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Newbie editor help request!


Glock

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Hi guys

 

I am getting to grips and realising how deep this sim is!

 

I am ok in unit placement and routes etc!

 

What is the best way to create an ending?

 

1. End when all en forces are dead?

 

2. When an objective is under control?

 

whats the best way to set up?

 

also is there a way to scrip custom voice overs?

 

Thanks in advance! I’m an ex UK infantry British soldier who has finally found a sim worthwhile!

 

Gary

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The best way to end a scenario depends on what you're trying to do.

Some people like "last man standing" type scenarios. That's certainly a "game" thing, but equally valid.

 

If you're after some tactical set piece, maybe gaining control over a region is the condition which, if true for 10 minutes (or 20, or 60) you want to use as the condition to end the scenario. Or you end the scenario if a certain unit has been destroyed, like that enemy general with his guard of RPG wielding grannies (YES, you can set the looks of an infantry squad like that, if you want). Or you leave it to the player do decide when (and if) he has "won".

 

In summary, there is no clear answer. I think the best end conditions are aligned with what the mission briefing says that your objectives are (plus unnamed "negative conditions" that determine when the player in in an irrecoverable tactical situation) - unless the mission briefing is deliberately misleading (e.g. to simulate imperfect intelligence); hint: If you want to suprise the player with an ambush, don't mention the ambush as a victory condition in the briefing, and don't name the scenario "Ambush_01.sce".

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2 hours ago, Glock said:

Is there a way to put inf into a bunker on the map?

 

Yes.

 

Place the Infantry unit behind the bunker with a route that goes to the Bunker and then a defend tactic.

 

When the sim runs, the Infantry will advance and then occupy the position.

 

2 hours ago, Glock said:

Can movement be triggered when a friendly enters an area?

 

 

Yes.

 

In the Mission Editor you can create a region and give it a label (say "reinforcements").

 

You can then give the unit that you want to move an "embark if ..." route specifying that the unit will embark on the route if say the number of friendly units in "reinforcements" is greater than 1.

 

If one unit enters, the one you want to move will stand fast.

 

If a second unit enters, before the first leaves, then the number of units in "reinforcements" will be greater than 1 and the unit will move on the designated "embark if ..." route.

 

That probably sounds complex but happy to talk you through it with a worked example at some point.

 

Update:

 

I created a demo scenario.

 

Two areas:

 

1. On the Left a Section located behind a bunker. Hit "Start" and they will advance to and occupy the bunker (hit F12 to accelerate time). This also shows a limitation that a bunker is pretty much limited to 4 people. A 6 man squad results in people outside.

 

2. On the Right, 3 x CR2 advance into a region called "flanking unit". In the middle is a Cbt Team of 2 x Tps of CR2 and 1 x PL of Warrior.

 

3A is set to commence its advance if more than one vehicle is in "flanking unit"

 

2A and 4A are set to commence their advance if more than two vehicles are in "flanking unit"

 

Again use F12 to speed up the action but the whole scenario is finished in under 5mins if you want to watch in real time.

 

 

Demo for Glock.sce

Edited by Gibsonm
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Hi Glock, coming to grips with the editor can be a steep learning curve, its flexible but a bit complex. 

Theres some stuff worth reading here; http://www.steelbeasts.com/sbwiki/index.php?title=Scenario_Design

Theres also some video tutorial/s on youtube like this; https://www.youtube.com/watch?v=ZFzoG8cxWts

 

 

The WIKI is generally a good place to start looking for answers http://www.steelbeasts.com/sbwiki/index.php?title=Main_Page

Also, you can jump into TS (teamspeak) and ask if you cant figure something out.

Cheers

 

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