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Vas FURY
12 Mar 06, 13:55
Hey guys, I have a couple of questions regarding AI unit movement in scenario's and campaigns that Im trying to design.

Firstly, how do i get units to stay in the hex where they are originally deployed for the duration of the game, and still fire upon the player troops?

Secondly, how do i create waypoints for individual units (not the entire platoon), like, if i want just the enemy scouts to advance while their leader stays back.

Lastly, how do i modify (enlarge, or make smaller) the deployment zone for the games? i cannot find the option anywhere...

Thanks in advance!

wulfir
12 Mar 06, 15:41
Hey guys, I have a couple of questions regarding AI unit movement in scenario's and campaigns that Im trying to design.

Are we talking winSPMBT...? :cool:

Achilles
12 Mar 06, 16:57
Hey guys, I have a couple of questions regarding AI unit movement in scenario's and campaigns that Im trying to design.

Firstly, how do i get units to stay in the hex where they are originally deployed for the duration of the game, and still fire upon the player troops?

Secondly, how do i create waypoints for individual units (not the entire platoon), like, if i want just the enemy scouts to advance while their leader stays back.

Lastly, how do i modify (enlarge, or make smaller) the deployment zone for the games? i cannot find the option anywhere...

Thanks in advance!

Hi,

1. i) In scenario editor, press deploy button.
ii)once in the deploy screen press "H"
iii) once in roster menu, select the formation and press REACTION.
iv) Set a value of 98.

2. You can't

3. While in the deploy screen press shift & "!", then enter a value (horizontal hexes).

cheers,
Pyros

Gloo
12 Mar 06, 22:03
2. You can't


Is it impossible to create a platoon with only one squad and then assign it waypoints?

Achilles
13 Mar 06, 02:17
Is it impossible to create a platoon with only one squad and then assign it waypoints?

Yes, for a 1-unit platoon.
No, for each unit (squad) of a multi-unit platoon.

cheers,
Pyros

Double Deuce
13 Mar 06, 02:25
Secondly, how do i create waypoints for individual units (not the entire platoon), like, if i want just the enemy scouts to advance while their leader stays back.Waypoints are based on the unit ID prefix (A, B, C, etc), not the individual units themselves (0, 1, 2, etc).

Vas FURY
13 Mar 06, 03:10
Thank You Guys!

By the way, what does the reaction time option signify? As in, what do the values mean/represent, and is higher better or lower?

And also, next to the waypoints button in the HQ menu, there is another button which switches between human and AI control. What should i set the option to for the AI player? (Also, when i set it to show the computer, i.e. AI, it reverts back to a face of the soldier, i.e. human, next time i load up the scenario. Is this supposed to happen?)

Achilles
13 Mar 06, 04:03
Thank You Guys!

By the way, what does the reaction time option signify? As in, what do the values mean/represent, and is higher better or lower?

And also, next to the waypoints button in the HQ menu, there is another button which switches between human and AI control. What should i set the option to for the AI player? (Also, when i set it to show the computer, i.e. AI, it reverts back to a face of the soldier, i.e. human, next time i load up the scenario. Is this supposed to happen?)


1. The default reaction value is 99 and signifies the turn, in which this platoon will activate it's movement ability and will march toward the closer contested VP flag.

2. The value 99, is a special value and triggers a unit at a random turn with the activation probability being related with the number of contested VP flags.

3. The value 98, will keep all platoon units stationary.

4. Any value from 1 to 97 will activate the movement of the platoon at the corresponding to the value, turn (a value of 6 will activate your platoon at turn 6)

5. If a unit is fired upon, consider it activated!


cheers,
Pyros

p.s better don't mess with the human/AI control :smoke:

p.s Vas Fury....please read the manual! :laugh:

Vas FURY
13 Mar 06, 09:22
p.s Vas Fury....please read the manual! :laugh:

Lol, ive read it left right and centre, and nothing, and i mean NOTHING that you guys have said so far in this post is in the damn manual...

Achilles
13 Mar 06, 09:35
Keep asking then...:laugh:

Gloo
13 Mar 06, 15:54
Yes, for a 1-unit platoon.
No, for each unit (squad) of a multi-unit platoon.

