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Mission Creation Manual
Mission Creation Manual
Mission Creation Manual
On the right-hand side of the menu you will see a number of Selecting ‘Publish to Steam’ or ‘Publish to Mod.io’ when you
options that need to be set before the mission can be created: have a mission selected in the Mission Creator menu will open
the following settings:
• Enter Mission Name - The name for your mission as it ap-
pears in-game. It must contain at least 10 characters.
• Map selection - This drop-down list allows you to select
which map your mission will be set on.
• Time of day - This drop-down list allows you to select
which time of day your mission will have (see the box-out,
below). This affects the vision range of player and enemy
units. On some maps this also affects what cover is present.
• Create - This button creates your new mission and opens
the mission editor.
Times of Day
The time of days that can be selected from are as follows:
Fog/Mist - Player units have a vision range of 16 cells in all
directions. Enemies see up to 9 cells in front of them when
unalerted.
Low Light - Player units have a 20 cell vision radius. Enemies
see up to 12 cells in front when unalerted.
Moonlit Night - Player units have an 18 cell vision radius.
Enemies see up to 10 cells in front when unalerted.
Universal - On maps that are solely interiors, only the Univer-
sal time of day can be used. Player units a 16 cell vision radius. • Enter Title - Set the title for your submission. Note that this
Enemies see up to 9 cells in front of them when unalerted. changes how the name of your upload will appear on the
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Once the validation checks have been completed again you can
press the ‘Publish’ button again to update your existing upload.
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Settings
Save
Play
• View - Allows you to switch between Design view and Art • Settings - Opens the mission editor settings menu.
view. • Save - Saves the mission.
Design view shows you how the level geometry is inter- • Play - This will save your mission and then launch it so that
preted by the game. It is used when editing elements on it can be played.
the map.
Art view shows you a preview of how the mission will look Editor Controls
when playing.
General
• Initial Spawn Count - Tracks the number of units that will To interact with the editor, press left-click.
be on the map when the mission begins. To edit objects placed inside the mission, right-click on them.
This count includes allies, enemies, and neutrals. To move placed objects inside the mission, select them with
left-click, keep the button held, and drag.
You cannot have more than 20 enemies on the map at once.
Camera
• Reinforcement Spawn Count - Tracks the number of ene-
mies that placed on the map and have the spawn type ‘Rein- To move the camera forward and backwards, use the ‘W’
and ‘S’ keys.
forcements’.
To move the camera left and right, use the ‘A’ and ‘D’ keys.
• Highlighted Cell - Shows the current coordinate of your To move the camera up and down, use the ‘Q’ and ‘E’ keys.
in-editor cursor.
To rotate the camera, hold right-click and move the mouse.
• Tool Panel - Displays your currently selected tool.
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THE SCRIPTS TOOL • Rename script - Allows you to rename a script you have
selected.
The Scripts Tool allows you to create and manage scripts and
variables for your mission. • Delete script - Allows you to delete a custom script you
have selected.
• Variables - The (X) button opens the variables sub-panel to
the right of the scripts tool.
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This image shows the tool with the ‘Details’ tab selected
• Objective - This dropdown menu lists the objectives you’ve
created for the mission and allows you to swap between
them.
• Objective Hierarchy - These buttons allow you to set the
position of the currently selected objective hierarchy of the
mission:
Primary - Sets the Objective as a Primary Objective.
Secondary - Sets the Objective as a Secondary Objective.
Sub-Objective - Sets the Objective as a Sub-Objective on
another Objective.
• Parent Objective - This dropdown menu allows you to se-
lect the objectives that the sub-objective can be connected
to.
• Objective Edit Buttons - These buttons allow you to edit
the basic format of the objective: Options if ‘Scripts’ Selected
Create - Allows you to create a new Objective. This image shows the tool with the ‘Scripts’ tab selected
Rename - Allows you to rename the currently selected Ob- • Script on Complete - Allows you to set a script to trigger
jective. upon completion of the objective.
Delete - Allows you to delete the currently selected Ob- • Script on Failure - Allows you to set a script to trigger upon
jective. failure of the objective.
