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SUDDEN STRIKE
II
MAPS AND MISSIONS EDITOR
USER GUIDE
Controlling Units' Behavior 17
Controlling Reinforcements in Single Player
Games. 17
Controlling Reinforcements in Multiplayer
Missions. 18
End of Mission and Order of Events. 18
Controlling Indirect Firing. 19
Transferring Units between Campaign Missions using
"Forces". 20
Logic and Order of Actions and Conditions. 20
A playable mission in Sudden Strike II consists of a
map and the
actual mission. A map represents an area with its terrain and a set of
static objects - trees, buildings, etc.
A mission contains the units, different elements that
control their behavior (locations, gates, etc.) and other
elements.
A mission takes place on a map or a certain area of a map,
which makes it possible to set multiple missions on the same
map.
The maps and missions you modify with the editor are also
known as source files. In order to play a mission, it must first be created.
There are three kinds of missions: campaign, single and multiplayer
missions.
Select the map scheme and size. A scheme is a
set of graphics available for building the map (normal or
island).
The following map sizes are available:
128x128, 256x256, 384x384,
512x512.
Maps and missions are saved in numbered slots.
Choose one of the slots and enter a short description (or name) for the
map.
There are 255 slots available in which to save
maps.
Select the map you want to load and click
"OK".
It is possible to take a snapshot of the map and
save it as a bitmap. Simply select the "Generate Bitmap" option and enter a file
name. Then select a file format (.JPEG or .BMP), the JPEG quality and the scale
(between 1:16 and 1:1) and click "OK".
When creating a new mission, first determine the zone
size.
This can be any of the following sizes: 128x128, 256x256,
384x384, 512x512. However, the zone size of a mission can never exceed the size
of the current map. Once you have created a mission, you can move the mission
zone by holding down the SHIFT key and using the arrow
keys.
This option does not require you to enter a file name or
description. The created map and mission are automatically saved in the
MAPS/CAMPAIGN directory. The following naming convention
applies:
·
NNN.ssc -
map file
·
NNNMMM.ssc
- mission file
Here, NNN is the number of the map slot, and MMM is the
number of the mission slot. The map and mission are stored in different files to
save space, as there may be several missions on the same map. You cannot
generate a campaign mission if you have not yet saved the map or
mission.
Choose a file name and the mission will immediately be
created with the file extension ".ssm". This file must be saved to the
MAPS/SINGLE directory so that the game can access it.
This works the same as for the single mission, with the
exception that the file name now ends in ".smm". This file must be saved to the
MAPS/MPLAY directory so that the game can access it.
!Important!
In order to play using custom made maps and missions, you must generate them as
described above.
This works the same as saving maps. The mission is stored
in one of the current map's slots. A mission can only be saved if you have
already saved the current map or loaded it from a slot.
There are 15 slots in which you can save
missions.
This works the same as loading maps. Only missions saved
within the current map can be loaded.
In order to play a mission, it must first be generated.
Missions can be generated as campaign, single or multiplayer
missions.
This erases the mission you are currently working on. This
function is rarely used.
The "Generate Bitmap" option enables you to save a
screenshot of the mission zone. This works the same way as saving a map
bitmap.
Most of the options in this dialog refer to single missions
only. Select a player (in the top left), then adjust the settings for that
player.
Five elements of the list of players have a different
meaning for single or multiplayer missions. In single missions, the first four
elements refer to different players (Plr1 ... Plr4), the fifth is not used. In a
multiplayer mission, the five elements refer to five nations. Settings such as
"Name", "Country", "Color" and "Team" are not used. You can also use the options
for planes and parachutes to set the initial amount of available planes and
parachutes for the five countries.
The following settings are available:
·
Name:
The player name. This has no
influence on the mission. By default, players in single missions are named
according to their role in the mission. (Player 1 "Player", Player 2 "Enemy",
Player 3 "Ally", Player 4 "Neutral".
·
Country: The
player nation. This has an influence only on the mission
evaluation.
·
Color:
The color used to display the
respective player's units on the minimap.
·
Team: The
player's team. You will normally not need to change the default setting. (Player
1 Team 1, ... , Player 4 Team 4). In single missions, Team 1 (the player) and
Team 3 (AI-controlled allied units) will play against Team 2 (the enemy). Team 4
is neutral.
·
Planes
(please note that these settings affect "classic" planes only, i.e. planes which
enter the map from outside. "New" planes located on the map (normal units) are
not affected):
o
Directional
buttons: Set the direction from
which planes will arrive.
o
Type: Select
the plane type you want to edit.
o
Options
(opens a sub menu):
§
Planes:
The plane that will arrive when a
certain plane type is requested.
§
Number of
planes: The number of planes
available to the player. This will drop whenever a plane is shot down. No more
than this number of planes can ever be requested at a
time.
§
Number of
flights: This refers to the number
of "kerosene rations" available to the player. You can request no more than this
number of flights.
§
Delay: The time
lag between making a request for air reinforcements and the arrival of the
planes.
o
Parachute
(opens a sub menu): This allows you to set the parachute options. Only transport
and freight planes can be used to carry paratroopers. Note: Freight
and transport planes differ only in their animation. The "Parachute" option does
not predefine a group of units. It is up to you to select a group of up to four
unit types and their numbers. You can also define the group and experience of
the parachuting units. All other unit options are set to their default values.
The interface is simple: Choose a unit type on the left (as you would in the
unit editor) and click on one of the four buttons to the right in order to
assign the unit type to one of four slots. Enter the number of units required to
the right of the button. To empty a slot, enter "0" as the amount (the slot is
then cleared as soon as you click "OK"). Select the desired group and experience
in the dialogs above.
This section describes the interface only. See further down
for information on how to create scripts.
