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MissionMaker Global Settings
These settings apply to every type of mission no matter the type with few exceptions.
The name the game will use as an identifier along with it being an identifier to other aspects of the mission maker.
Because it is not a name players will naturally see, it is advised to make this a very unique name.
Tip
Try including your username, current date, and an index as these are good ways to make it unique.
Example: <internalName>FTIW_TestMission20260508_1</internalName>
The name of the mission people will see when playing it.
If none is provided it uses your internal name.
Example: <name>The Best Mission</name>
Set's a description seen on a separate tab of the mission.
Example: <description>Take part in this quick race in Detroit.</description>
Sets the type of mission that will be played.
Valid options are:
- race
- time_trial
- a_to_b
- time_attack
- escape
- collect
- takedown
- drift_trial
- drag_trial
Example: <missionType>race</missionType>
Sets if the mission is either a story mission, faction mission, or calling all units mission. Valid options are:
-
story
-
chained_story (the only difference between this and story is the icon on the map.)
-
faction
-
cau (calling all units)
Example: <missionClass>story</missionClass>
Sets the duration on the HUD for faction missions.
Each option has a default reward associated with it, but only short, medium, long will show any difference in the HUD.
Valid options are:
- veryshort
- short
- medium
- long
- verylong
Example: <duration>veryshort</duration>
Sets the region the mission is based in, provides data for a default hudLocation setting, and tells the server what region to reward faction reputation for.
Valid options are:
- midwest
- east_coast
- the_south
- mountain_states
- west_coast
Example: <gameplayZone>east_coast</gameplayZone>
Sets a spec restriction on what cars or bikes can be allowed in the mission, not setting it will allow any car into the mission.
Warning
AI will not behave as intended in races if restriction is set to any, monster, drift, drag, or fullstock in faction missions.
AI's will display 0 on their level but behave as intended if set as a story mission.
Valid options are:
- any
- fullstock
- street
- dirt
- circuit
- raid
- perf
- monster
- drift
- drag
Example: <vehicleRestrict>dirt</vehicleRestrict>
Allows you to restrict the mission to cars only, bikes only, or none (allows both types).
Valid options are:
- none
- car
- bike
Example: <vehicleTypeRestrict>none</vehicleTypeRestrict>
Allows you to restrict the mission to police vehicles only, no police vehicles at all, or none (allows both types).
Valid options are:
- none
- nopolice
- onlypolice
Example: <policeVehicleRestrict>none</policeVehicleRestrict>
(Default: None, mission will go straight into ttog or the mission)
Note
This should be setup for you via the position grabber.
The movie is an element that shows a certain camera angle and the mission switching to the time of day set.
Important
This should be set very close to your spawn position otherwise the mission may softlock when loading.
First, make a movie element. Then, inside it add the following:
<position> (REQUIRED, no default) - The location the camera should be in. Takes an XYZ value.
<yaw> (Default: 0) - The angle of the camera from left to right.
<pitch> (Default: 0.0) - The angle of the camera from up to down.
<roll> (Default: 0.0) - The rotation of the camera itself. Ex: turning your head 90 degrees on it's side.
Example:
<root>
<movie>
<position>6505.5425,56727.758,151.5016</position>
<yaw>356</yaw>
<pitch>50.224697</pitch>
</movie>
</root>Setting a path to a .bac file will let you set the motion of the movie, not putting this will have the camera static during the movie.
Making new .bac files is beyond the scope of this wiki.
Example: <predefinedMovieMovement>cinematics\02_missions\generated\dlc_ivt-wks-000091_20150408_111548_movie_missioncam.bac</predefinedMovieMovement>
Note
The .bac used in the example is already set as the default (static cam).
Note
This should be setup for you via the position grabber.
Sets the location of your mission on the map.
Takes an XYZ value.
Example: <missionLocation>6505.5425,56727.758,151.5016</missionLocation>
Note
This should be setup for you via the position grabber.
Sets the location of where you and any bots will spawn when the mission starts.
Takes an XYZ value.
Example: <spawnPosition>6505.5425,56727.758,151.5016</spawnPosition>
Note
This should be setup for you via the position grabber.
Sets the rotation of your spawn position.
Example: <spawnYaw>180</spawnYaw>
(Default: blurb based on missionType)
This sets a custom message to show up in the top left of the movie if one is set.
Example: <preMissionBlurb>WIN THE RACE</preMissionBlurb>
(Default: reminder based on missionType)
Sets a custom message at the top left of the screen during the mission.
Example: <objectiveReminder>REMAIN IN FIRST</objectiveReminder>
(Default: Based on gameplayZone set)
Sets a custom message for the location if a movie is present.
Example: <hudLocation>NOWHERE</hudLocation>
Set the amount of points required for each medal tier in story missions, in order with bronze, silver, gold, and platinum.
Example: <medalPoints>100,200,500,1000</medalPoints>
100 - Bronze
200 - Silver
500 - Gold
1000 - Platinum
Hides the mission on the map if set to true. This is useful if this mission is part of a chained mission.
Note
Chained missions involve the next mission playing immediately after completing previous missions and are usually hidden.
Example: <hidden>false</hidden>
(Default: Faction reward based on duration set)
Let's you set a custom reward entity if you wish to specify manual multipliers for xp, money and rep given.
Example: <reward>7CBE920700000000</reward>
Sets the time of day the mission will take place on using military time.
Example: <missionTime>14:00</missionTime> for 2:00 PM
Example: <missionTime>4:00</missionTime> for 4:00 AM
Setting this to true will have the time of day progress when playing the mission. Keeping this false freezes time at the set missionTime.
Example: <timeEvolve>true</timeEvolve>
Takes the time of day in freedrive and sets it for the mission.
