Template Campaign and Illustrated Tutorial Now Available!
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Template Campaign and Illustrated Tutorial Now Available!
[This tutorial is now somewhat out of date. It is a good introduction to custom scripting, but you can achieve quick and easy Victory Points and Turn limits using the new plugin in the editor]
I have uploaded a template campaign and a quick tutorial on how to use it. It basically provides some simple script behaviour which you can make use of to quickstart your scenario design.
It includes preset AI team behaviours, and the ability to change a few numbers in the script to enable turn limits and victory points.
You can grab the illustrated tutorial from here
http://www.slithdata.net/files/bbc_ba/m ... uide_1.pdf
and the actual template campaign from here
http://www.slitherine.com/files/bbc_ba/ ... mplate.zip
Note that the map itself is empty, and you can resize it and arrange it however you would like.
Enjoy!
Cheers
Pip
I have uploaded a template campaign and a quick tutorial on how to use it. It basically provides some simple script behaviour which you can make use of to quickstart your scenario design.
It includes preset AI team behaviours, and the ability to change a few numbers in the script to enable turn limits and victory points.
You can grab the illustrated tutorial from here
http://www.slithdata.net/files/bbc_ba/m ... uide_1.pdf
and the actual template campaign from here
http://www.slitherine.com/files/bbc_ba/ ... mplate.zip
Note that the map itself is empty, and you can resize it and arrange it however you would like.
Enjoy!
Cheers
Pip
Last edited by pipfromslitherine on Thu Oct 28, 2010 11:35 pm, edited 1 time in total.
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Note that Functions.BSF includes the following function:
MoveTeam(side, team, AIpoint, aggression)
It allows you to send an AI team of a specific side (actualy AI is always side = 1) to a specific AI point with a specific aggression level. This function uses lower commands used in Pip's template. I feel setting it all up in a single function was easier, in case you don't need anything more complex than what it does.
MoveTeam(side, team, AIpoint, aggression)
It allows you to send an AI team of a specific side (actualy AI is always side = 1) to a specific AI point with a specific aggression level. This function uses lower commands used in Pip's template. I feel setting it all up in a single function was easier, in case you don't need anything more complex than what it does.
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I found it's best to start with the TEMPLATE scenario and add from there.
If your campaign folder is too heavy you'll exceed your maximum frustration level and you won't be able to land safely.
Little story ... off topic (a bit)
I'm an enroute air traffic controller and this reminds me of those days when an aircraft is stuffed with passangers, baggage and fuel ...
They get to their destination too quickly (better tail wind than expected) and can't land because they exceed their maximum landing weight ...
They can't throw the passangers out (bad for business) ...
They can't throw the baggage out (that's littering)...
But they can burn fuel to reduce weight ... but this takes time.
The moral of my story - Don't overload yourself or you'll get burnt out ... time is your friend.
IMO ... you guys are right ... We need more help than what was anticipated.
Some of us don't have the time ...
Merr
If your campaign folder is too heavy you'll exceed your maximum frustration level and you won't be able to land safely.
Little story ... off topic (a bit)
I'm an enroute air traffic controller and this reminds me of those days when an aircraft is stuffed with passangers, baggage and fuel ...
They get to their destination too quickly (better tail wind than expected) and can't land because they exceed their maximum landing weight ...
They can't throw the passangers out (bad for business) ...
They can't throw the baggage out (that's littering)...
But they can burn fuel to reduce weight ... but this takes time.
The moral of my story - Don't overload yourself or you'll get burnt out ... time is your friend.
IMO ... you guys are right ... We need more help than what was anticipated.
Some of us don't have the time ...
Merr
Last edited by Merr on Sun Sep 26, 2010 4:20 pm, edited 1 time in total.
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This is true of any development project. Layer it up.
Start with the basics, get them working, then add in the next level of detail.
If you try and add too much too soon without havig the basics working you end up with somethign which is impossible to bug fix and find issues.
This is just the way good development is done.
If you are very ambitious and do not structure your workload in a sensible way you may end up getting bogged down very early on and never completing anything.