Selecting "Scripts" from the menu opens a dialog with a
list of triggers. This list is empty to begin with. The following operations are
available:
·
New -
Creates a new trigger. A script window is opened, where you can edit the
trigger. It consists of three parts: The condition window above, the action
window in the middle and the list of available conditions and actions below. To
add a condition or an action, click in the respective window and select an
action or condition from the list. Right-clicking removes actions or conditions
from the window.
·
Edit
- Allows you to modify a selected
trigger. The same window appears, enabling you to edit the
trigger.
·
Delete -
Deletes the selected trigger.
·
Up/Down
- Moves the trigger up or down in
the list. Triggers are executed beginning with the uppermost and working
downwards, though their order is only important in very specific situations
(when the outcome of an action at the top of the list determines the conditions
for a trigger further down).
·
Copy -
Copies the trigger to the clipboard.
·
Paste -
Pastes the trigger from the clipboard. You can use the clipboard to duplicate
scripts, or to copy them from one mission to another. (This is easiest if you
run two instances of the Sudden Strike II editor.)
·
Save - Saves
the trigger to a file.
·
Load - Loads
a trigger from a file. Please note that only the actual scripts are saved, not
the phrases/groups, etc. they refer to.
Reinforcements are sets of units which can be sent onto the
map during the game using a script. They enter the map via a gate (see
below).
The reinforcements dialog displays a list of available
reinforcement slots. Select the desired slot, then click on "Edit". This
accesses the unit editor, where you can determine which units are to be among
the reinforcements. The edit box below the unit editor also allows you to change
the name of the reinforcements. Reinforcements can also be deleted (select and
click "Delete").
The following limits
apply to the composition of reinforcements:
-
Not all
unit types can serve as reinforcements (e.g. stationary coastal
artillery).
-
Reinforcement units should be equipped with sufficient crew
to man them.
-
"Large"
units (e.g. trains and battleships) and "normal" units cannot be part of the
same group of reinforcements.
You can simplify the process of generating reinforcements
by using templates to create them. This is particularly useful when creating
multiplayer games, where the reinforcements on all sides should be equal.
Balancing units manually is an extremely tedious process, and using pre-balanced
templates makes it much easier.
Clicking on "Generate"
opens a generator dialog box. Use this to specify the following
options:
·
The country
for which you want the reinforcements to be created. You will normally choose a
specific nation for single player missions, or "All" for multiplayer missions
(where equal reinforcements are needed for all nations).
·
The name of
the reinforcements. When generating reinforcements for all countries, the name
of each group of reinforcements receives its nation's name as a
prefix.
·
Several
slots in which you can specify the template name and number of repeats. For
example, you can select the "Medium tank platoon" and "2" as the repeat count.
This means that the generated reinforcements will have 2 medium tank platoons.
(When generating reinforcements for all countries, each of the reinforcements
will have 2 tank platoons with national units.)
Once you click on "OK", you will have generated one (if you
selected a specific nation) or five (if you selected all nations) group(s) of
reinforcements.
This dialog enables you to set the options for a group. You
can easily access this dialog by selecting "Units" from the tool tree and
right-clicking a group in the group view. If you open this dialog via the main
menu, enter the number of the group and click on "Update". This selects the
group whose properties you can now view or edit.
Enables you to view the number of units belonging to this
group currently on the map or on board other units.
This allows you to set the automatic reinforcement
properties. If the "Send Automatically" option is enabled (i.e. if this box is
marked), dead units of this group are moved to a container labeled "Hell" and
regenerated once certain conditions are fulfilled, to be sent back onto the map
as reinforcements. The options for automatic reinforcements are
self-explanatory.
Note: If you do not want units to be restored
automatically, you can control their regeneration using scripts (see
below).
This section enables you to edit the behavior options of
the group. The displayed values are the initial values of various options of
behavior, and can later be altered using scripts. For a description of behavior
options, please see the "Script Creation" chapter.
Mission objectives are clear text displayed alongside the
briefing and during a mission. Type the objectives into the text window and
click "OK".
You can edit phrases that are later used for
scripts.
Up to 64 slots are available. Each phrase consists of a
text and sound (both are optional).
Editing is simple: Select the phrase slot from the list,
then choose a sound from the drop-down list and type text in the box
below.
This option controls the generation of a tactical map. If
enabled, a tactical map and the briefing can be displayed during the game (using
the CAPS LOCK key). The tactical map increases the size of the mission file by
approximately 50 - 100K (saved using JPEG compression). It also adds noticeably
to the time required for mission generation.
This dialog enables you to define the minimum and maximum
number of players and teams for the map. The number of players may range from
two to twelve, and the number of teams from two to four. These options are not
used unless the mission is generated for the multiplayer
mode.
You can also set the type of weather for the
mission.
The tool tree on the left-hand side enables you to select
objects or units which you can place on the map via the main
window.
The elements of the tool tree allow you to position static
objects on the map.
First select the category, then pick out the object from
the list in the auxiliary
window (also note that
there is a "RANDOM" object available as well). Click an object to select it,
then left-click on the map to position it. If you selected the "RANDOM" object,
an object of the selected category will be picked at random and placed on the
map whenever you left-click. This can be very useful, for example when creating
forests. If, however, you do not like a random object you have placed, click on
"Other" or press the TAB key to change it. To delete an object, simply
right-click on the object of the selected category on the
map.
Some categories are further divided into sub categories.
Click the "+" next to the category to view the list of numbered sub categories.
If you select a sub-category, only those objects belonging to it will be
displayed in the auxiliary window. Random objects are also selected from within
this sub-category only. You can select multiple sub categories at a time by
holding down the CTRL or SHIFT key.
