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Custom Deployment templates

 
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Custom Deployment templates - 2/2/2020 10:13:18 PM   
ineffable


Posts: 408
Joined: 12/13/2019
From: Fishers Ferry
Status: offline
Deployment location, facing and Defend/Ambush stance can be customized for the AI and/or player using .bsf files. Initial movement and fire orders can also be issued.

Attached are two template .bsf files, Allied and Axis, which can be used to set custom deployments for command, infantry, mg, AT infantry and AT guns. Inf guns, HTs, and AFVs arent yet included because code samples for these werent on the Omahalanding.bsf I used as a reference.

After creating a custom scenario Deployment locations can be determined using the \Close Combat - The Bloody First\Campaigns\MAIN\DATA\BATTLES\mapname.bmp preview images which have measurement guides along the left and top edges. The .bsf coordinate system starts at lower left corner of the map not the upper left on these measurement guides. A unit that is dead center on a 256x512 map has the coordinates: (12800,25600).

The .bsf templates have blank x,y grid coordinate locations (000,000). Plug in the location coordinates as determined using the preview map, for each unit here.

The digit following the coordinates is facing: 0=N, 1=NE, 2=E, 3=SE, 4=S, 5=SW, 6=W, 7=NW.

The IssueUnitOrder is: (id,order#,-1,x,y,order#); order#: 0=Move, 1=Move Fast, 2=Sneak/Hunt, 3=Fire, 4=Smoke, 5=Defend, 6=Ambush.

eg. if a unit was coded to sneak to the center of a 256x512 map and assume a Defend stance it would look like:
IssueUnitOrder (id,2,-1,12800,25600,5);

To use a .bsf with a custom scenario file, add three lines after the Can Dig In line. The first two lines will contain 0. The third line points the scenario to the name given your new .bsf: SCRIPT .bsfname. NOTE: dont use the .bsf file extension here.
eg.
0
0
SCRIPT .bsfname

In the case of stock scenarios only the SCRIPT .bsfname line will need to be added.

Play the scenario you are creating a .bsf file for. Note on the Selection screen how many units of each type need to be specified in the .bsf template. Delete any unused unit slots on the template. Be careful to maintain the bracket structure. When in doubt, use the Omahalanding.bsf as a reference.

The .bsf file is placed in the \Close Combat - The Bloody First\Campaigns\MAIN\DATA\BATTLES\ folder. It doesnt have to have the same name as the battle(s) that point to it.

Custom deployments by .bsf dont prevent a player from repositioning or giving different orders to units.

Attachment (1)

< Message edited by ineffable -- 2/3/2020 3:16:24 AM >


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RE: Custom Deployment templates - 2/3/2020 3:15:49 AM   
ineffable


Posts: 408
Joined: 12/13/2019
From: Fishers Ferry
Status: offline
The better method for determining location coordinates is to play the scenario and side you to be scripted, deploy all units where intended, then simply drag a fire line from each unit to the left map edge for the x value, and the bottom map edge for the y value. Keep these fire lines perpendicular to the edge. Thus if a unit is 384 meters from the left edge and 213 meters from the bottom edge, its location coordinates are 38400,21300.

The other advantage to playing the scenario and side to be scripted is you can count the default unit types the game AI will select on any given difficulty level.

Also, if a unit is going to be in any stance other than Defend, which is the default stance in the PlaceUnit(id,000,000,f) function (f=facing value), you'll need to add the IssueUnitOrder(id,#,-1,000,000,#); where # = order#; 000,000 = x,y location coordinates. In the case of a unit on Ambush the x,y coords will determine where the unit is facing.

Multiple IssueUnitOrder(id,#,-1,000,000,#); functions can be added to the same unit. The effect of that is the same as sequential orders eg. Move Fast to x1,y1 then Move to x2,y2 and assume an Ambush stance.



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