The Counter-Strike: Condition ZeroTM
Custom Mission System
V1.0 April 28, 2004

Overview
The Custom Mission System allows users to create their own Missions for use with Counter-Strike: Condition Zero.  These Mission Packs may include new maps, new challenges, new bot personalities, new bot skins, and so on.

The Layout of a Mission Pack
Mission Packs are found in the czero\MissionPacks folder.  Each Mission Pack must have its own uniquely named folder.  

Below is an example file listing for a Mission Pack called "MyMission":

czero\MissionPacks\MyMission\Overview.vdf
czero\MissionPacks\MyMission\Thumbnail.tga
czero\MissionPacks\MyMission\Easy.vdf
czero\MissionPacks\MyMission\Normal.vdf
czero\MissionPacks\MyMission\Hard.vdf
czero\MissionPacks\MyMission\Expert.vdf
czero\MissionPacks\MyMission\BotProfile.db

Overview.vdf
This file defines includes information such as the mission description, what team the player is on, which bot personality file to use, and so on.

Thumbnail.tga
The Overview.tga is a 24-bit image displayed as part of the Mission Pack's "splash screen".  It must be no larger than 256x256 and is scaled into an area that is 320x68 at a screen resolution of 640x480.

Easy.vdf, Normal.vdf, Hard.vdf, Expert.vdf
These files define the game rules, map progressions, available teammates, enemies, and per-map challenges.  If these files are missing, the corresponding CareerGameEasy.vdf, areerGameNormal.vdf, CareerGameHard.vdf, and CareerGameExpert.vdf files from the czero folder will be used.

BotProfile.db:
This file defines bot personalities for use as teammates and enemies in the Mission Pack.

The Overview.vdf File
Below is an example Overview.vdf file in its entirety:

"MissionPack"
{
	"Author"	"Turtle Rock Studios"
	"Title"	"My CZ Mission"
	"Description"	"This is my custom mission pack for CZ."
	"URL"	"http://www.turtlerockstudios.com/"
	"SoloPlay"	"1"
	"CoopPlay"	"0"
	"Team"	"CT"
	"BGColor1"	"47 62 90"
	"BGColor2"	"0 0 0"
	"TextColor"	"255 255 255"
	"BotProfile"	"BotProfile.db"
}

Author:	The author of this Mission Pack.
Title:	The title of the Mission Pack.
Description:	A colorful description of the mission.
URL:	A website related to this Mission Pack, often the author’s home page.
SoloPlay:	Unused but reserved for future utilization.
CoopPlay:	Unused but reserved for future utilization.
BGColor1:	Red, green, and blue (RGB) values between 0 and 255 that define the background color used for the Mission Pack user interface screens.
BGColor2:	Unused but reserved for future utilization.
TextColor:	RGB color values used for some Mission Pack text.
BotProfile:	The filename of a file containing the roster of bot personalities to use with this Mission Pack.

The Easy.vdf, Normal.vdf, Hard.vdf, and Expert.vdf Files
These files define the game structure.  Each file corresponds to the difficulty selected by the player.  In other words, if the player starts your mission with a difficulty of “normal”, the Normal.vdf file will be read.

It is highly recommended that you examine the CareerGame*.vdf files.  They contain the data for the standard CZ Counter-Terrorist Tour of Duty.

InitialPoints:	The number of Reputation Points the player starts the game with.
MatchWins:	The minimum number of rounds a team must win in order to win a match.
MatchWinBy:	The number of wins a team must lead by in order to win a match.
Characters:	A space-separated list of bot names defining the roster of teammates that can be purchased with Reputation Points.  These bot names must have corresponding personality definitions in the bot database (ie: BotProfile.db).
CostAvailability:	Each teammate has a Reputation Point cost, from 1 to 5.  This section defines how many total Reputation Points the player must have to “unlock” each cost level of teammate.  For example, a pair of numbers such as “4” and “15” means that the player must have at least 15 Reputation Points to unlock cost 4 teammates.
Maps:	The set of maps used in this mission.  The name of each map section must match a bsp file located in czero\maps, cstrike\maps, or valve\maps.  See the “Defining a Location (Maps)” section for more information.

Defining a Location (Map)
Maps are organized as “triplets”, or sets of three maps. The first, second, and third maps form the first Tour of Duty, the fourth, fifth, and sixth are the second Tour of Duty, and so on.  All three maps in a Tour of Duty must be won in order to unlock the next Tour of Duty.