Some objects can be destroyed. Their degree of destruction
can be specified using the "Damage" slider or the
SPACEBAR.
The "Density" slider enables you to adjust the default
width of objects. Increasing the density makes it possible to fit more objects
into the list, but may lead to display errors (clippings).
Editing terrain is simple. Open the respective category in
the tool tree to see the following sub categories
displayed:
·
Terrain: grass,
ground, farmland, asphalt, dry ground, sand and water
Select a terrain type from the list and apply it
to the map by holding down the left mouse button. Use the right mouse button to
apply the default texture.
·
Set
Brightness: Enables you to adjust
the brightness of the map. Use the slider to adjust the brightness, then
continue to apply terrain textures to the map. The right mouse button resets the
brightness to its default value.
·
Lighten/Darken:
This option allows you to gradually adjust the brightness of cells. Press and
hold the left mouse button and move the mouse as usual. The cells you apply the
tool to will gradually become lighter. Press and hold the right mouse button to
reverse the effect and darken the terrain.
·
Eraser: Enables
you to clear any static objects of whatever type.
This option enables you to save and load blocks of static
objects.
To save a block, first select the area you want to copy,
using the brush as follows:
·
Select the
desired brush size, as in all other modes.
·
Hold down
the left mouse button and drag to create a selection on the map. The selected
area will be highlighted. The right mouse button cancels the
selection.
·
Click on
"Save", type in a name and click "OK".
To load a block, proceed as
follows:
·
Click
"Load". Choose a file and click "OK". The selection is temporarily
stored.
·
Press and
hold the CTRL key. The cursor changes to display the image of the loaded
block.
·
Move the
block to the desired location and left-click to place it
there.
·
If you are
not happy with its positioning, right-click to delete the
block.
The following additional options are
available:
·
Load Into
Center: Loads the block and places
it in the center of the mission. This makes sense when copying an entire
mission. (load the map - load the mission - select the mission - save - create a
new map - new mission - load the block in the center).
·
Select All:
Selects the entire
map.
·
Select
Mission: Selects the mission
zone.
·
Deselect:
Cancels the selection.
This
tool allows you to generate elevations, cliffs or roads. Use it as
follows:
·
Select a
cliff type from the list.
·
Left-click
several locations on the map to draw a polygon. Right-clicking a marked location
deletes it.
·
Simultaneously press and hold the SHIFT key and left-click
on the map or click "Build" to create a line of cliffs.
·
If you are
not happy with your cliffs, simultaneously hold down the SHIFT key and
right-click or select the "Delete" option to remove them.
·
Set your
markers clockwise to create an elevated ridge and counter-clockwise to lower the
ridge. You can also click "Reverse" to change the order.
·
Adjust the
curve's priority setting to make the cliff closer to the polygon, or to make it
straighter.
·
Adjust the
"Exact End" setting to allow the cliff line to deviate from the end of the
polygon line to within a certain distance. More freedom to deviate in this
instance often makes it possible to create straighter, far better looking
cliffs.
Characterize certain cells of the map as "Raised" or
"Lowered" to define their visibility. The following rules apply to the
visibility of those cells:
1.
If, within
an observing unit's line of sight, a lowered cell immediately precedes a raised
cell, i.e. the lowered cell is closer to the unit, that unit's line of sight
ends in front of the raised cell.
2.
On the
other hand, if the raised cell is closer to the unit, the cells beyond it are
also visible and rule no. 1 does not apply.
The use of these rules on the map is simple. To create an
elevated position, surround it first by raised, then by lowered cells. To create
a dip in the terrain, surround it first by lowered, then raised
cells.
Visibility flags are set automatically when cliffs are
placed, but sometimes have to be adjusted by hand. Automatic flags can be
adjusted as follows: Left-clicking reverses their value, right-clicking cancels
the inversion. In other words, left-clicking deletes an automatic flag, while
right-clicking reactivates it.
Locations are used for scripting, as you may want to refer
to a certain position on the map. They are therefore further described in the
"Scripts" chapter.
The auxiliary window contains a chart with 63 locations
(numbered 1-63) available on the map. The number zero is not available, as it
represents to the entire map. In order to enable the current position, click one
of the cells. Assign a number to a location using the slider below the tool
tree. The map displays the cells (marked blue) represented by the locations.
Each cell has a number which assigns it to a specific
location.
A location is a set of cells which can be defined at will,
limited only by the rule that locations must not overlap. Locations can be
edited using the brush, the same as when drawing terrain. The user interface is
the same as when applying terrain textures: Hold down the left mouse key and
move the cursor to add cells to the location. Use "+" and "-" or the spin
control to adjust the brush size. Press and hold the right mouse button and move
your cursor to remove cells from a location.
Markers
Markers are used for scripting, whenever you need to test
the state of a certain object (e.g. building), or to specify a single cell on
the map. They also denote the positions of zeppelins in multiplayer games. For
further information please refer to the "Scripts" chapter.
The marker view is a chart in the auxiliary window,
containing 100 markers numbered 0-99. Click a cell to select the current marker,
or choose the current marker using the spin control below the tool tree.
Left-click a cell on the map to place a marker there, or right-click to remove a
marker.
Ambient sounds are sounds that are played in certain areas
of the map. They are used to create the impression of flowing water, birds
singing in the woods, etc.
To place a new ambient sound on the map, proceed as
follows:
·
Click Add
New .
·
Select a
sound from the list and click "OK".
·
Adjust the
sound options.
·
Click on
the map to place the sound.
To edit ambient sounds, proceed as
follows:
·
Click Edit
Existing .
·
On the map,
click on the sound you want to edit.
·
Adjust the
sound options.
The following options are
available:
·
Radius: The
radius within which the sound can be heard (in cells).
