MegaMek Scenario Descriptions
MegaMek Scenario Descriptions
BoardWidth=1
BoardHeight=2
6. Map width, Map height (optional)
# Size of each mapsheet in hexes.
# This specifies the size of each map that will be used. Default MegaMek maps ar
e 16x17.
# If no MapWidth or MapHeight is specified, 16x17 is assumed.
MapWidth=16
MapHeight=17
#NOTE: The total play area in hexes is (BoardWidth * MapWidth) by (BoardHeight *
MapHeight)
7. Map(s) placement
# Maps can be specified by name. The order is left-to-right, top-to-bottom
# Any unspecified boards will be set to RANDOM Maps=deserthills,mountainlake
# If the map is in a subdirectory, the syntax is subdirectory/mapname:
# buildings/militarybase1, for example.
#
# Alternate Layout
# This lays out the specific maps for your scenario. Left to Right. If you use
# the "rotate:" keyword, the board will appear rotated 180 degrees (North
# becomes South, East becomes West).
Maps=rotate:deserthills,rotate:mountainlake
8. Faction list
# The player name used to log into the server MUST match this name to play as th
at faction
# Factions=Irregulars,WacosRangers Faction List specifies the 2 Factions that wi
ll be battling in the scenario.
# NOTE: When you connect, you MUST login as one of the Factions listed in this s
ection. (Case is sensitive).
# ALSO NOTE: you can **NOT** have spaces in these names.
Factions=Irregulars,WacosRangers
9. Faction location
# Only used if the faction contains a unit without specified starting coordinate
s (not used in this scenario)
# Valid values are N,NE,E,SE,S,SW,W,NW,C (center), and R (random)
# Example: Location_Kurita=C This is currently the only working way of a "specif
ied" placement. It will place
# all the Units in this location on the map randomly. It also determains facing
randomly.
Location_Irregulars=W
Location_WacosRangers=E
10. Faction minefields
# Gives the player minefields to deploy, the first number is conventional, the s
econd
# command-detonated and the last is vibrabombs.
Minefields_Irregulars=2,0,2
Minefields_WacosRangers=1,0,3
11. Faction (A) Unit list
# The format is: MechRef,PilotName,PilotGunnery,PilotPiloting,facing,x,y
# Facing and coordinates are optional. Facing is one of NW, N, NE, SE, S, SW
# Example: Unit_Irregulars_1=HGN-732,Col Rhonda Snord,2,1,N,01,32
# Irregulars 1st Command Lance:
Unit_WacosRangers_1_ExternalID=1
15. Advantages:
# Additional advantages to add to pilots. Most of these require the 'MaxTech Lev
el3 Pilot Advantages' game
# option to be turned on. The possible values are:
# dodge_maneuver, maneuvering_ace, melee_specialist, pain_resistance
# Multiple advantages for one pilot are seperated by spaces
Unit_Irregulars_2_Advantages=melee_specialist pain_resistance
Unit_WacosRangers_2_Advantages=dodge_maneuver
16. Initial Damage to Units:
# There are multiple ways to initially damage units. First you can specify a nu
mber of blocks of damage to a
# unit. The damage will be grouped into blocks of 5 points and distributed rand
omly using that standard damage
# location charts. Any internal and/or critical hits will be resolved normally.
NOTE: This can result in the
# unit being destroyed before the game begins.
Unit_WacosRangers_1_Damage=5
# Another way to apply damage to a unit is by specifying the armor/internal stru
ction left for each location.
# Using this chart:
# Mech Locations
#
HEAD=0,CT=1,RT=2,LT=3,RARM=4,LARM=5,RLEG=6,LLEG=7
# Example for Mechs:
# N0:1 Means Normal Armor Location 0 Set to 1
# I2:2 Means Internal Armor Location 2 Set to 2
# R2:3 Means Rear Armor Location 2 Set to 3
#
# Tank Locations
#
Body=0,FRONT=1,RIGHT=2,LEFT=3,REAR=4,TURRET=5
#
# Infantry Location
#
Men = 0 (Will set the number of men in the platoon)
#
# Battle Armor
#
Unit#=0(First Unit Number) to Armor
#
EG Unit_Kurita_3_DamageSpecific=N2:1,N3:0
#
Will set unit 3 to have 1 Armor Remaning
#
while unit 4 Destroyed
#
# Proto Mechs
#
Head=0,Torso =1,RARM=2,LARM=3,LEGS=4,Main Gun=5
#
# The unit below will start with 3 internal structure points left in the center
torso and 2 armor points left
# in the right torso.
Unit_WacosRangers_1_DamageSpecific=I1:3,N2:2
# Yet another way is by applying critical hits to specific locations within a un
it.
# Using this chart, critical hits can be applied to any filled slot.
# Mech Crit Hits
#
HEAD=0,CT=1,RT=2,LT=3,RARM=4,LARM=5,RLEG=6,LLEG=7
#
Slots starting from 1 to the number of filled critical slots
#
# Vehicle Crit Hits
#
Location is zero.
#
Slots is one of the following:
#
1 = Crew stunned for 3 turns
#
2 = Main weapon jams for 1 turn
#
3 = Engine Destroyed Immobile
#
4 = Crew killed (tank dead)
#
5 = Fuel Tank/Engine Shielding (tank dead)
#
6 = Power Plant Hit (tank dead)
#
# Proto Mechs
#
Head=0,Torso=1,RARM=2,LARM=3,LEGS=4,Main Gun=5
#
Slots starting from 1 to the number of critical hit boxes
#
#
In addition, you can specify whether the Torso weapons
#
should be damaged by damaging the following torso "slots":
#
Torso Weapon A=5,Torso Weapon B=6
#
# The unit below has had critical hits to the center torso slots 3 and 2
Unit_WacosRangers_1_CritHit=1:3,1:2
# Lastly you can damage the mech pilor directly by assigning the pilot hits.
Unit_WacosRangers_1_PilotHits=1
17. Ammunition Setup
# Set Ammo Ammount(Only Works for Mechs)
#
# Note will not be able to specifiy a value larger then Inital Ammout
#
# Loc and Slots are the same as Crit Locations
#
# The unit below Would have its ammo in right torso slot 11 set to 3
#
Unit_WacosRangers_1_SetAmmoTo=2:11-3