“map name”
{
	“bots”	“<list of enemy bot names>”
	“minEnemies”	“<count>”
	“threshold”	“<value>”
	“tasks”	“<list of tasks>”
	“FriendlyFire”	“0” or “1”
	“commands”	“<console command string>”
}

“map name”
The filename of the bsp to load for this location without the .bsp extension.  For example, “de_dust_cz”.

“bots”
This field is followed by a string containing a list of enemy bot names for this map.  Bots are added from left to right, in order.  For example, the list “Joe Fred Alex Barney” would look up “Joe” in the missions bot database and add a bot with those parameters first, followed by “Fred”, “Alex”, and “Barney” up to the desired number of enemies for that location.

“minEnemies”
This value defines the minimum number of enemies the player will face on this map.

“threshold”
This number defines the Reputation Point value above which one enemy is added for every additional Reputation Point until we run out of bots on the “bots” line.

“tasks”
This field defines a list of tasks/challenges the player must complete to win this map.  Each task, and that task’s parameters, must be enclosed within single quotes within the overall string.  For example:

        "tasks"       " 'kill 7' 'kill 2 survive' 'winfast 60' "

For a full list of tasks, see the Task Reference section.

“FriendlyFire”
If this is set to zero, friends cannot be hurt by each others weapons.  If “FriendlyFire” is “1”, friends can hurt each other.

“commands”
The “<console command string>” is sent to the console when the map is loaded.  This can be used to change system parameters just as if the user had entered the string in the console.  Note that certain commands (ie: mp_startmoney) don’t function, as they are reset by the system after these commands have been given.

Task Reference
For each task listed below, required parameters are enclosed in < >, and optional parameters are enclosed in [ ].  Multiple optional parameters are separated by a vertical bar.

The optional parameter “survive” means the player must complete the task in a single round without being killed.  The optional parameter “inarow” means the player must complete the task over potentially several rounds without dying.

General Tasks
injure  <N>  [survive | inarow]
The player must injure at least <N> enemies.

injurewith  <N> <weapon>  [survive | inarow]
The player must injure at least <N> enemies using the weapon or weapon class <weapon>.

kill  <N>  [survive | inarow]
The player must kill <N> enemies.

killwith  <N> <weapon>  [survive | inarow]
The player must kill <N> enemies with the weapon or weapon class <weapon>.

killall
The player’s team must win at least one round by eliminating everyone on the enemy team.

killblind  <N>  [survive | inarow]
The player must kill <N> flashbang-blinded enemies.

headshot  <N>  [survive | inarow]
The player must kill <N> enemies with headshots.

headshotwith   <N> <weapon>  [survive | inarow]
The player must kill <N> enemies with headshots using the weapon or weapon class <weapon>

winfast  <S>  [survive]
The player’s team must win a round in less than <S> seconds.

Bomb Defuse Scenario Tasks
plant  <N>  [survive | inarow]
The player must plant the bomb <N> times.

defuse  <N>  [survive | inarow]
The player must defuse the bomb in <N> separate rounds.

preventdefuse  <N>  [survive | inarow]
The player must prevent any defuse attempts in each of <N> rounds. The task fails if the bomb is not planted or a CT starts to defuse.

killdefuser  <N>  [survive | inarow]
The player must kill a CT in the act of defusing a planted bomb <N> times.

Hostage Rescue Scenario Tasks
rescue  <N>  [survive | inarow]
The player must rescue at least <N> hostages.

rescueall
The player must rescue all of the hostages in a single round.

stoprescue  <N>  [survive | inarow]
The player must kill a CTs who is escorting hostages back to a Rescue Zone <N> times.

defendhostages  <N> 
No hostage may be rescued during each of <N> rounds.  Hostages may die, but they can't be rescued.

hostagessurvive  <N> 
All hostages must be living at the end of each of <N> rounds. No hostage can die, but they can be rescued.

VIP Scenario Tasks
killvip  <N>  [survive | inarow]
The player must kill the VIP <N> times.