·
Priority: The
priority of this sound as compared to others. If there are not enough sound
channels available to play all sounds simultaneously, the sounds with the lowest
priority will be dropped.
·
Min Delay:
The minimum delay between playbacks
(in seconds).
·
Max
Delay: The maximum delay between
playbacks (in seconds).
Gates are points of entry for reinforcements. Each gate has
an entry zone, where units will appear, and a destination to which they will
move once they are on the map. Only gates set on the edge of a mission zone can
have an entry zone larger than one cell. The entry zone and destination should
never be identical, as the first units of the reinforcement group will otherwise
block the access to the map for those who follow.
To edit gates, choose the Gates entry from the tool tree.
Any gates already existing on the map are displayed by flags. Entry zones are
represented by red and destinations by blue flags.
Gates are named A to P. Choose the gate's letter using the
spin control.
Left-click to set the selected gate's entry zone and
right-click to determine the destination. Click on "Clear" to remove the
selected gate.
If you set the entry point correctly (just outside the
mission zone), you can determine the width of the entry zone using a slider.
This picture shows the correct position:
Entry point A is correct, entry point B is too far away
from the border of the mission zone and entry point C is within the confines of
the mission zone and therefore invalid. If entry point C were applied, the
reinforcements would appear to suddenly pop up out of the ground and you would
not be able to set the width of the entry zone.
!Important!
If you use gates to set the starting points in a multiplayer game, you must
define a sufficiently large area of "locations" (see above) around the
destination.
Editing mines is simple. Adjust the desired mine options,
i.e. choose the mine type and the teams to whom this mine will be visible (if
the mine is visible to a team, the units will avoid it). Left-click on the map
to place a mine, or right-click to remove a mine you have already placed.
Adjusting the brush size allows you to place an entire minefield at
once.
Airfields consist of a "territory" with runways on which
planes can move and land, as well as hangars and liftoff and landing
points.
To edit the territory, choose the Territory sub-category
from the tool tree. Left-click and drag to create the territory, or right-click
and drag to erase it. You can also adjust the brush size using the spin control
or + and - . Note that the territory is just a flag on the map, indicating that
planes can move here, i.e. there is no need to specify the airfield index when
creating the airfield territory.
To place hangars, a liftoff point, or a landing point,
choose the required sub-category from the tool tree, then select the airfield
index with the spin control. Left-click on the map to place an object or use the
right mouse button to remove it. You can set no more than one liftoff and one
landing point and up to 16 hangars per airfield. Note that planes (which occupy
3x3 cells) should be able to move from hangars to the liftoff point, and from
the landing point to the hangars through the airfield territory, or they won t
be able to lift off and land correctly.
The following flags (and corresponding sub-categories in
the tool tree) are available:
·
Blocked: Blocks
a cell so that units cannot move across it.
·
No
Waves: Wave animations are disabled
for the selected cell.
·
Shallows:
Enables ships and landing troops to pass through the cell.
·
No Pontoon
Bridges: No pontoon bridges can be
built in this cell.
·
Full
Stop: The cell cannot be crossed,
viewed or fired across.
!Important!
The flags "Blocked", "No Waves" and "Full Stop" are normally set automatically
and only rarely require manual editing.
In order to edit units, select the "Units" category from
the tool tree. This takes you to the unit editing mode, and the group view
appears in the auxiliary window.
Click on "Add New". A
unit editing window (see "Unit
Editor" below) opens, where you can
choose a unit. Select the unit you want, modify the options and click "OK". This
activates the adding mode and changes your cursor into an image of the new unit.
Now left-click on the map to place the unit. You can remove a unit by
right-clicking on it. Units' options can also be adjusted in the editing boxes
below the tool tree. (Units can only be assigned to different players using the
boxes below the tool tree.)
You can also switch to the unit adding mode by clicking the
"+" next to the "Units" category to expand the list. Expand the desired nation's
options, and choose the unit. This unit can now be placed on the map using
default options. You can also edit and adjust the options as described
above.
Selecting "Edit Existing" enables you to modify units
already on the map. To enter this mode, either click on "Edit Existing" or press
the SPACEBAR. To select units, hold down the left mouse button and drag a
selection box around all units you wish to edit. You can also select single
units by left-clicking on them, or press and hold the SHIFT key, then click
units to add them to the current selection. Having selected the units you want
to modify, you can now adjust their options using the editing boxes below the
tool tree.
The unit editor is an important component of the
game. You will see it in when placing units on the map, editing reinforcements,
or parachute drops.
The window is divided into three parts: The list
of unit types, the unit options and a so-called container. You will also see the
buttons "OK" and "Cancel", as well as a text box where you can enter a group
name (for reinforcements only).
On the left is a list of various different unit types. It
contains buttons determining the units' nationality and class, as well as a
units list box.
To choose a unit, you should first select the appropriate
country and class the unit belongs to. Then click the buttons to open a
selection of units belonging to that nation and class in the list box. Click on
the desired unit. Its picture will now appear in the
window.
If you like, you can select more than one class and country
to choose from. To do so, press and hold the SHIFT key when you click on the
buttons. For example, having selected "Germans" and "Infantry", you can select
the "Crew" class as well and open a list of all units belonging to these
categories.
The unit options section consists of the
following:
·
An image
window displaying a picture of the edited unit. It also contains these
symbols:
·
Question
mark: Unit not selected.
·
Right
arrow: Edit options of selected units in container (see
below).
·
A unit
description text.
·
An options
box for editing the unit's six basic options.
·
"Crew" and "Passengers" buttons for editing a unit's crew and
passengers.
·
"Place" and "Get" buttons for working with the unit
pool.