But, isn't it what he requested when saying: " how do i create waypoints for individual units (not the entire platoon)" ? I understand that he needs something like: the platoon leader (say E0) stays in the rear while E1 and E2 are scouting ahead using different waypoints. I thought it was possible then to create a "virtual" E company with 2 independant units made from troncated platoons and assigned different tasks. If you choose an inf. company (E0 company leader) of 3 platoons (F, G, H) with 4 squads each, then delete F1 and F2 (keeping F0 and F3 in the rear) and replace them with 2 scout units, I thought the company structure was preserved while F1 and F2 would be treated like independant units. Am I wrong? I know it worked on SP WaW but never tried this with MBT.

Vas FURY
13 Mar 06, 17:38
Ah, gloo might have a point there. You mean Split the platoons up manually and cross-attach other units into it, right? Can this be done in WinSPMBT?

Gloo
13 Mar 06, 18:26
You mean Split the platoons up manually and cross-attach other units into it, right? Can this be done in WinSPMBT?

That's exactly what I meant (you explained it much more concisely than I did though :) ). But I haven't tested the result in MBT and maybe these supposed "independant units" won't react as intended. I'll try it and report my experiences. By the way, if you want to use single units as scouts why not simply use... scouts and change them for regular inf. squads? I think that approach of the problem should work and be simpler.

Gloo
13 Mar 06, 21:43
Made a quick test... . I set a battle up with a regular infantry company of 3 squads then edited the scen. I changed the Company leader S0 to Speed 0 and S1 et S2 to scout teams with normal movement capabilities (using the D key as usual). Then I assigned waypoints to the whole company and passed the control to the computer. No problems, everything works fine that way! The scouts do their job at scouting along their waypoints while the regular infantry leader unit sits quiet in the rear bunker (don't forget the radios allotment for your scouts! ;) ). If that's precisely what you were looking for there's really no difficulties here.

Vas FURY
14 Mar 06, 04:50
Ah! Beautiful! Thats perfect Gloo, i completely forgot that its possible to assign a movement value of 0 which means they wont go anywhere. Also, thats a nice tip to purchase scout squads and outfit/modify them to represent infantry. Thanks!

Achilles
14 Mar 06, 09:23
Made a quick test... . I set a battle up with a regular infantry company of 3 squads then edited the scen. I changed the Company leader S0 to Speed 0 and S1 et S2 to scout teams with normal movement capabilities (using the D key as usual). Then I assigned waypoints to the whole company and passed the control to the computer. No problems, everything works fine that way! The scouts do their job at scouting along their waypoints while the regular infantry leader unit sits quiet in the rear bunker (don't forget the radios allotment for your scouts! ;) ). If that's precisely what you were looking for there's really no difficulties here.

While I can't fully understand why you need this specific structure of force (why must the platoon leader be stationary and the rest of the platoon mobile?? )
anything is possible with a custom force structure.

The only thing that you need to do is to create these custom platoons, one at a time (not all together) because you risk to mix the index structure of units.

Gloo, please can you attach your test scenario, in order to inspect it.

cheers,
Pyros

Double Deuce
14 Mar 06, 10:43
I've done this before and it worked really well.

I had a roadblock set up and wanted to have the defenders patrol up and down the road but also wanted the Platoon Leader (B0) sit at the roadblock in his defensive position next to the objective hex. I set his movement to 0 so he couldn't move (if you use 98 the whole unit (B#) will not move).

I then deployed the 2 "B" unit squads (B1 & B2) just off the road, one on each side. Then I set the waypoints for the B group up and down the length of the road. This way they are not independent scouts BUT remain part of the B unit command structure (not attachments).

When played the AI will leave the Platoon Leader in place while his 2 squads patrol the road back and forth without dragging him along. The only problem is the B0 unit cannot retreat (0 movment).

Vas FURY
14 Mar 06, 11:16
Yeah, the example provided by Deuce is exactly what i wanted to do this for.