Weapon and Weapon Class names
The names listed here are for use in the <weapon> parameter of tasks that require it.

pistol = Any pistol
glock = 9x19mm Sidearm
usp = KM .45 Tactical
p228 = 228 Compact
deagle = Night Hawk .50c
fn57 = ES Five-Seven
elites = .40 Dual Elites

shotgun = Any shotgun
m3 = Leone 12 Gauge Super
xm1014 = Leone YG1265 Auto Shotgun

SMG = Any submachine gun
tmp = Schmidt Machine Pistol
mac10 = Ingram Mac-10
mp5 = KM Sub-Machine Gun
ump45 = KM UMP45
p90 = ES C90

rifle = Any non-sniper rifle
galil = IDF Defender
famas = Clarion 5.56
m4a1 = Maverick M4A1 Carbine
ak47 = CV-47
aug = Bullpup
sg552 = Krieg 552

sniper = Any sniper rifle
scout = Schmidt Scout
sg550 = Krieg 550 Commando
g3sg1 = D3/AU-1
awp = Magnum Sniper Rifle

machinegun = Any machine gun
m249 = M249

shield = The Tactical Shield

knife = The Knife

grenade = The HE Grenade

Defining Preview Images for a Location
Each location requires two “thumbnail” images for display in the interface.

The first one is the small square image used for the location’s button within its Tour of Duty.  The second is the large preview image displayed when a location has been clicked on by the player.

The small button image must be a Targa image (.tga) that is 128 pixels wide and 128 pixels tall, with a filename identical to the map’s bsp file (except, of course, for the .tga extension).  Place this image in the folder:  czero\gfx\thumbnails\maps.  

The preview image must be a Targa image that is 256 pixels wide by 110 pixels tall, again with a filename identical to the map (with a .tga extension).  Place this image in the folder: czero\gfx\thumbnails\maps_wide.

Note that Steam users may have to create these folders if they do not exist.

For example, if the map de_mymap_cz.bsp was used in a mission, the following two images would need to be present:

	czero\gfx\thumbnails\maps\de_mymap_cz.tga
	czero\gfx\thumbnails\maps_wide\de_mymap_cz.tga

Defining Bot Personalities
Defining a bot personality consists of specifying values for a bot’s various attributes and labeling the values with a name, such as “Fred”.  These attributes influence and control different aspects of a bot’s behavior, such as how observant they are, or how well they can aim their weapons.

While fairly straightforward, a bot personality database does contain a lot of data.  It is strongly recommended that interested players refer to the BotCampaignProfile.db and BotProfile.db files which contain the bot personalities for the retail game.

Data within a bot database is always contained within a data block which has the following form:

	<data block type> [<data block name>]
		<attribute> = <value>
		<attribute> = <value>
		…
		<attribute> = <value>
	End

<data block type> can be:

Default
This data block defines default values for all attributes.  

Skin <skin name>
This data block defines a “skin” (player model) for later use.  It can contain a single attribute of “Model” which should be set to the name of the .mdl file without its extension.  The example below defines a skin for czero\models\player\arctic.mdl:

	Skin TerroristSniperSkin
		Model = arctic
	End

Template <template name>
Templates define values for a related set of attributes.  Templates are then used by specific bot data blocks to “inherit” data values.  See the Data Inheritance section for more information.

<template name>[+<template name> …] <bot name>
Defining a data block via the use of one or more template names creates a bot definition.  The values the bot’s attributes receive are “inherited” by starting with the values in the Default data block, and then overwriting any attribute values found in the template blocks listed, evaluated from left to right. 
Attribute Reference

Name
Value: A string. If the name contains spaces, surround it with quotes (ie: “Cliffe”)
Description: The bot’s name.  

Skill
Range: 0 to 100
Description: Defines the overall “skill” of the bot. Low skill bots have terrible aim and don’t look around very much, whereas high skill bots can have extremely good aim, try to check as many corners and hiding spots as they can, and know subtle things like using the knife to run faster, switching to the pistol when out of ammo, and so on.

Aggression
Range: 0 to 100
Description: Determines how aggressively a bot behaves. High aggression bots pay less attention to “danger” (ie: where teammates have died previously), are more likely to rush, and less likely to retreat.  Low aggression bots are just the opposite.

ReactionTime 
Range: 0.2 to 0.5 seconds
Description: Determines the reaction time of a bot. A bot’s “reaction time” is the delay between when a visual or audio event occurs and the bot becomes “aware” of it, and can begin to act upon it. This simulates the time it takes a human to process incoming stimuli and become “conscious” of it.