The options boxes will normally display options for the
currently selected unit (the new unit you are about to place on the map or in a
container). The exception is when editing units inside a container (see
below).
Each unit on the map has the following
options:
·
HP (hit points): Indicates the unit's percentage of damage.
HP=100 (default) means the unit is intact, HP=0 means it has been
destroyed.
·
Ammunition: Indicates
the unit's ammo supply in percent. ammo=100 means the unit has a full supply of
ammunition, ammo=0 means it has run out of ammo. Some units use more than one
ammo type, so the value refers to all types of ammunition.
·
Experience: Indicates
the unit's percentage of experience. Experience=0 (default) means the unit is
inexperienced and unskilled. Experience=100 means the unit is as experienced as
it will ever be; it is highly dangerous and
battle-hardened.
·
Morale: Indicates
the unit's morale in percent. Morale=50 is the default value. If it drops below
50, the unit's experience will deteriorate. If it is over 50, it has the
opposite effect.
·
Group: Indicates
the group the unit belongs to. Group indexes may vary between "A0" to "J9" (a
total of 100 groups is possible). Units must be assigned to groups for AI
scripting purposes.
·
Lives: Indicates
the amount of extra lives a unit has. This can vary between 0 and 255. When a
unit with extra lives is destroyed, it is moved to a container labeled "Hell".
Units in this container can later be revived by scripting or enabling automatic
reinforcements.
The "Crew" and "Passengers" buttons allow you to edit a
unit's crew and passengers. Each of these units represents a class. When you
select a class, the container on the right is replaced by the units you wish to
edit. The number of places available when editing classes is limited. In other
words, you cannot assign more passengers or crew members than the unit can hold.
Your selection is not limited to crew and passenger unit types. You can use any
units listed in the container. Units which are not available are simply
disabled.
The left part contains the list box with the contents of
the container you re editing and a few editing buttons. This section is disabled
when editing a single unit.
When describing the edit commands, the following
terms are used:
·
Current
unit - The unit displayed in the
center of the window.
·
Selected
unit - The unit that is currently
selected in the container.
The following editing commands are
available:
·
Add - Adds the
current unit to the container.
·
Copy - Copies
the selected unit as a current unit and deselects it. Only available when a
single unit has been selected.
·
Delete - Deletes
the selected unit(s).
·
Cut - Copies
the selected unit and then deletes it.
·
Up - Moves the unit up the list. Only available when a single
unit has been selected.
·
Down - Moves the unit down the list. Only available when a
single unit has been selected.
·
Save - Saves the contents of the
container.
·
Load - Loads container contents (current contents are
lost).
·
Deselect -
Deselects the unit in the container.
·
OK - Applies
the changes to the unit.
You can also edit the options for the units
inside the container. To do so, proceed as follows:
·
Select a
unit by clicking on it. (Or press SHIFT and click to select multiple
units.)
·
An arrow
pointing to the right (to the container) will appear in the image window, and
the options of the selected units are displayed in the options boxes. (If the
value for an option is the same for all the units, it will be displayed. If some
of the selected units have a different value for this option, the box remains
empty.)
·
You can now
edit the options for the selected unit(s).
·
Click on
"Set". This applies the changes made.
This only allows you to adjust the units' six
basic options. To modify a unit's passengers or crew, proceed as
follows:
·
Click on
the unit you wish to edit.
·
Click
"Cut". The unit is copied as a current unit and removed from the
container.
·
You can now
edit the crew, passengers and other options.
·
Click on
"Add". The unit is returned to the container.
·
You can
optionally use the "Up" and "Down" commands to move the unit to a certain
position inside the container.
When
editing a mission using scripts, you will need to set a group to add your units
to. To do this you must use the group view in the auxiliary
window.
The
group view consists of a chart containing 100 group. Each panel of the chart
displays the number of units in a group and the color of the player the group is
assigned to. The colored bar above the number indicates the player. The selected
group is the one the selected unit will be added to.
While
in adding mode, you can left-click to select the desired group. All units are
now added to that group.
While editing existing units, the following options are
available:
·
Left-click to transfer all selected units (including passengers) into
the group (selected by clicking).
·
Press
SHIFT and left-click to transfer
ONLY the passengers of the selected
units.
·
Press
ALT and left-click to select the
units in the group and cancel previous selection.
In both modes, right-click on a group to view its
properties (see "Groups").
For further information on groups, see the "Script Creation" section.
Each group of units in a mission has a model of behavior,
which influences the way all computer units (AI-controlled) act. Five values are
used to describe a group's behavior. These are: AI_BEHAVIOR, AI_LOC1, AI_LOC2,
AI_GRP1 and AI_GRP2.
AI_BEHAVIOR
saves the actual actions, dependent on behavior models and their options. Each
model of behavior has a list of options you can enable or
disable.
AI_LOC1 and AI_LOC2 save
the numbers of two places which are particularly important to the group. How
these values are generated depends on the behavior model, i.e. if a certain
behavior has been set, the units will move to one of these
locations.
AI_GRP1 and AI_GRP2 save
the numbers of certain unit groups, e.g. if another group is to be followed or
supported.