Gloo
14 Mar 06, 12:59
While I can't fully understand why you need this specific structure of force (why must the platoon leader be stationary and the rest of the platoon mobile?? )

I can't answer for Vas Fury but as Double Deuce demonstrates, there can be many useful exploitations of such a structure! I think there are many occasions where the leader of a platoon, or company, must remain in cover at the rear while one or all of its units are moving forward.

Gloo, please can you attach your test scenario, in order to inspect it.


No, as every test scen, it's been deleted when done, sorry. But you can trust my word! :) Just one more thing to add though. With my example you still have to give only ONE set of waypoints to the WHOLE platoon, you can't assign waypoints individualy! For that purpose you need to use troncated companies as independant squads (or replace a real one: sniper or scout section, with a regular inf. squad) so it's really important to double check the chain of command structure before saving the scen (to modify and use appropriate names as well for these units).

Gloo
14 Mar 06, 13:17
...if you use 98 the whole unit (B#) will not move.

Didn't know about that one! Thanks for the info :)

This way they are not independent scouts BUT remain part of the B unit command structure (not attachments).

Sure, but you have to modify the characteristics of these units to make them "look like" patrols or scouts, right? Doing that, they don't heritate the independant units special abilities, like recon, weapons allotment or even the number of men. You must edit all those points by hand!

Then I set the waypoints for the B group up and down the length of the road.

Do you mean that you were able to assign different waypoints to B1 and B2?! Can you confirm that, for I was certain it can't be done. :crosseye:

The only problem is the B0 unit cannot retreat (0 movment).
WHAT! RETREAT IS NOT AN OPTION, SOLDIER!! :angry:

Vas FURY
14 Mar 06, 14:43
LOL Gloo! Nice one!

Gloo
14 Mar 06, 16:16
LOL Gloo! Nice one!

Thanks, but it was an easy one :) The "no retreat" problem remains a serious one though, especially if you plan to use this trick on a meeting or assault scen! On defense, it shouldn't be that much of a problem. You could even intend to use a 1 or 2 men leader squad and assign them a firing range of 0 as well, to avoid them to be discovered or react to an enemy unit closing in. I wonder if creating an "invisible" leader unit is feasible? I mean changing it to count 0 members. Will it still be considered as an active unit, in terms of commanding structure, or simply set to KO and unable to rally? Never tested that. I know there was a bug, some times ago, when a perfectly healthy unit suddenly disappeared but remained "active" in the roster and chain of command. Reproducing such a bug intentionally could prove useful at times!

Vas FURY
16 Mar 06, 08:31
Ok, so what about a situation, where you want enemy troops to be loaded in BMPs and trucks, which would go to a set location, and then dismount the troops there, and patrol another route, while the troops advance further on foot. How could you set this up in the editor :D

hoplitis
16 Mar 06, 09:43
If you mean dismounting and remounting AI units it is not easy. For a discussion on this check:

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=405494&page=0&view=collapsed&sb=5&o=&fpart=1

Gloo
16 Mar 06, 11:36
...How could you set this up in the editor :D

Simple! Really!
All you have to do is install the Dasm version you're comfortable with (or SofIce), prepare a full jar of real hot'n black coffee, and have a pack of tranquillizers at hand! :laugh:

Achilles
16 Mar 06, 12:19
Ok, so what about a situation, where you want enemy troops to be loaded in BMPs and trucks, which would go to a set location, and then dismount the troops there, and patrol another route, while the troops advance further on foot. How could you set this up in the editor :D

Elemental...:smoke:

You load your troops in your vehicles and the you put the first VP objective (closest to the vehicles) on top of an "impassable" terrain.
This way the AI should dismount the troops in order to contest the VP location.

You may also have there a minefield or some mud terrain or even one of the AI light mortars, firing at that spot, the precise moment (all of these will trigger special conditions).

Anyway, since this is never tested... (just fruit of my fantasy)
go ahead and make your trials, or else I may check these, perhaps this weekend. :)

cheers,
Pyros

Vas FURY
17 Mar 06, 05:40
Thank you guys, really appreciate the help, and will try it out. And LOL @ Glue. (then again, those tranquilisers can be fun after all! Who are those little green men running around my screen....)