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Key to this tool is the Spawn Condition setting. This determines Options if ‘Autospawn’ Selected
how an enemy spawns. There are three options that can be If the spawn condition is set to ‘Autospawner’ you will see the
picked, as described in the box-out below. following settings:
• Autospawner ID - This section allows you to pick an au-
Spawn Condition Settings
tospawner and autospawner zone that the enemy is associ-
Mission Start - the enemy will spawn when the mission starts. ated with. Enemies who are in the same autospawner zone
Reinforcements - the enemy will spawn via a scripted rein- as each other are also put into the same squad as each other
forcement function call.
when they spawn.
Autospawner - the enemy will spawn when their correspond-
ing autospawner triggers them to do so. Once you have selected an autospawner, the ‘Spawn Zone
ID’ drop-down list will appear, allowing you to select a zone
that is part of the autospawner.
Options if ‘Mission Start’ or ‘Reinforcements’ Selected
• Character Pack - This allows you to pick which character
If the spawn condition is set to ‘Mission Start’ or ‘Reinforce- pack the placed enemy is derived from. Character packs rep-
ments’ you will see the following settings: resent a subset of units, and are often grouped by the branch
• Squad - The squad section allows you to setup enemy of the military they fight for. Generally, units that come from
squads and assign an enemy to one. Enemies in the same the same character pack will be in a similar band of difficul-
squad will coordinate with each other better in combat and ty in terms of fighting prowess and wear the same uniform.
collaborate on tactics that have been enabled in the AI tool • Character - Once a character pack has been determined,
panel. you can select the subclass of the unit you will place. Sub-
The drop-down list lets you select an enemy squad that you classes determine the stats of a unit, the weapons they use,
have created. When placing an enemy, they will be assigned and the skills they have access to. Note that not all character
to the squad that is selected here. packs support all types of subclasses.
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Character Packs
These group enemies into branches of the military. In essence
they are grouped by uniform. They include:
Wehrmacht - The ‘Heer’, or regular army
Feldgendarmerie - Military police
Fallschirmjager - Paratroops
Panzergrenadier - Elite regular army troops
Gestapo - Secret police
Shutzstaffel - The Waffen SS
Roguemaquis - Hostile Maquis
Maquisards - Maquis
Panzerwaffe - Tank troops
Luftwaffe - Aircrew and ground crew
Not all character packs have every class of unit in them. Some
have only two or three classes of unit.
The Enemy Spawnpoint sub-panel is reached by right-clicking • Character pack - This allows you to alter the character
on an enemy present in the mission. It allows you to adjust the pack of an enemy once they have already been placed.
settings of an enemy that is in the mission. • Character - This allows you to change the specific charac-
ter (or class) of the enemy you have placed.
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Editing patrols To stop building a patrol route, click the ‘Edit Patrol’ button
again.
If you have clicked the ‘Edit Patrol’ button you can build a
patrol route for the enemy by clicking on cells in the map while ALLIES TOOL
in Design view.
The Allies tool is used to edit the settings of player units before
On each cell that you click, a patrol node will appear. Enemies they are placed onto the map. Allies are placed by left-clicking
will attempt to patrol to each node is sequential order. A patrol on a cell on the map while in Design view.
node can be edited by right-clicking on it, this will open the
node sub-panel.
The node sub-panel has the following elements:
ALLY SPAWNPOINT SUB-PANEL • Scripting Reference - This text field allows you to provide
The Ally Spawnpoint sub-panel is reached by right-clicking on a name for the unit so that it can be specifically referenced
an ally present in the mission. It allows you to adjust the set- in scripting functions.
tings of an ally that is in the mission. • Initial Face Direction - Determines the initial orientation
the ally will face towards when the mission starts.
• Non-alert idle pose - This allows you to change the idle an-
imation the ally uses if they are neutral and not bleeding-out.
• Starts In Bleed-Out - This option determines whether the
ally is bleeding-out when they spawn.
• Infinite Bleedout - If this option is turned on, the ally will
bleed-out indefinitely with no turn timer.
• Contact will revive - If this option is turned on, a neutral
ally that is bleeding out will automatically be contacted if
they are revived by the player.
• Script On Spawn - Set a script that will trigger when the
ally spawns.
• Script On Knockout - Set a script that will trigger when the
ally is killed.
• Script On Extraction - Set a script that will trigger when
the ally extracts.
* Remove - This will remove the ally from the mission.
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Options include:
• AI Aggression Mode - Set how the enemy AI will behave
when the mission begins. The options are as follows:
None - Enemies will begin unalerted and unaware of play-
er units.
Assault - Enemies will begin alerted and aware of player
units.