Here is a list of all
available models and their descriptions. The options for each of these models
are not described in detail here, as they tend to be self-explanatory. Only
potentially uncertain cases are mentioned here.
|
******** |
AI_BEHAVIOR |
None |
AI_LOC1,
AI_LOC2 |
Not used |
AI_GRP1, AI_GRP2 |
Not used |
Description: |
No special actions. The units maintain position and will only attack if the enemy comes into view. |
|
******** |
AI_BEHAVIOR |
Infantry - Guard
zone |
AI_LOC1,
AI_LOC2 |
Guarded
zones |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
The infantry moves to the specified locations and
guards them. In addition to infantry, this group can hold AT guns,
howitzers, MGs, mortars and jeeps. The infantry will use this equipment and never
attempt to give it up. Guns of other groups are only used if they happen
to be in the specified zone, and only if the appropriate option was set
previously. If the "Don't move to new zone" option has been enabled, crews will leave their guns
when the infantry leaves a zone (its position), either because this
behavior has been set or because AI_LOCx has changed. If the "Don't leave" option has also been enabled, the crew will continue
to maintain its position. If neither "Don't drag to new zone" nor "Don't move
to new zone" have been enabled, the crew waits for a truck for about 15
seconds and then drags the gun by hand. If only "Don't drag to new zone"
is enabled, the crew will leave the gun. If "Don't move to new zone" has
also been enabled, the crew will continue to maintain its
position. All of these settings refer ONLY to
guns of other groups. All except the "Don't leave" option are ignored for all guns belonging to the
group itself. |
|
******** |
AI_BEHAVIOR |
Infantry - Pursue |
AI_LOC1,
AI_LOC2 |
Guarded
zones |
AI_GRP1,
AI_GRP2 |
Pursued groups |
Description: |
The same as "Guard zone". If units belonging to AI_GRP1 or AI_GRP2 come into
view, they will be attacked. All "Move to zone only if ..." options are
used only in connection with moving to AI_LOC1 and AI_LOC2. Guns are never
dragged and only used if they are nearby. |
|
******** |
AI_BEHAVIOR |
Infantry - Crew howitzer |
AI_LOC1 |
Guarded
zone |
AI_LOC2 |
Howitzers' vision
range |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
The same as "Guard zone", except that only AI_LOC1 is guarded, AI_LOC2
describes the vision range of the howitzers. Jeeps are not
used. |
|
******** |
AI_BEHAVIOR |
Tanks - Guard zone
|
AI_LOC1,
AI_LOC2 |
Guarded
zone |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
Tanks remain in the specified locations and guard
them. Only tanks and armored units (gun carriages and APCs) are
allowed.
|
|
******** |
AI_BEHAVIOR |
Trucks - Support |
AI_LOC1,
AI_LOC2 |
Rest
zones |
AI_GRP1,
AI_GRP2 |
Groups to follow and provide support
for |
Description: |
Transport vehicles support the players units and
those of his allies by pulling/dragging artillery. Infantry units inside the transports are immediately
unloaded. If the "Move to zone only if there are no support
units" option is enabled, the
unit will move to the specified location, provided there are no guns to be
moved. If this option is not enabled, the unit will follow AI_GRP1 and
AI_GRP2. If "Support only the selected groups" is enabled, only AI_GRP1 and AI_GRP2 will
be supported; if the option is disabled, the players own units and those
of his allies will be supported. Once the gun has been hitched up, the truck will obey
the commands of the gun crew and thus adapt to their behavior, until the
gun is uncoupled. |
|
******** |
AI_BEHAVIOR |
Trucks - Move to zone |
AI_LOC1,
AI_LOC2 |
Target zones (uses closest
point) |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
Transport vehicles move straight to the specified
zone. If there are infantry units in the transports, they are immediately
unloaded on arrival. (The trucks transport infantry units.)
|
|
******** |
AI_BEHAVIOR |
Trucks - Transport
Infantry |
AI_LOC1 |
Transport's
departure |
AI_LOC2 |
Transport's
arrival |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
Transport vehicles move to AI_LOC1, wait until they
are at least 70% full and move to AI_LOC2, unload the units and repeat the
process. |
|
******** |
AI_BEHAVIOR |
Supply Trucks - Repair |
AI_LOC1,
AI_LOC2 |
Locations of repair jobs |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
Supply trucks will repair
units. If "Repair objects" is enabled, the truck will also repair bridges, but
only at AI_LOC2 and only if the bridge has a marker. Trucks will also
repair railroad tracks and airfields in AI_LOC1 and
AI_LOC2. If "Repair only inside zone" is enabled, only units at AI_LOC1 or AI_LOC2 will be
repaired. If this option is disabled, all the players own units and those
of his allies are repaired. If there is nothing to repair, the truck will move to
AI_LOC1. In order to construct pontoon bridges with this
behavior selected, enable the "Build pontoon bridges" option. The location of pontoon bridges should be
AI_LOC2 and should have a marker. |
|
******** |
AI_BEHAVIOR |
Missile launchers - Move to
location |
AI_LOC1,
AI_LOC2 |
Target locations (uses closest
location) |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
If "Hold fire" is enabled, you should use scripts in order to fire.
If it is disabled, missile launchers will attack autonomously, targeting
groups of enemies. |
|
******** |
AI_BEHAVIOR |
Planes - Move to location |
AI_LOC1,
AI_LOC2 |
Target locations (uses closest
location) |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
Planes will take off and move to the specified
location to carry out their mission (scouting, bombardment, dropping
paratroopers). For bombers, the first two flags are the other way
around, i.e. "Bomb only if
there are no friendly troops there" and "Bomb only if there are enemy troops
there". Transport planes will
wait until they are at least 70% full before they lift
off. |
|
******** |
AI_BEHAVIOR |
Trains - Guard zone |
AI_LOC1 |
Guarded
zone |
KI_LOC2 |
Location for repairing
tracks |
AI_GRP1,
AI_GRP2 |
Not used |
Description: |
Trains repair tracks at AI_LOC2 (only if "Repair track" is enabled), then move to AI_LOC1 and guard
it. |
Scripts are at the heart of every mission. They are
essential for the definition of precise behavior patterns for AI-controlled
units and creating exciting, eventful missions for Sudden Strike
II.
