Gil R. -> Scenario-editor, How to Use (5/30/2015 8:00:18 PM)
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We had hoped to release all modding documentation with yesterday's 1.05 patch, but there's been a delay as WCS instead works on improvements to the game itself. But anyone who wants to start using the scenario-editor can do so now, and rather than forcing everyone to wait another week or two for the official release of the full modding guide we figured we would post this section of the guide here in the forum so that people can get started. So, here is everything you need to know about placing and moving units in a scenario. Please let us know if something is unclear.) ***** The scenario-editor permits one both to place or relocate units on a map and to change their facing, formation or mode – thus it used both for creating wholly new scenarios and modifying those that already exist. It also provides some ability to check on A.I. scripting. The interface is similar to the one used for playing the game itself, and quite user-friendly. All changes made through the scenario-editor modify the Positions.txt file, and that file only. (As a simple text file it can be changed directly, but the scenario-editor is far easier to use.) To access the scenario-editor for a new or previously existing scenario you must change the first line of that scenario’s Scenario.txt file from “notEditMode” to “EditMode” – that simple change makes it possible to edit the scenario but impossible to play it until you change it back. You should then load the game and the scenario itself, which will take you into a screen on which you can see the map and any units already placed there (along with arrows showing the direction that the A.I. is scripted to send them), but in which you can do nothing else. To begin to make changes hit the <U> key (for “units”); after you make the desired changes be sure to hit the <U> key again or else none of your changes will be preserved. To select a unit you must right-click on it, to move it you must left-click on the destination hex, to change its facing you must right-click on an empty hex in the desired direction (as in the game itself), and to put it into line, column or skirmish you must click on the appropriate button (as in the game). To dismount/mount cavalry use the <K> key, not the button. Once you have finished with a unit you may select another with the mouse, but if you wish to move to the next unit in the OOB just hit the ‘+’ key (or ‘-’ to go backwards to the previous unit), which will keep you in the same place on the map regardless of where that unit is, or hit SHIFT-‘+’/‘-’ to move to that unit. If the A.I. has been scripted then when a unit is selected an arrow will show the direction towards which it will head. These arrows can be toggled on and off with the <I> key. If you are creating a wholly new scenario or creating new units for an existing scenario they will show up at coordinates 0,0, which is located in the blackness beyond the top edge of the map. To go there you can hit the <Z> key, and after selecting the unit you wish to place go to the map; after placing it, you can use the ‘+’ key, as noted above, to cycle to the next unit. (Note: When creating a new scenario or new units the code will automatically add them to the Positions.txt file, filling each new row with 0’s until the scenario-editor is used to add data concerning location, facing, etc.) Note that while there is no stacking in “Brother against Brother” it is possible to stack units in the scenario-editor, which permits reinforcements to enter the map from the same hex at different times. To select a unit when two or more are occupying the same hex just right-click on that hex repeatedly until you have selected it.
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