Note
Overrides missionTime.
Example: <freedriveTime>true</freedriveTime>
With an entity, sets the weather that the mission will use.
Warning
Setting a weather will potentially make the region the mission is in look incorrect due to the override.
Example: <weather>6B32930700000000</weather>
Sets the minimum level required for the mission to unlock.
Warning
Due to a game bug, missions only detect if the player is up to level 50. Any minimumLevel set above that will incorrectly state the player does not meet the required level even if they do.
Example: <minimumLevel>1</minimumLevel>
Sets the level of the actual mission including vehicle number recommendations (for story missions).
Example: <missionLevel>20</missionLevel>
Setting this to true will make it so once the mission is finished, it will vanish from the map. Keeping it false will keep it on the map even after it's been completed.
Example: <oneshot>false</oneshot>
With this setting you can add several different missions that are a requirement for unlocking it.
Important
Faction missions cannot be locked behind a requirement nor can faction missions be the ones to unlock other missions as that information is not saved. This only works between story missions.
Make a missionRequirements element along with elements inside it either named id or name.
-
id: Let's you set an entity for missions that are not yours, such as existing story missions.
-
name: Let's you set an internal name as a required mission for missions you created.
Example:
<root>
<missionRequirements>
<id>A37D840700000020</id>
<name>FTIW_TestMission20260509_2</name>
</missionRequirements>
</root>Setting this to any mission's internal name will chain the mission, making whatever mission written here automatically start after the main mission ends.
Warning
This can be finicky. On testing, time attacks could not chain into collect missions, so do test this system out first to ensure every mission you wish to be chained does get chained.
Example: <nextMission>FTIW_TestMission20260509_3</nextMission>
Sets an optional image beside the description.
To have this setup, convert a 1:1 image into a DXT5 DDS image and name it anything (example uses logo.dds).
Once converted into a DDS image, place it inside the root of your mission folder (do not place it into sub-folders).
Then, add <hudImage> <name of file.dds> </hudImage> to your mission.
Example: <hudImage>logo.dds</hudImage>
hudInfo let's you set the layout of the mission level and forced difficulty of the mission.
Example of
veryhard
Valid options are:
- defaultleft: (default layout)
- easy: (mission labelled easy and no vehicle level)
- hard: (mission labelled hard and no vehicle level)
- veryhard: (mission labelled very hard and no vehicle level)
- emptyleft: (removes difficulty and recommended vehicle level completely)
Example: <hudInfo>veryhard</hudInfo>
Important
This setting applies to all but drag trials.
Takedown faction missions may not turn off the radio properly.
By setting an entity referencing music, you can have custom music playing through the mission.
Note
To add completely custom music, consider using TuneinCrew while using the --entities option. This will produce a minimal mod to get the songs in-game along with a <name of mod>_map.json which provides entities along with the names associated with them.
Example _map.json:
{
"00015F53504D4600": "Test Song"
}
Example: <music>00015F53504D4600</music>
Entity does not exist in base game.
Note
Most of this should be setup for you via the position grabber.
Props are objects that can be placed anywhere within the mission that are not baked into the world.
To start: Make a <props> element, then a <prop> element inside it for each prop you want.
<root>
<props>
<prop>
<!--prop 1-->
</prop>
<prop>
<!--prop 2-->
</prop>
</props>
</root>For each prop, there is a position setting, a yaw, pitch, and roll setting. For more information on these settings, read the movie setting.
Finally, there is an object setting which contains an entity referencing the object that should spawn.
Note
For examples of valid objects, head into PRESET - vehicles.txt inside the Assets folder of this program, each vehicle there can be used as a prop.
PRESET - props.txt inside the Assets folder also contains a handful of props.
Example:
<root>
<props>
<prop>
<yaw>27</yaw>
<object>943A940700000000</object>
<position>9804.056,50948.78,294.63354</position>
</prop>
</props>
</root>Setting this will restrict the amount of points someone can earn with the base time on finish. This can be useful if you wish for the player to only get platinum by remaining first the entire way or by not damaging a car.
Example: <maxTimePoints>1000</maxTimePoints>
Setting this will set the minimum amount of points someone can earn with the base time on finish.
Example: <minTimePoints>0</minTimePoints>
Sets the maximum amount of time to register for time attacks and point scaling for other types of missions.
If a player takes longer than the default or set time, it will only register on the results screen whatever is set.
Sets the decay curve of points earned through the base time points. If player takes longer than set time, game will only award 1000 points. Player will lose much more points the closer they are to going over the set time.
Example: <pointScale>300</pointScale>
Setting this to false means traffic will not spawn, true means traffic will spawn.
Example: <traffic>true</traffic>
Setting this will set the rate of traffic with a float.
Example: <trafficRate>0.2</trafficRate> (20% rate, number can go above 100%)
(Known as: Three Two One Go, Default: Either none or preset by missionType)
Important
This setting applies to all but takedown and escape.
Three two one go's, or what will be abbreviated as ttog's, are entities that set the cutscene you see putting the cars into position along with a countdown starting the race.
Note
A handful of ttog entities have been provided via PRESET - ttog.txt found within the Assets folder of this tool.
Example: <ttog>615E870700000000</ttog>
Important
This setting applies to all but time attack.
This setting forces the player to drive a certain car for that particular mission with an entity.
The car does not travel between chained missions unless the loan car setting is set in those ones as well.
Upgrade parts will apply to whatever car entered the mission originally.
Note
A list of preset car entities are provided via PRESET - vehicles.txt found within the Assets folder of this tool.
Example: <loanCar>0774870700000000</loanCar>
Sets the distance between the cars on the starting grid side by side.
Example: <gridSpacing>0774870700000000</gridSpacing>