It is easy to add complexity later - it is almost impossible to simplfy if you over complicate things at the beginning.
There are lots of useful rules like this you learn as you develop games but hard to impart all that knowledge & experience in a few docs
Start with the basics, get them working, then add in the next level of detail.
If you try and add too much too soon without havig the basics working you end up with somethign which is impossible to bug fix and find issues.
This is just the way good development is done.
If you are very ambitious and do not structure your workload in a sensible way you may end up getting bogged down very early on and never completing anything.
It is easy to add complexity later - it is almost impossible to simplfy if you over complicate things at the beginning.
There are lots of useful rules like this you learn as you develop games but hard to impart all that knowledge & experience in a few docs
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- Corporal - 5 cm Pak 38
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Window Mode
The tutorial text says:
"We recommend doing any editing in windowed mode, as it allows for
any error popups to show more easily."
Ok, how...
How do you run Battlefield Academy in window mode?
"We recommend doing any editing in windowed mode, as it allows for
any error popups to show more easily."
Ok, how...
How do you run Battlefield Academy in window mode?
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- Corporal - 5 cm Pak 38
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Not Windowed Mode
Thank you for the response but that is not a windowed mode, that is just smaller.
Definition of windowed mode would mean the application is in a window. A window is something that can be moved around, minimized, maximized and resized. This option responds to none of these options.
So am I to assume this is what the tutorial text meant by "windowed mode"?
Definition of windowed mode would mean the application is in a window. A window is something that can be moved around, minimized, maximized and resized. This option responds to none of these options.
So am I to assume this is what the tutorial text meant by "windowed mode"?
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For games windowed mode has a very specific meaning. It means not running in a 'fullscreen' mode which doesn't play well with other tasks - fullscreen modes can (depending on the card and drivers) hide popups, crash if other apps try and take control of the screen, etc.
We generally only use windowed mode for debugging and development, which is why we recommend it here. We don't have the windows menu bars etc mainly to allow people to play in windowed mode at the full resolution of their desktop.
Hope that clarifies.
Cheers
Pip
We generally only use windowed mode for debugging and development, which is why we recommend it here. We don't have the windows menu bars etc mainly to allow people to play in windowed mode at the full resolution of their desktop.
Hope that clarifies.
Cheers
Pip
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- 2nd Lieutenant - Panzer IVF/2
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Re: Template Campaign and Illustrated Tutorial Now Available
Any suggestions for editing on Mac? I can't delete units once placed...right and left click don't work on my mouse and delete click doesn't do anything.
Good tutorial otherwise...looking forward to setting up a scenario!
Good tutorial otherwise...looking forward to setting up a scenario!
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Re: Template Campaign and Illustrated Tutorial Now Available
Urgh. It might be another issue with the Mac keyboard on laptops (I assume you are on a macbook or the like?). You would hold delete and left click.
IIRC it might work if you use Fn+DELETE? I will try adding an alternate key for laptops too, if I can find a free one!
Cheers
Pip
IIRC it might work if you use Fn+DELETE? I will try adding an alternate key for laptops too, if I can find a free one!
Cheers
Pip
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Re: Template Campaign and Illustrated Tutorial Now Available
Thanks Pip!
Yes, the fn+delete then click on the unit/object will work...but on my mac keyboard, it isn't easy...the fn key is on the left, the delete on the right and still a mouse click to go!
It does do the trick though, I can work with it.
Cheers!
Yes, the fn+delete then click on the unit/object will work...but on my mac keyboard, it isn't easy...the fn key is on the left, the delete on the right and still a mouse click to go!
It does do the trick though, I can work with it.
Cheers!
Re: Template Campaign and Illustrated Tutorial Now Available
I still don't understand very well the editor, but I have found (Mac laptops) that:
fn-backspace, enables a mode where every click adds, the selected unit from the left side list, to the map
fn-cmd-bacspace, enables a mode where each clicked unit in the map is deleted.
Maybe it helps
fn-backspace, enables a mode where every click adds, the selected unit from the left side list, to the map
fn-cmd-bacspace, enables a mode where each clicked unit in the map is deleted.
Maybe it helps