Nope - tutorials have been planned and in progress for ages, it just happened to be completed today. We just try and get as many specifics as possible as it's often the little things which trip people up.
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.
I have read and compared and stared and I still don't understand what goes where. There are so many scripts in so many folders and I have no clue as to the sequence of where a Function goes in the bsf or which bsf it goes in to.
I agree with junk2drive, it is not a very seamless process, I think I would do a lot more scenario building if it wasn't so clunky but after a while I just get frustrated and stop.
Is there anyway to get a more streamlined user friendly variant/scenario/campaign builder?
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 ...
Last edited by Merr on Sun Sep 26, 2010 4:20 pm, edited 1 time in total.
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.
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.