Template Campaign and Illustrated Tutorial Now Available!

Download scenarios and talk about scenario design.

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pipfromslitherine
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Template Campaign and Illustrated Tutorial Now Available!

Post by pipfromslitherine » Tue Aug 10, 2010 8:24 pm

[This tutorial is now somewhat out of date.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
Last edited by pipfromslitherine on Thu Oct 28, 2010 11:35 pm, edited 1 time in total.

Rosseau
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Post by Rosseau » Tue Aug 10, 2010 8:57 pm

Nice. I guess that guy complaining about no tutorials got what he wanted. In the end, it will probably save you answering a lot of email. And increase your sales as well.

Thank you

pipfromslitherine
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Post by pipfromslitherine » Tue Aug 10, 2010 9:14 pm

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.

Cheers

Pip

adherbal
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Post by adherbal » Tue Aug 10, 2010 10:09 pm

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.

Melnibone
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Post by Melnibone » Wed Aug 11, 2010 8:32 am

Nice work - I will give this a go - thanks

Sleet
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Post by Sleet » Wed Aug 11, 2010 2:57 pm

Indeed. raises a pint to the Slitherine team

This is just what we need to get into the meat of building.

Thanks muchly!

pomakli
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Thanks!

Post by pomakli » Wed Aug 11, 2010 3:34 pm

Thanks PIP!

Began to work!

:wink:

junk2drive
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Post by junk2drive » Sun Sep 26, 2010 2:02 pm

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.

shawnt63
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Post by shawnt63 » Sun Sep 26, 2010 2:29 pm

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?

Merr
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Post by Merr » Sun Sep 26, 2010 3:54 pm

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
Last edited by Merr on Sun Sep 26, 2010 4:20 pm, edited 1 time in total.

shawnt63
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Post by shawnt63 » Sun Sep 26, 2010 4:10 pm

Well said Merr, and you based on what I was trying to do you are bang on. Crawl before walking, walk before running :) thanks for the sage advice!

IainMcNeil
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Post by IainMcNeil » Mon Sep 27, 2010 10:13 am

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 :(

kaiser6977
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Window Mode

Post by kaiser6977 » Wed Feb 02, 2011 8:04 pm

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?

adherbal
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Post by adherbal » Wed Feb 02, 2011 9:47 pm

Disable the "Fullscreen'" checkbox in the launcher popup. And make sure the resolution of the game is set to something lower than your desktop resolution.

kaiser6977
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Not Windowed Mode

Post by kaiser6977 » Wed Feb 02, 2011 9:52 pm

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"?

pipfromslitherine
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Post by pipfromslitherine » Wed Feb 02, 2011 10:51 pm

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

Brummbar44
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Re: Template Campaign and Illustrated Tutorial Now Available

Post by Brummbar44 » Sun Apr 08, 2012 3:53 pm

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!

pipfromslitherine
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Re: Template Campaign and Illustrated Tutorial Now Available

Post by pipfromslitherine » Mon Apr 09, 2012 3:43 am

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

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Re: Template Campaign and Illustrated Tutorial Now Available

Post by Brummbar44 » Mon Apr 09, 2012 3:53 pm

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!

enric
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Re: Template Campaign and Illustrated Tutorial Now Available

Post by enric » Fri Apr 13, 2012 6:22 pm

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

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