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Editor Functions - 12/27/2010 5:03:53 AM   
bcgames


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What do I need to know about these functions when building a new WitE scenario from scratch? Which ones do I need to click on before/during/after I have built my scenario? Thx.

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RE: Editor Functions - 12/27/2010 10:01:26 AM   
Helpless


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Most of them should be self explaining.

INITIALIZE AIR UNIT - rebuilds all air groups. Quite important function. It runs automatically on some occasions. The advise it to run it once you done any changes to the air groups (ex. imported new csv air group csv file)

ADJUST UNIT FUNCTION - this function does:
- set motorization flag for the appropriate units
- sets ground ranges for the ground elelemts
- resupplies German units and set their morale(!)
- builds supply and fuel dumps at HQs
- set hex terrain data based on city population size
In other words it is very specific function, which shouldn't be used too often.

REDUCE REINFORCEMENTS DELAYS - reduce delay for all delayed units by specified amount of turns

INIT RAIL/PORT VALUES - initializes port values of the water regions and rail capacity for the currently active player. Should run if you switch the starting player and/or change city with port/railyard values and/or ownership

SET ALL UNIT MPs - sets all MP for all on map units

UPDATE ALL UNIT OBS - will update all active unit's OB to match current set date.

RESET ALL CITY CONTROL - reset control of the cities based on the hex ownership. (must be an obsolete function)

RESUPPLY ALL UNITS - resupplies all unit. (I suggest to resupply units either from unit tab or from Commander's report)

UPGRADE ALL FACTORIES - upgrade and expand all factories based on the current set date

DAMAGE OFF-MAP RAIL - damage all rails out of active map area (in case of limited map scenario)

REPAIR ALL RAIL - repairs all rails

REMOVE ALL UNITS - removes all units from the map

REMOVE ALL FORTS - clears all forts

LOAD RECORDED SCRIPT - load AI script .dat file

CLEAR RECORDED SCRIPT - clears recorded AI moves

DISABLE RECORDED SCRIPT - make recorded script inactive

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Pavel Zagzin
WITE/WITW Development

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RE: Editor Functions - 12/27/2010 5:34:50 PM   
bcgames


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Thanks Pavel. This was very helpful.

The only thing I'm not clear on at this point is the AI script. Do I have to record AI moves? If, so how?

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RE: Editor Functions - 12/27/2010 5:52:08 PM   
Helpless


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quote:

Do I have to record AI moves? If, so how?


John, we are still testing them. Andy works on implementing them in some scenarios.

The way it works - you start the game and play H2H game and all moves are recorded. Then you can import recorded .dat file to your scenario. Next time AI will use your moves.

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RE: Editor Functions - 12/27/2010 6:26:11 PM   
bcgames


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Ah-so! Very cool. Is this something I can do now with the current game engine? Or will this be implemented in a future build?

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RE: Editor Functions - 12/27/2010 6:39:57 PM   
Helpless


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You can do it now. But I never tried it personally. Andy knows is better.

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Post #: 6
RE: Editor Functions - 12/27/2010 7:03:52 PM   
bcgames


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Sounds like fun actually. I'll give it a try.

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Post #: 7
RE: Editor Functions - 12/27/2010 11:04:25 PM   
bcgames


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Setting Detection Levels. What should I put here? Is this a "roll-your-own-rule-of-thumb" thing or is the detection level populated by using an editor function?


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RE: Editor Functions - 12/27/2010 11:19:09 PM   
Helpless


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I think currently game is setting them randomly on the start (but I can be wrong). There is a task to make a function to set DL to many units at once. Right now you can use CSV.

As for the setting itself - just use the general logic. Closer to the enemy should have higher - further lower. 0 will hide unit.

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RE: Editor Functions - 12/28/2010 3:24:03 AM   
bcgames


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Thx Pavel. I can work with this.

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RE: Editor Functions - 12/29/2010 10:18:41 AM   
Grouchy


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Command number. The german armies have them but i don't see them on the Rumanians. What excactly are they for?






Attachment (1)

< Message edited by Grouchy -- 12/29/2010 10:19:38 AM >


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RE: Editor Functions - 12/29/2010 12:54:03 PM   
Helpless


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quote:

What excactly are they for?


Used by AI. Many are set from the code.

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Post #: 12
RE: Editor Functions - 12/29/2010 11:38:37 PM   
bcgames


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How do I change the echelon displayed on the unit icon from Company to Regiment?



I created a new OB called Kampfgruppe using the TOE(OB) tab; ID#600. I don't see a way to change the echelon of command in either the TOE(OB) or Units tab in the editor. How do I do it?

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Post #: 13
RE: Editor Functions - 12/29/2010 11:46:05 PM   
el hefe


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You have to change the suffix of the unit in the TOE(OB) to include the word 'Regiment'.

Trey

quote:

ORIGINAL: bcgames

How do I change the echelon displayed on the unit icon from Company to Regiment?



I created a new OB called Kampfgruppe using the TOE(OB) tab; ID#600. I don't see a way to change the echelon of command in either the TOE(OB) or Units tab in the editor. How do I do it?



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Post #: 14
RE: Editor Functions - 12/29/2010 11:54:20 PM   
bcgames


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Ah-HA! Works like a champ! Thanks Trey.


