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Air Conflicts: Pacific Carriers

General informations

Air Conflicts: Pacific Carriers is a WW2 flight arcade game made by a small studio which also made Air Conflicts: Vietnam and Air Conflicts: Secret Wars.
I've made a review for this game on Steam, available here.


One of the things that makes this game so enjoyable is that it is easily moddable. Textures, music, sounds and even mission scripts can be changed, meaning you can make your own missions, which is pretty cool.


Mission Scripting


How to add/modify a level: go to "Air Conflicts - Pacific Carriers\media\game\", open "campaign.ini" and add a mission in there in the desired campaign. I guess this is also where you can add campaigns, but never tested that.

Information about "campaign.ini": "NUMWAVES 2" seems to set the number of flights available to the player, so in this case, two (I think the player can't change wave on their own, it's scripted in the script of the level). The number after "NUMWAVES 2" seems to set the type of planes the player can choose. "TYPE" is the type of the level (0=Battle, 1=airborne patrol?, 2=watchtower mission (most uninteresting type of mission ever devised by mankind), 3=Normal mission

How to access level's script: go to "Air Conflicts - Pacific Carriers\media\game\us_campaign1" (or us_campaign2 or whatever campaign you want the level to be in).

BeginScript and EndScript: a level can only load correctly if the script contains a "BeginScript" and a "EndScript" somewhere. Note that BeginScript should only be placed AFTER initialization of planes (or ships/objects) that are to spawn at mission start. NOTE: if a BeginScript or EndScript is in a /* */ comment, it will still be taken into account by the code! KEEP THIS IN MIND!


Below is a table listing information about script commands that I've managed to understand so far.

Command Description Arguments Exemples
Load Loads an object such as a plane or ship [path to .ini file] [X coordinates?] [Z coordinates] [Y coordinates?] [rotation?] [allegiance (0=Japan, 1=USA)] Plane 34 Load planes/zero/1.ini 9348.0 150.0 -9257.0 5.0 0
Load (for player plane) Same as Load, but loads the plane in the player's wave [LoadPlayerWave] [Wave number (as described in campaign.ini)] (rest is the same as Load) Plane 0 LoadPlayerWave 0 200.0 126.0 -900.0 6.0 1
Plane Allows to change a plane's feature, such as it's type or wether it appears on radar or not [plane ID number] Plane 34
Ship Allows to change a ship's feature, such as it's type or wether it appears on radar or not [ship ID number] Ship 0
SetRadarSymbol Sets wether an object will appear on the player's radar as a friend or foe [bool (0=friend or 1=foe)] Plane 34 SetRadarSymbol 0
SetScoutPlane Sets an aircraft as a target for attack (use with AIRCRAFT only) [?] [ID of plane to attack; if -1, may mean "any", but not sure] [Aggressivity?] Plane 35 SetScoutPlane 1 -1 50
SetScoutShip Sets a ship as a target for attack (use with AIRCRAFT only) [?] [ID of ship to attack; if -1, may mean "any", but not sure] [Aggressivity?] Plane 4 SetScoutShip 1 13 27
SetPlaneScout Sets an aircraft as a target for attack (use with SHIPS only) [?] [ID of ship to attack; if -1, may mean "any", but not sure] [Aggressivity?] Ship 1 SetPlaneScout 1 -1 50
SetDogfightMode Plane will break formation and attack other aircraft designated via SetScoutPlane - Plane 35 SetDogfightMode
SetShipFiringMode Plane will break formation and attack ships designated via SetScoutPlane - Plane 4 SetShipFiringMode
SetDogfightExperience Sets the dogfighting skill of the aircraft? [experience] Plane 34 SetDogfightExperience 3
SetBombingExperience 3 Sets the bombing experience of the aircraft? [experience] Plane 33 SetBombingExperience 3
Addpoint Seems to set a waypoint for a ship, ship will move to that point [X coordinate?] [Z coordinate] [Y coordinate?] Ship 13 AddPoint -5174.0 0.50 -11848.0
Player.AllowSwitch Sets wether the player is able to switch to other aircraft from its wave [bool (0=not allowed to switch or 1=allowed to switch)] Player.AllowSwitch 1
FireTarget Ship will fire at designated coordinates using its AA burst guns but do NO DAMAGE (doesn't work against planes) = VECTOR3 [X coordinate?] [Z coordinate] [Y coordinate?] OR Ship [ShipID] Position Ship 7 FireTarget = Ship 8 Position ;
FireTarget2 Ship will fire at designated coordinates using its main guns but do NO DAMAGE = VECTOR3 [X coordinate?] [Z coordinate] [Y coordinate?] OR Ship [ShipID] Position Ship 7 FireTarget2 = Ship 8 Position ;
Command/function Description [argument 1] [argument 2] Exemple
Command/function Description [argument 1] [argument 2] Exemple
Command/function Description [argument 1] [argument 2] Exemple
Command/function Description [argument 1] [argument 2] Exemple