MVP Kill - Enemies will begin unalerted and unaware of This image shows the tool with the ‘Create’ tab selected.
player units. When they do become alerted they will prior- • Zone Name - Shows the current trigger zone that is being
itise targeting an MVP character. edited. The drop-down list can be used to switch between
• MVP Character - If the AI aggression mode has been set zones.
to ‘MVP’ kill, this drop-down list will allow you to select • Enabled / Disabled - Determines whether the currently se-
which character enemies will proritise targeting. lected zone is enabled in the mission.
• Select Tactics - Set which tactics enemies will engage in • Create / Rename / Delete - Allows you to create a new
once they become alerted. Multiple tactics can be enabled at trigger zone, rename the currently selected one, or delete the
once. The options are as follows: currently selected one.
Flanking - Enemies will attempt to coordinate with each • Create / Filter / Scripts - These tabs let you edit different
other. With some flanking player units while others lay settings for your trigger zone.
down covering fire. This tactic is enabled by default.
Rush - Enemy units will favour more aggressive position- Options if ‘Create’ Tab is Selected
ing when attacking the player at the expense of choosing If the ‘Create’ tab is selected:
positions that improve their survivability.
• Trigger Cell Placement - Switching between the add and
MG Nest - Enemies will consider using stationary MG em- remove buttons allows you to add and remove cells that are
placements if they are present on the map. This tactic is considered to be part of the currently selected zone. Left-
enabled by default. click cells on the map while in design view to do so.
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• Associated Objective - When using the scripting function Options if ‘Zones’ Tab is Selected
‘Show Trigger Zone’ to make the zone visible, this option
If the ‘Zones’ tab is selected:
allows you to associate an objective with it. An objective
overlay will appear above the zone and the visualization of • Spawning Order - Determines whether the zones of the se-
the zone will disappear when the objective resolves. lected autospawner are cycled through or chosen at random
when the autospawner triggers a spawn.
AUTOSPAWNERS TOOL • Spawn Zones Edit Buttons - Allows you to create a new
The Autospawners Tool is used to set up and manage auto- autospawner zone, rename the selected zone, or delete the
spawners within your mission. Autospawners are used to spawn selected zone.
enemy reinforcements at regular intervals.
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ADD TO MAP TOOL Units will have a 100% hit chance when shooting at de-
The Add To Map tool is used for including additional elements structibles.
to your missions, whether this be cover, vehicles, pickups, or
All destructibles (other than break crates) explode when
more. New objects are placed by left-clicking on a cell on the
they are destroyed.
map while in Design view.
The armoured vehicle and tank have demolition points that
can be used to destroy them.
The armoured vehicle is populated by an AI and will act as
an enemy in the mission.
Interactives - objects that can be interacted with.
Barbed wire can be used to block navigation. Interacting
with barbed wire destroys it and creates a suspicious noise.
The machine gun block can be interacted with to shoot in a
sweeping arc in front of the interaction point.
The first aid kit will heal the unit that interacts with it.
The following interactives can be collected, once collect-
ed they are removed from the mission: cache, detonator,
paintings, radio crystals, tank schematics, thermite.
The following interactives are added to the character’s in-
ventory when interacted with. They can be given to allied
units and are dropped if the character is knocked-out, bro-
ken, or enter the bleed-out state: door key, dossier, target-
ing device.
• Extractions - extraction points.
• Rotation - Determines the rotation of the object when it is
placed.
• Remove - Remove all objects in the category you currently
have selected.
• Remove All - Remove all objects you have placed in the
mission.
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The Field Radio and Generic Interact objects have the follow- None - The AI will never attempt to interact with the ob-
ing additional settings: ject.
• Icon - Allows you to change the icon that appears on the Non-Alert - The AI will attempt to interact with the object
interaction panel when playing the mission. if they are in the ‘Unaware’ state.
• Repeat Trigger - Determines if the object can be interacted Suspicious - The AI will attempt to interact with the object
with more than once in a mission. if they are in the ‘Suspicious’ state.
• Action Point Cost - Allows you to change the amount of AP Alert - The AI will attempt to interact with the object if
that the interaction will cost when playing the mission. they are in the ‘Alert’ state.
• Interaction Duration - Allows you to adjust how long a • SFX - Determines what sound effect will play when the ob-
character will animate for when interacting with the object. ject is interacted with.