AttackDelay
Range: Seconds of time before bot will open fire after acquiring a victim
Description: After a bot has become aware of an enemy, this duration must also elapse before it will begin firing upon its victim. This attribute is primarily used for easy bots, allowing novice players additional time to react and aim their weapon before the bot opens fire.

Teamwork
Range: 0 to 100
Description: Defines how cooperative and “team oriented” the bot is.  High teamwork bots are more likely to obey radio commands and stay with their teammates.  Low teamwork bots tend to “go rogue” and do their own thing.

WeaponPreference
Value: “none” or a buy alias such as “m4a1”
Description: Defines the bot’s weapon preference.  A bot can have many WeaponPreference definitions in a row, specifying a prioritized list (earlier ones are favorite over later ones) of weapons the bot will try to buy or pick up from the ground.  A preference of “none” will cause the bot to buy a random weapon.

Difficulty
Value: EASY | NORMAL | HARD | EXPERT
Description: Defines the difficulty categories where this bot is used. Note that these flags can be combined, such as “NORMAL + HARD”, meaning the bot can be used on either the Normal or Hard difficulty setting.

VoicePitch
Value: 85 to 120 (100 is unshifted)
Description: Defines the pitch shift value this bot will use for its “chatter”.  Lower values create lower pitched voices.

Skin
Value: 0-4 or <skin name>
Description: Defines which “skin” to select when the bot joins the game.  Values 1 through 4 map to the associated skins on the player menu in game. A value of 0 selects a skin at random.  If a <skin name> is given, the skin must have been previously defined using a Skin data block.  Skin data blocks can refer to custom skins other than the default CZ skins.  Custom skins should be placed in czero\models\player\<skin name>\<skin name>.mdl.

Data Inheritance in the Bot Database File
Defining a bot personality involves specifying a dozen or more parameters.  If you want to create several bots, this means defining quite a lot of data.  To help organize and modularize this bot personality data, the Bot Database makes use of a very simple data “inheritance” mechanism.

Here is an example of how the inheritance mechanism works:

Default
    Color = Grey
    Shape = Circle
    Size = Medium
    Weight = Average
    Material = Wood
End

Template RedSquare
    Color = Red
    Shape = Square
End

RedSquare MyRedSquare
    Size = Small
End

The “Default” entry defines initial values of all attributes, in this case “Color”, “Shape”, “Size”, “Weight”, and “Material”.  The next entry is a “Template”, which defines a data type named “RedSquare” that sets the attributes “Color” and “Shape” to “Red” and “Square”, respectively.  Finally, the last entry actually instantiates an object of type “RedSquare” called “MyRedSquare” which sets “Size” to “Small”. The resulting values for “MyRedSquare” are:

  Color = Red
  Shape = Square
  Size = Small
  Weight = Average
  Material = Wood

“Weight” and “Material” remain at their default of “Average” and “Wood”, since neither “RedSquare” or “MyRedSquare” changed them.

The bot database allows for a crude form of “multiple inheritance” as well:

Default
    Color = Grey
    Shape = Circle
    Size = Medium
    Weight = Average
    Material = Wood
End

Template RedSquare
    Color = Red
    Shape = Square
End

Template BigAndHeavy
    Size = Large
    Weight = Heavy
End

RedSquare+BigAndHeavy MyBigRedSquare
    Material = Iron
End

In this example, a new entry has been added called “BigAndHeavy” which sets the attributes “Size” and “Weight” to “Large” and “Heavy”. Notice that the instance of “MyBigRedSquare” now lists both “RedSquare” and “BigAndHeavy” as its type, combined with the addition symbol “+”.  The final values of “MyBigRedSquare” are:

Color = Red
Shape = Square
Size = Large
Weight = Heavy
Material = Iron

“Color” and “Shape” were inherited from “RedSquare”, “Size” and “Weight” from “BigAndHeavy”, and “Material” was set directly by the definition of “MyBigRedSquare”. Any number of basic types can be “added” together in this way.

With multiple inheritance, data is copied to the object in a left to right order.  If both “RedSquare” and “BigAndHeavy” had values for the same attribute, the final value would match the one in “BigAndHeavy” since it came after “RedSquare”.

