE F-16 COMBAT PILOT!
This is because after finishing the
first campaign, you are promoted not
once, but twice! And what happens
when you're in the top squadron? It
thinks you're in the one below that,
and when it tries to promote you,
crashes!!
Aaaarrgghhhh!! It's just possible (I
haven't tried it) that if you refuse
promotion after your first campaign
or refuse it when in the top
squadron, that the bug may rectify
itself. I wouldn't rely on it
though... Built in to this editor is
a feature which recognises a
corrupted log file and will repair
any too-high squadron rating.
That's all you need to know, pilot!
Wrong... ALIEN here. Bug 7 above is now
no longer applicable- I fixed it on the
copy of F16 on this Pompey Pirates menu
disk.
Thanky doody to Stud for the original
of this editor.