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Post #: 15
RE: Editor Functions - 12/29/2010 11:58:04 PM   
el hefe


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No problem. Just keep posting your questions. Me and Pavel need a new crop of disciples to spread the knowledge of the mysterious editor! Best of luck to ya.

Trey

_____________________________

"You want mercy!? I'm chaotic neutral!"

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WitW Scenario/Data Team Lead
Sabre 21's perpetual arch-nemisis

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Post #: 16
RE: Editor Functions - 12/30/2010 2:11:24 AM   
bcgames


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Thanks!

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Post #: 17
RE: Editor Functions - 12/30/2010 3:24:27 AM   
bcgames


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How do I make the scenario start up centered on the area of operation? Currently, my scenario starts up in the upper left hand corner of the game map (0,0). How do I get it to start-up at the blue box in the shown mini-map?


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Post #: 18
RE: Editor Functions - 12/30/2010 3:35:22 AM   
el hefe


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Heh. When you figure that out, let me know ;) I have suggested that the map only be allowed to scroll around the playable area of the map but it is low priority and difficult to implement.

Trey

quote:

ORIGINAL: bcgames

How do I make the scenario start up centered on the area of operation? Currently, my scenario starts up in the upper left hand corner of the game map (0,0). How do I get it to start-up at the blue box in the shown mini-map?





_____________________________

"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
Sabre 21's perpetual arch-nemisis

(in reply to bcgames)
Post #: 19
RE: Editor Functions - 12/30/2010 4:59:09 AM   
bcgames


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Good Editing Tools = More Gamer Satisfaction

http://www.matrixgames.com/forums/tm.asp?m=2670739

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Post #: 20
RE: Editor Functions - 12/30/2010 9:11:36 AM   
Helpless


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Right now map should be centered automatically over the highest level HQ on map.

Edit: said above is true when you hit end the turn. In editor is should go to the calculated center of the front line.

< Message edited by Helpless -- 12/30/2010 9:31:45 AM >


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Post #: 21
RE: Editor Functions - 12/30/2010 9:12:45 AM   
Helpless


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quote:

I have suggested that the map only be allowed to scroll around the playable area of the map but it is low priority and difficult to implement.


It was like that, but your small VL scenario screwed all the stuff ;)

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Post #: 22
RE: Editor Functions - 12/30/2010 9:27:22 AM   
bcgames


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quote:

ORIGINAL: Helpless

Right now map should be centered automatically over the highest level HQ on map.

Edit: said above is true when you hid end the turn. In editor is should go to the calculated center of the front line.

I'm on it!

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Post #: 23
RE: Editor Functions - 12/31/2010 6:54:40 PM   
bcgames


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Do you have to maintain the command hierarchy...even in a small scenario? IOW, do I have to have a chain of command all the way up to OKH and STAVKA? If so, do these higher HQs have to be in the playable area of the scenario?

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Post #: 24
RE: Editor Functions - 12/31/2010 9:49:28 PM   
el hefe


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Yes, you need to have them in the hierachy and on the map for best results.

Trey

quote:

ORIGINAL: bcgames

Do you have to maintain the command hierarchy...even in a small scenario? IOW, do I have to have a chain of command all the way up to OKH and STAVKA? If so, do these higher HQs have to be in the playable area of the scenario?



_____________________________

"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
Sabre 21's perpetual arch-nemisis

(in reply to bcgames)
Post #: 25
RE: Editor Functions - 1/2/2011 3:20:04 AM   
bcgames


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quote:

ORIGINAL: el hefe

Yes, you need to have them in the hierachy and on the map for best results.

Trey

quote:

ORIGINAL: bcgames

Do you have to maintain the command hierarchy...even in a small scenario? IOW, do I have to have a chain of command all the way up to OKH and STAVKA? If so, do these higher HQs have to be in the playable area of the scenario?



Thx Trey.

(in reply to el hefe)
Post #: 26
RE: Editor Functions - 1/2/2011 3:22:12 AM   
bcgames


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Double posted.

< Message edited by bcgames -- 1/2/2011 3:23:56 AM >

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Post #: 27
RE: Editor Functions - 1/2/2011 6:50:58 AM   
bcgames


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Column AV of the _units.csv is labeled "hidden". 0=false, 1=true; right? How do I access this unit attribute via The Editor?

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Post #: 28
RE: Editor Functions - 1/2/2011 2:23:57 PM   
el hefe


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Personally, I don't fool with editing the CSV files. I'm not sure what that column does. Pave lwould have to answer that.

Trey

quote:

ORIGINAL: bcgames

Column AV of the _units.csv is labeled "hidden". 0=false, 1=true; right? How do I access this unit attribute via The Editor?



_____________________________

"You want mercy!? I'm chaotic neutral!"

WiTE Scenario Designer
WitW Scenario/Data Team Lead
Sabre 21's perpetual arch-nemisis

(in reply to bcgames)
Post #: 29
RE: Editor Functions - 1/2/2011 4:02:14 PM   
joey


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Anyone know what the following do in the editor?
build cost
build limit
and expansion rate

thanks, j

(in reply to el hefe)
Post #: 30
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