How is this actually used with bot data?  It is very useful to break bot attributes into “weapon preferences” and “difficulty levels”. For example, here are some example templates for difficulty levels:

Template Expert
    Skill = 90
    Aggression = 90
    ReactionTime = 0.2
    Difficulty = EXPERT
End

Template Hard
    Skill = 75
    Aggression = 75
    ReactionTime = 0.25
    Difficulty = HARD
End

Template Normal
    Skill = 50
    Aggression = 50
    ReactionTime = 0.4
    AttackDelay = 0.7
    Difficulty = NORMAL
End

Template Easy
    Skill = 0
    Aggression = 20
    ReactionTime = 0.5
    AttackDelay = 1.5
    Difficulty = EASY
End

… and here are some templates defining weapon preferences:

Template Rifle
    WeaponPreference = m4a1
    WeaponPreference = ak47
    WeaponPreference = famas
    WeaponPreference = galil
    WeaponPreference = mp5
End

Template Sniper
    WeaponPreference = awp
    WeaponPreference = sg550
    WeaponPreference = g3sg1
    WeaponPreference = scout
    WeaponPreference = famas
    WeaponPreference = galil
    WeaponPreference = mp5
End

Template Shotgun
    WeaponPreference = xm1014
    WeaponPreference = m3
    WeaponPreference = famas
    WeaponPreference = galil
    WeaponPreference = mp5
End

Template Shield
    WeaponPreference = shield
    WeaponPreference = m4a1           // in case shield is disallowed
    WeaponPreference = ak47
    WeaponPreference = famas
    WeaponPreference = galil
    WeaponPreference = mp5
End

Template Spray
    WeaponPreference = p90
    WeaponPreference = tmp
    WeaponPreference = mac10
    WeaponPreference = mp5
End

These templates allow the easy creation of a bot named “John” who likes to use rifles and is a pretty hard opponent:

Hard+Rifle John
    Skin = 3
    VoicePitch = 97
End

Creating a bot named “Fred” who also likes rifles, but is a complete newbie, is just as simple:

Easy+Rifle Fred
    Skin = 2
    VoicePitch = 110
End

By mixing and matching templates, a large number of bots can be created quickly. This arrangement also facilitates “tuning” bot behaviors - if “hard” bots are too hard, the values can be changed in just one place (the “Hard” template), and all hard bots will be updated as a result.

Modularizing bot personality data in this way keeps a large amount of data organized and manageable. 

 
Distributing Mission Packs
The simplest way to distribute your Mission Pack is to zip up all of your custom assets (maps, user interface graphics, player models, your mission pack folder, and so on) into a single zip file, retaining the required folder structure.  This zip file can then be shared with other CZ players, who can unzip the file in their main game folder, start the game, and select your mission from the dropdown menu.

For example, MyMission.zip could contain the following:

czero\MissionPacks\MyMission\Overview.vdf
czero\MissionPacks\MyMission\Thumbnail.tga
czero\MissionPacks\MyMission\Easy.vdf
czero\MissionPacks\MyMission\Normal.vdf
czero\MissionPacks\MyMission\Hard.vdf
czero\MissionPacks\MyMission\Expert.vdf
czero\MissionPacks\MyMission\BotProfile.db
czero\gfx\thumbnails\maps\cs_newmap_cz1.tga
czero\gfx\thumbnails\maps_wide\ cs_newmap_cz1.tga
czero\gfx\thumbnails\maps\cs_newmap_cz2.tga
czero\gfx\thumbnails\maps_wide\ cs_newmap_cz2.tga
czero\gfx\thumbnails\maps\cs_newmap_cz2.tga
czero\gfx\thumbnails\maps_wide\ cs_newmap_cz2.tga
czero\maps\cs_newmap1_cz.bsp
czero\maps\cs_newmap1_cz.txt
czero\maps\cs_newmap1_cz_detail.txt
czero\maps\cs_newmap2_cz.bsp
czero\maps\cs_newmap2_cz.txt
czero\maps\cs_newmap2_cz_detail.txt
czero\maps\cs_newmap3_cz.bsp
czero\maps\cs_newmap3_cz.txt
czero\maps\cs_newmap3_cz_detail.txt
czero\newmap.wad
czero\sound\kaboom.wav
czero\sound\crunch.wav

(c) 2004 Valve Corporation.  Counter-Strike: Condition Zero and Valve are trademarks or registered trademarks of Valve Corporation.