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The Challenge Mode data file is a text file containing gameplay information for a Challenge Mode level, including a localized level description, and what kind and how many Autonomous Operators should appear.
The Challenge Mode data file should be named challenge_mode_<levelname>.txt
. For example, a level called caverns.cm
would have a Challenge Mode data file called challenge_mode_caverns.txt
Syntax[ | ]
The first line of the file must always be CHALLENGE_DATA
. The last line must be CHALLENGE_DATA_END
.
Comments start with //
and continue to the end of the line.
Default Challenge Mode Data[ | ]
The Overload Level Editor can create a default Challenge Mode data file. Use the File -> Create CM data file...
menu option to generate a sample Challenge Mode data file in your custom level folder (where .sp
and .cm
files should be placed).
Basic Information[ | ]
Level Description[ | ]
The description text is written on one line, like so:
$desc_english Custom Level Description
This description is shown just before starting a Challenge Mode session, when choosing a starting loadout. Descriptions can be included in the following languages:
- English (
$desc_english
) - Spanish (
$desc_spanish
) - French (
$desc_french
) - German (
$desc_german
) - Russian (
$desc_russian
)
Music[ | ]
The following line selects a music track to play in the level:
$music; trackname
where trackname
is the editor name of a music track. Refer to Music (level editor) for a list.
Count Boosters[ | ]
The rate at which robots spawn in the level can be increased with these settings:
$robot_count_booster_infinite; 0.0 // affects only Infinite $robot_count_booster_countdown; 0.0 // affects only Countdown
Higher values mean more robots. Both settings default to 0 but can go above 1.
Robot Groups[ | ]
The allowed robots in a Challenge Mode level are divided into groups. Robots from each group are chosen at the start of each Challenge Mode session to create a pool of robots. For that session, robots are spawned only from that pool.
A group is specified as
$group<number>_robots; <count>
followed by a list of robots.
Groups are identified by their number. Up to 5 groups are allowed.
Count: The number of robots to choose from this group.
Each robot is specified on one line as follows:
$robot; <type>; <frequency>; <difficulty>
Type: The editor name of the robot's type. Refer to Enemy (entity type) for a list. Each type can only appear once across all groups.
Frequency: How often this robot appears relative to others (if chosen).
Difficulty:
Example
$group2_robots; 2 $robot; clawbota; 0.3; 0 $robot; recoila; 0.4; 0 $robot; recoilb; 0.3; 0 $robot; cannonb; 0.2; 0.2
Super Robots[ | ]
The Super Auto-Ops used in a Challenge Mode session are chosen from a list at the start of that session. The list of allowed Super Auto-Ops is specified as
$super_robots; <count>
followed by a list of super robot types.
Count: The number of super robot types to choose per session.
Each super robot type is specified as
$super_robot; <type>; <frequency>
Type: Editor name of the robot's type.
Frequency: How often this super robot appears relative to others (if chosen)
Example
$super_robots; 3 $super_robot; hulka; 0.5 $super_robot; recoila; 1.0 $super_robot; gruntb; 1.0 $super_robot; dronea; 1.0 $super_robot; grunta; 1.0
Variants[ | ]
At the beginning of a Challenge Mode session, robot types are either set to always be a variant or never be a variant. The probability that a robot type will be a variant is specified as follows:
$robot_variant; <type>; <probability>
Type: The editor name of the robot's type.
Probability: Chance that this robot type will be a variant, ranging from 0 to 1.
Example
$robot_variant; dronea; 0.5 // 50% chance of being a variant (for one session)
Secret Levels[ | ]
Different settings are used when including a Challenge Mode level as a Secret Level in a Single Player mission. The robot groups, super robots, and variants described above are ignored, and the following settings are used instead:
Robots[ | ]
The pool of allowed robots in a Secret Level are listed as follows:
$robot_secret; <type>; <frequency> [variant]
Type: The editor name of the robot's type.
Frequency: How often the robot appears relative to others.
Variant (optional): Include a value of true
to make this robot always spawn as a variant.
Example
$robot_secret; grunta; 1.0; true // always a variant $robot_secret; dronea; 1.0 // never a variant $robot_secret; recoila; 0.3
Super Robots[ | ]
Allowed Super Auto-Ops are specified in the same way as in Challenge Mode but with $super_robots_secret
and $robot_secret_super
instead of $super_robots
and $super_robot
, respectively.
Weapon Unlocks[ | ]
The types of missiles which can appear in a Secret Level are restricted. Each type of missile can be allowed into the level individually. For example, to allow Time Bombs, include the following line:
$missile_unlock_secret;timebomb
Spawn Offset[ | ]
Example
$secret_spawn_offset;3
Timer Offset[ | ]
Example
$secret_timer_offset;80
Miscellaneous[ | ]
Headlights[ | ]
Include the following line to make robots spawn with their headlights on:
$headlight_always_on
Notes[ | ]
- Official Challenge Mode level descriptions are written in UPPER CASE, even though lower case text is supported.
- If the Challenge Mode data file contains errors, a Challenge Mode session can still be started but with odd effects such as no HUD or no robots appearing.