Design & Modding Guides

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Erik2
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Re: Design & Modding Guides

Post by Erik2 » Sat Mar 17, 2018 10:11 am

You don't need a turn condition if you've used Scenario Start.

PoorOldSpike
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Re: Design & Modding Guides

Post by PoorOldSpike » Sun Mar 18, 2018 5:40 am

Thanks guys, I'm still working on it.
Meanwhile I've got one more question- is it possible to make units randomly appear in different places each time a scenario is started?
The Panzer Corps editor has that feature where you place a unit, then slap a "radius" setting on it (e.g. 1 hex, 2 hexes, 3 hexes etc) to make it appear in any random hex within that radius.

bru888
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Re: Design & Modding Guides

Post by bru888 » Sun Mar 18, 2018 2:31 pm

PoorOldSpike wrote:Thanks guys, I'm still working on it.
Meanwhile I've got one more question- is it possible to make units randomly appear in different places each time a scenario is started?
The Panzer Corps editor has that feature where you place a unit, then slap a "radius" setting on it (e.g. 1 hex, 2 hexes, 3 hexes etc) to make it appear in any random hex within that radius.
OOB does not have it built-in like PzC but you can do the same thing with a Random Trigger choosing from an array of Spawning Triggers. For example, this is how I place the Japanese carriers randomly at the start of The Aleutian Crisis:
Capture787.jpg
Capture787.jpg (537.6 KiB) Viewed 2865 times
Each Spawn Trigger places a set of three Japanese carriers someplace on the map. The Random Trigger chooses one among six possible setups:
Capture788.jpg
Capture788.jpg (537.29 KiB) Viewed 2865 times
- Bru

jbarradale
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Re: Design & Modding Guides

Post by jbarradale » Thu May 31, 2018 9:37 pm

I have been through this with so many games. Blitzkrieg II for example, can build a map/scenario, but cannot put them together to make a custom campaign. Is there a way in this editor to create a whole campaign, Poland to Norway, to France...? It took a while, in Blitzkrieg II, to access the editor in other games without any manual at all, it is a wonder I got any map to work at all. Any help is appreciated. Thank you.

Erik2
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Re: Design & Modding Guides

Post by Erik2 » Fri Jun 01, 2018 2:46 pm

There are two editors in the game, scenario and campaign.
Attachments
editors.jpg
editors.jpg (302.38 KiB) Viewed 2671 times

Admiral_Horthy
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Re: Design & Modding Guides

Post by Admiral_Horthy » Mon Jun 18, 2018 4:57 am

Hello!! Im a little bit stuck here
The Manual on new 3D units is very useful however it says nothing about infantry units - what I am trying to create here. I understand they are being put together from individual soldier models but where are these - I mean where to put these? And their texture? Even bigger problem is handling animation.. there is no word on animations at all (( Can anyone help?

GabeKnight
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Re: Design & Modding Guides

Post by GabeKnight » Fri Jun 22, 2018 10:13 am

Just so this link does not get lost:
Tutorial for adding a new scenario to a campaign

bru888
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Re: Design & Modding Guides

Post by bru888 » Mon Aug 20, 2018 2:34 am

The scenario editor manual in the seventh post of this thread has been updated for game version 6.1.9. Here is a quick list of some new stuff:

- Add troops on board trains needing to be spawned.
- New: escarpments, arid climate, and sandstorm weather.
-Trigger event Construct/Purchase/Upgrade replaces Build Object.
- "Remove" setting for Remove Unit is only allowed with Scenario Start or during deployment.
- Set Unit Skin effect is completed for 6.1.9 and it works (for default skins).
- Press J to view the unit AI team assignments and press again to refresh.
- Use hashtag (#) to show there is no description for an objective (no question mark).
- Mention not being able to see popup event message pictures when launching the scenario in the editor.
- Suggestions: "think outside the box" when designing a scenario and avoid large AI teams.
- Bru

Erik2
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Re: Design & Modding Guides

Post by Erik2 » Mon Aug 20, 2018 7:33 am

Thanks Bru.