• Interaction Animation - Determines which animation a • Noise Radius On Interact - Determines the radius (in cells)
character will use when interacting with the object. that will be affected by noise for gameplay purposes when
• Valid Cells - This allows you to adjust which cells adjacent the object is interacted with.
to the object can be used to perform an interaction from. • Has Repeating Noise - If this option is turned on, noise will
• Interaction Name - Allows you to change the name of the be applied to the affected cells continuously once the object
interaction that appears on the interaction panel when play- has been interacted with, rather than only affecting the cells
ing the mission. once.
• Button Prompt - Allows you to change the text used in the • Noise Type - Determines whether the type of noise applied
button prompt for the interaction when it appears in mission. to the cells is considered suspicious or alarming by enemies.
• AI Desired State - If this option is turned on, enemies will • Fine Placement Tool - This allows you to adjust the po-
attempt to interact with the object when the alert require- sition and rotation of the object within its cell. For more
ment has been reached. information on how to use the fine placement tool, see the
‘Item Sub-panel’ section below.
• Alert Requirement - Determines the state the enemy AI
must be in to interact with the object if the AI desired state
has been turned on.
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Item Sub-panel Edit Rotation - If this option is selected, the rotation of the
The item sub-panel is reached by right-clicking on an object item will be edited.
that can be picked up by a unit. It allows you to edit the settings Manual Offset - This shows the offset that has been applied
of the object. to the object its X,Y,Z coordinates. The values displayed
here reflect either the position or rotation offset depending
on which option is currently selected.
The offset of the item can also be manipulated by using
the gizmo that appears when fine placement tool mode is
engaged:
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Extraction Triggers
Reveal Specific Extraction Point Set Trigger Zone Enabled
When called, this function reveals a given specific extraction When called, this function allows you to set a given trigger
point. Setting the positive reveal property to “true” or “false” zone to be enabled or disabled.
will play a voice line with positive or negative connotations
respectively. Show Trigger Zone
Optionally, you can add scripting to run, specifically immedi- When called, this function makes a given trigger zone visible.
ately after the extraction point has been revealed.
Hide Trigger Zone
Reveal Extraction Points When called, this function makes a given trigger zone invis-
When called, this function reveals a given number of extrac- ible.
tion points. Setting the positive reveal property to “true” or
“false” will play a voice line with positive or negative conno- Modifiers
tations respectively. Apply Buff To Squad
Optionally, you can add scripting to run, specifically immedi- When called, this function grants a number of stacks of a buff
ately after the extraction points have been previewed. to all enemy units within a given squad ID.
Preview Specific Extraction Point Apply Buff To All Current Enemies
When called, this function previews a specified extraction When called, this function grants a number of stacks of a buff
point. to all enemies currently present in the scenario.
Optionally, you can add scripting to run, specifically immedi-
ately after the extraction point has been previewed. Apply Buff To Character Scripting Reference
When called, this function grants a number of stacks of a buff
Preview Extraction Points to a unit with a given scripting reference.
When called, this function previews a given number of ex-
traction points. Items
Optionally, you can add scripting to run, specifically immedi- Is Item Held By Allegiance
ately after the extraction points have been previewed.
When called, this function checks to see if the item associ-
Interactions ated with the given item reference is currently being held by
the player’s squad.
Enable Interaction Setting the check allies property to “true” will ensure that
When called, this function enables interaction between units the game also checks if a unit that joined the player’s squad
and a given design object, at the cell coordinates provided. during the mission is carrying the given Item, instead of just
the squad that the player started with.
Disable Interaction
When called, this function disables interaction between units General
and a given design object, at the cell coordinates provided.
EndScript
Set Group Interactability When called, this function immediately ends the current
When called, this function allows you to set whether or not script, preventing any other scripting that comes after it,
the given design object group can be interacted with. within the script, from being called.
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Defiance (lvl 1)
Toughness (lvl 1)
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• Skills Loadout:
Motivated (lvl 2)
Room Clearance (lvl 1)
Dodge (lvl 1)
Burglar (lvl 1)
Melee (lvl 2)
Sidearms (lvl 1)
Savage Strike (lvl 1)
Submachine Guns (lvl 1)
Storm Trooper (lvl 1)
Assassin (lvl 1)
Acuity (lvl 1)
Quick (lvl 2)
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Melee (lvl 3)
Sidearms (lvl 1)
Savage Strike (lvl 1)
Submachine Guns (lvl 1)
Storm Trooper (lvl 1)
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