The scripting engine used in Sudden Strike II is easy to
understand and largely self-explanatory.
A mission script contains a series of triggers. Each
trigger consists of a condition and one or several actions. Here's how a script
works: While a mission is played, all conditions of a trigger are checked
regularly (several times a second). If a condition is met, the respective
trigger's actions are performed. Examples of the triggers' logic: "If all units in group A1 are killed, the
player loses", or "If the player's units reach a certain
location, tell the player to look out for enemy troops, dispatch reinforcements
to that location and disable trigger to prevent it being activated
again".
Triggers are modified in the script editor, described
above. (To access it, select "Options" > "Scripts" from the main menu.)
The following chapter describes all conditions and actions
you can use in the scripts, sorted by subjects.
To have a text displayed for the player during a mission,
create a phrase containing that text and employ the "say
phrase <Phrase>" action.
Here, <Phrase> should be substituted by a mission phrase. A phrase can
contain text as well as sound.
While the phrase is being "played back", you can highlight
a specific point on the map. To do so, set a marker at that location and employ
the action "say
phrase <Phrase> with pointer to an object <n>".
<n> represents the number of
the marker.
Text can also be displayed in a dialog module (i.e. the
game is paused and the text appears in a new dialog box in the main screen,
until the player clicks "OK"). Use this method for vital messages you do not
want the player to miss. Dialogs can be displayed using the "show modal dialog <Phrase>" or
"show modal dialog <Phrase> with a pointer to object <n>"
actions. It is used the same as a phrase.
You can also enter "move screen to location <n>" to
automatically scroll the screen. The screen will then center around the defined
location.
The simplest way of determining the time you want a certain
action to be performed is using the "time from start of mission is <comp-op> <Time>"
condition. <Comp-op> can have any of the following
values: "equals", greater than"
and "less than".
If you want more control over actions (e. g. to have an
action performed within a certain period of time after the condition has been
met, or if you want it performed at regular intervals), you should use timers. A
timer will let you set the action to be performed at a particular time or with a
specified delay. There are 100 timers available, numbered from 0 to 99. Timers
are independent of one another and can work in parallel.
A timer works as follows: Use the action "set
timer <n> to <Time>",
where <n> is
the number of the timer. Once the time specified has elapsed, the condition
"timer <n>
elapsed" is fulfilled. If
the action "stop timer <n>"
is performed in between, the timer
is stopped and not activated. Note that the condition "timer <n>
elapsed" remains met until
the timer is reinitiated. If you only want this condition to enable one action,
you should disable the trigger afterwards.
In the preset, the timer only works once. If it is to be
activated again, it must be reinitiated. If you want actions to be performed on
a regular basis, set the timer accordingly. You can do this using the "set
timer <n> period to <Time>"
action. As soon as this action is
performed, the timer activates regularly within the period specified, i.e. the
condition "timer <n>
elapsed" is fulfilled ONCE within the specified time span. There would be no
point in disabling a trigger with this component once its action has been
performed, as doing so would interrupt the cycle.
A special timer is the so-called countdown timer. If this is set, its
value is displayed in the upper left corner of the screen, so that the player
can see how much time he has left. To set this timer, use the action "start countdown from <Time>".
You can check the current value
with the condition "countdown is <comp-op> <Time>".
You
can use the following conditions to check the locations of your
units:
"there is
<comp-op> <n> units of group <Group>
in location <Location>"
"there is
<comp-op> <n>% of units of group < Group > in location <Location>"
"there is
<comp-op> <n> units of player <Player>
in location <Location>"
"there is
<comp-op> <n>% of units of player <Player>
in location <Location>"
"the number of
<Unit Class> units of group <Group>
is <comp-op>
<n>"
"the number of
<Unit Class> units of player <Player>
is <comp-op>
<n>"
"the number of
<Unit Class> units of player <Player>
in group <Group> is <comp-op> <n>"
The conditions are self-explanatory. Unit class in this
context may be a combination of four primary unit classes: "Active" (normal units on the map - infantry and machines with
crews), "Container" (manned and unmanned artillery and machines
without crews), "In
Hell" (killed units that can be
restored) and "Underway" (units which have been dispatched as
reinforcements, but have not yet reached the map).
To control units' behavior, use the actions "set AI_BEHAVIOR for group <n> to
<Behavior>", "set AI_LOC1 for group <n> to <m>",
"set AI_LOC2 for group <n> to <m>", "set AI_GRP1 for group <n>
to <m>" and "set AI_GRP2 for group <n> to <m>". The actions are
self-explanatory.
You may use the "patrol" mechanism to have zones patrolled.
The action "add patrol locations <AI_LOC1> <AI_LOC2> for group <n>" adds
both locations to a group's cyclic patrol buffer. The action "clear patrol locations for group
<n>" clears the buffer. The
"shift patrol locations for group
<n>" action takes the next
set of locations from the buffer and assigns them to AI_LOC1 and
AI_LOC2 for that group. This lets you easily alter the AI
locations for groups. Using these actions combined with a periodic timer enables
you to have a number of different locations patrolled
regularly.
To employ reinforcements in single missions, use the action
"send to player <Player>
reinforcement of type <Reinforcement> via gate <Gate>
into location <Location> with delay <Delay>".
The arguments used in this actions stand for the
following:
·
<Player> - The player you want the reinforcements to be sent to
(select from list).
·
<Reinforcement> - The actual reinforcement (select from list). You should
use the reinforcement editor to generate reinforcements before enabling this
action (main menu > "Options"
> "Reinforcements").
·
<Gate> - The gate through which the units will
appear.
·
<Location> - The location you want the units to move to once they
appear.
·
<Delay>
- The delay between the performance of the action and the appearance of the
first units.