GabeKnight
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Re: Design & Modding Guides

Post by GabeKnight » Sun Aug 26, 2018 3:42 pm

bru888 wrote:
Mon Aug 20, 2018 2:34 am
The scenario editor manual has been updated for game version 6.1.9.
Almost didn't see this. Thanks, Bruce.

PS: Sorry I haven't played much OoB the last weeks. But your new scen is already on my "to-do-list" :wink:

terminator
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Re: Design & Modding Guides

Post by terminator » Tue Oct 16, 2018 4:58 pm

Is it possible to have a Campaign Editor Manual ?

bru888
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Re: Design & Modding Guides

Post by bru888 » Sat Dec 29, 2018 7:42 pm

terminator wrote:
Tue Oct 16, 2018 4:58 pm
Is it possible to have a Campaign Editor Manual ?
I have posted my attempt to meet this need. At the prompting of a couple of my associates here, I have edited the opening post to link to a Scenario Editor Manual and a Campaign Editor Manual.

uran21, I hope you don't mind that I substituted my link for the one to your draft scenario editor manual that you started a few years ago. I hesitated, but it was pointed out to me that you had not updated that thread in almost three years, that your latest post was based on version 2.2.5, and that the screen prints that you had included were now missing. If you wish to continue it in the future, here is the link to your "Editor Manual - Draft" thread:

http://www.slitherine.com/forum/viewtop ... 74&t=67313
- Bru

GabeKnight
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Re: Design & Modding Guides

Post by GabeKnight » Sun Dec 30, 2018 6:31 am

bru888 wrote:
Sat Dec 29, 2018 7:42 pm
terminator wrote:
Tue Oct 16, 2018 4:58 pm
Is it possible to have a Campaign Editor Manual ?
I have posted my attempt to meet this need. [...] I have edited the opening post to link to a Scenario Editor Manual and a Campaign Editor Manual.
Excellent! Thank you! :D

airbornemongo101
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Re: Design & Modding Guides

Post by airbornemongo101 » Sun Dec 30, 2018 8:11 am

Bru,

Even tho I will never be this adventurous with this game ,I do thank you for the work you put into this
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

AceDuceTrey
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Re: Design & Modding Guides

Post by AceDuceTrey » Sat Feb 09, 2019 5:23 am

This is all over my head but will it ever be possible to mod the existing scenarios in the campaigns- so that we can represent historical units?

kondi754
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Re: Design & Modding Guides

Post by kondi754 » Sat Feb 09, 2019 9:47 am

AceDuceTrey wrote:
Sat Feb 09, 2019 5:23 am
This is all over my head but will it ever be possible to mod the existing scenarios in the campaigns- so that we can represent historical units?
You mean to use the names of real units?
I can do it, but you will have to play each scenario separately, forget about the campaign and building the core

terminator
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Re: Design & Modding Guides

Post by terminator » Sat Jun 29, 2019 9:08 am

Sometimes depending on the size of the map, it is very difficult or impossible to see correctly the edges of the map even when zooming as far as possible :x
I change the variable "defaultMaxZoomEditor" from 100 to 110, this is usually enough to see correctly the edges of the map :idea:

variablesEditor.JPG
variablesEditor.JPG (59.52 KiB) Viewed 684 times
PS: it has no effect on the game.

Example with Stalingrad :

"defaultMaxZoomEditor" = 100

Screenshot 270.jpg
Screenshot 270.jpg (499.04 KiB) Viewed 678 times

"defaultMaxZoomEditor" = 110

Screenshot 269.jpg
Screenshot 269.jpg (477.03 KiB) Viewed 678 times

killerbannana_1
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Re: Design & Modding Guides

Post by killerbannana_1 » Fri Jul 12, 2019 3:40 pm

Why do my mapmaking skills suddenly make me feel inept...

bru888
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Re: Design & Modding Guides

Post by bru888 » Fri Jul 12, 2019 4:22 pm

killerbannana_1 wrote:
Fri Jul 12, 2019 3:40 pm
Why do my mapmaking skills suddenly make me feel inept...
Nonsense. Start with the Scenario Editor Manual which is linked to in the first post of this thread.
- Bru

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