Mission Architect Files
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Overview
This is more of a "for curiosity's sake" posting than anything, but it may save some frustration for some when trying to get rid of a critter group.
There are potentially four sets of files that your City Of client will create when working with a custom critter group for a mission. To a point, they duplicate each other. These are files that end in .costume, .critter, .cvg and .storyarc.
OK, now the details. I'll be giving examples of these from a mission created while the mission architect was in testing. All of these files, by the way, are text files - despite the ending, you can open them with Notepad or a similar text editor. Make a copy and open it if you want to look - I suggest a copy so that if you make changes, or the editor adds its own formatting, it doesn't screw up the file itself.
OK, let's look at the files:
.costume files
- Location: (COH install directory)/Costumes
- Extension: .costume
We've had these since we could save costumes at the tailor. They're simply a description of the costume you've created and decided to save for use elsewhere. Of all the files, this one has no impact on mission creation or group recreation. The costume description is imported into the .critter file. These are for your own character's use as well as your critter group. These have no information about who uses them, the group or anything similar, they are purely a description of costume (for gender.)
Sample:
{ CostumeFilePrefix male HeadScales 0, 0, 0 BrowScales 0, 0, 0 CheekScales 0, 0, 0 ChinScales 0, 0, 0 CraniumScales 0, 0, 0 JawScales 0, 0, 0 NoseScales 0, 0, 0 SkinColor 239, 173, 132 NumParts 27 CostumePart "" { Geometry Tight Texture1 Cargo_01 Texture2 none DisplayName P887196332 RegionName "Lower Body" BodySetName Tight Color1 0, 0, 61 Color2 51, 0, 0 Color3 0, 0, 61 Color4 51, 0, 0 } CostumePart "" { Geometry Baggy Texture1 Tunic_02 Texture2 none DisplayName P566009771 RegionName "Upper Body" BodySetName Baggy Color1 51, 0, 0 Color2 31, 31, 31 Color3 0, 0, 61 Color4 51, 0, 0
Custom critter files
- Location: (install directory)/Custom_Critter
- Extension: .critter
These are a description of each custom critter - ally, hostage, contact or villain - that you make.
These copy the costume file you use directly into the .critter file, and add a header with their name, villain group, description, difficulty and other pertinent information - really a small block of information.
{ Name "Red Assault Unit" Description "The Redshirt assault squads have little but rifles, tricks, and guts." VillainGroup Redshirts Difficulty Standard PrimaryPower Mission_Maker_Attacks.Assault_Rifle SecondaryPower Mission_Maker_Secondary.Sonic_Debuff TravelPower None Rank Minion Ranged 1 Costume { CostumeFilePrefix male HeadScales 0, 0, 0 BrowScales 0, 0, 0 CheekScales 0, 0, 0 ChinScales 0, 0, 0 CraniumScales 0, 0, 0 JawScales 0, 0, 0 NoseScales 0, 0, 0 SkinColor 234, 160, 137 NumParts 27 CostumePart "" { Geometry Tucked_In Texture1 Cargo_01 Texture2 none DisplayName P887196332 RegionName "Lower Body" BodySetName TuckedIn Color1 0, 0, 0 Color2 85, 0, 0 Color3 0, 0, 31 Color4 85, 0, 0 } CostumePart "" { Geometry Jackets_Sleeves Texture1 !Chest_FancyShirt_01 Texture2 none DisplayName P566009771 RegionName "Upper Body" BodySetName Jackets Color1 85, 0, 0 Color2 85, 0, 0 Color3 0, 0, 31 Color4 85, 0, 0 }
Custom villain group files
- Location: (install directory)/CustomVillainGroup
- Extension: .cvg
These are where you can start to see the size of custom critters adding up. For my rather small group (3 minions, 2 lts, and a boss,) the file is 51kb. Which may not sound like much in this era of terabytes of storage, but due to network and loading considerations the final .mission size can be no larger than 110 kb. Watch your group. This incorporates all of the prior files into itself - the .critter and .costume files. (As an explanation, when I say it incorporates them, I mean specifically that it imports all of the information from the prior files - the .costume file's contents get added to the .critter file, which gets added here.)
{ DisplayName "Redshirt 2" CustomVillains { ReferenceFile BRAWLER.CRITTER Name Brawler VillainGroup Redshirts Difficulty Standard PrimaryPower Mission_Maker_Attacks.Super_Strength SecondaryPower Mission_Maker_Secondary.Willpower TravelPower None Rank Minion Costume { CostumeFilePrefix male HeadScales 0, 0, 0 BrowScales 0, 0, 0 CheekScales 0, 0, 0 ChinScales 0, 0, 0 CraniumScales 0, 0, 0 JawScales 0, 0, 0 NoseScales 0, 0, 0 SkinColor 234, 160, 137 NumParts 27 CostumePart "" { Geometry Pants_China Texture1 Pants_Poofy_01 Texture2 none DisplayName P887196332 RegionName "Lower Body" BodySetName Pants Color1 0, 0, 0 Color2 38, 26, 0 Color3 0, 0, 61 Color4 38, 26, 0 }
and so on.
Mission files
- Location: (install directory)/Missions
- File extension: .storyarc (and .storyarc.backup)
Now, here's a trick for you.
Go and create a couple of quick critters and groups. They don't have to be fancy. Add them to a misison or two - you don't even have to run it. Just save it so you have .mission files.
Now go into your City of Heroes directory (or test directory, depending on where you're trying this out) and move the Costume, Critter, and CustomVillainGroup files to the recycle bin, so all you have left are the custom missions with your group(s) in it.
Go to "My creations," then before opening anything up take a look at "My characters" and "My enemy groups." You'll see "no custom characters found."
Now go to your mission (under my local files) that has the custom group in, and select edit. Exit the MA and reenter - then go back to My Characters and My Enemy Groups. You'll see your custom groups again.
If you now exit the game and go to your install directory, however - you won't see the CustomVillainGroup, Critter, or Costume directories recreated. The .mission file on the server holds all the information needed to completely recreate the group. Even if you go to another computer that has never run the mission architect before, while you won't see unpublished missions (those being local files,) if you hit "Edit" on a published mission - the custom critters and the group they're in will be available to you to use. It does not recreate the files locally unless you hit save. (Also, if you have no local files, you will not have them available again until you edit the published mission. They are, however, cached for your session.)
So, functionally, what does all this mean?
Other than generic interest - if you want to get rid of an enemy group completely, delete them from any mission they're used in first, then go ahead and delete the .critter and .cvg files they're in. (The .costume is purely optional.)
Please note - Local vs Cached
Testing seems to indicate that if you have a LOCAL group or character of a specific name, and open up another local mission without those files but with a similar name, your local files will [b]overwrite[/b] the information in the file you're editing.
Example: You have a local mission you've worked on called "My great mission." In it is a villain group called "ABC" with a character named "Fred," a tank.
Your friend sends you a mission to look at called "Blastermania." He also makes a group called ABC that happens to have Fred, a blaster, in it.
When you go to open the file for editing, YOUR version of XYZ, with Fred the Tank, will appear.