You can also provide
the player with additional aircraft using the following
actions:
"give planes to player <Player>: <n> <Plane Type>" assigns n additional aircraft of the specified type to the
player.
"give plane fuel to player <Player>: <n> for <Plane Type>" assigns n
additional fuel supplies for planes of the specified type to the
player.
Another, more "elegant" way of assigning aircraft to a
player is to place neutral planes on the map and transfer control to the player.
For further information, refer to the "Controlling Planes" section
below.
In single player missions, reinforcements are automatically
dispatched when a player reaches a zeppelin. In multiplayer missions, zeppelins
are generated wherever a marker is positioned. Zeppelins are grouped by colors
as described in the following script actions. These actions control automatic
reinforcements:
"set
initial reinforcements, Russians - <xx>
Germans - <xx> British - <xx>
Americans - <xx> Japanese - <xx>
delay = <Time>" lets you determine the reinforcements for each player at
the beginning of the game.
"
set reinforcements for zeppelins <zzz>,
Russians - <xx> Germans - <xx>
British - <xx> Americans - <xx>
Japanese - <xx> delay = <Time>"
sets the reinforcements for all players when the respective team captures a
group of zeppelins.
"set
planes for zeppelins <zzz>,
<n> <Plane Type>"
enables you to specify the number and type of additional planes a player will
obtain when capturing these zeppelins.
"set
plane fuel for zeppelins <zzz>,
<n> for <Plane Type>"
determines the number of
additional fuel cargoes for the specified plane type that a player will obtain
when capturing these zeppelins.
"set
message for zeppelins <zzz>,
<Phrase>"
allows you to determine phrases
that are displayed as soon as a group of zeppelins is
reached.
These actions should be set at the beginning of a mission.
All of these settings are stored, and the reinforcements specified are generated
automatically.
"set infinite reinforcements
mode".
In multiplayer missions, this
action activates a mode in which reinforcements are regularly sent for
zeppelins, for as long as those zeppelins remain in the player's possession
(unlike in the normal mode, where reinforcements for zeppelins are dispatched
only once per team). The delay between the generation of new reinforcements is
set in the game options.
"end
of mission: <Result>". This
action ends the mission and evaluates the outcome. The value of <Result>
can be either "Victory", "Defeat", or "Draw". This is the most commonly used
action of all, and is required in every single player mission (otherwise the
mission cannot end). The action should be employed in combination with the
condition that checks on the amount active units a player still has (i.e. the
mission ends if he loses all units (defeat) or if the enemy loses all units
(victory)).
This action is not used in multiplayer games, as they end
automatically.
"set
next mission to <nextmis>"
This action is used in
campaign missions only. It determines which mission is to follow next within the
campaign. The following options are available: a mission (enter the number of
the map and mission slots), "Campaign complete", "Campaign failed" and "Forced
replay".
"Send
<n> <Plane
Type> of player <Player> to marker <m> and
land to airfield <af>"
and "send <n> <Plane Type> of player <Player>
to location <Location> and land to airfield <af>"
are the basic scripts used to control aircraft. They operate as follows: If the
player does not have enough planes of the given type or enough fuel for them,
nothing happens. If these conditions are fulfilled, planes will be sent to the
specified marker to carry out their orders (transport planes drop paratroopers,
bombers drop bombs, scout planes perform reconnaissance missions). The planes
will then land on the specified airfield or, if airfield 0 was selected, leave
the map.
The action
"send <n>
planes of group <grp> to
airfield <af>"
enables you to transfer
planes from one airfield to another. This action will only work if the planes
are on the ground. If the planes of the group you enter are airborne, the action
will be delayed until they land.
Flight routes can be precisely determined using the
following actions: "start
plane route" begins a new
route (and deletes previously created routes), "add route point over marker <m>"
and "add strike point over
marker <m>" add waypoints and attack points. Once a route has been created,
it can be employed using the "send <n> <Plane Type> of player <Player>
via plane route"
command. Any route can be used an unlimited number of times, until it is
redefined using the "start plane route" action.
The following conditions will check on the number of
planes a player possesses:
"player has
<comp-op> <n>
<Plane>"
is true, if the player has
"exactly", "more than" or "less than" n planes of the type
specified.
"player has
<comp-op> <n> fuel loads for <Plane Type>" is
true, if the player has "exactly", "more than" or "less than" n fuel loads for
planes of the type specified.
"launch rockets
by RL of group <n> to location <Location>"
"launch rockets
by RL of group <n> to marker <Object>"
"fire a
howitzer of group <n> to
location <Location>"
"fire a
howitzer of group <n> to
marker <Location>"
"launch static
rocket of group <n> into location <Location>"
These actions allow you to fire single shots with
long-range weapons (e.g. missile launchers, howitzers and static rockets (V2s)).
If there is more than one missile launcher, howitzer or static rocket in a
group, a random one will be chosen. The target can be either a location (a
randomly selected target point) or a marker.
"Show zone
around marker <m> in radius <r> for
player <Player>" lifts the fog of war for the specified player. The
revealed zone is the vision range of an imaginary unit with a vision radius of
<r> (i.e. all locations within the radius <r> measured from the
center of the circle are revealed).
This reveals a circular area with a fixed radius whose
center is the designated marker. The zone remains uncovered ONLY until the next
script query. This means you should have this action performed regularly by a
trigger that you do not turn off. Here is an example of the correct use of the
action:
Condition:
time from start of
mission is more than 05:00:00 and time from start of mission is less than
Actions:
show zone around
marker 0 in radius 10 for player Player
Note that no "turn off
this trigger" action has been set.
You can also use timers
and variables to control this action.
100 numbered cells are available for use in scripts. Each
cell may contain an integer. You can assign values to them, perform mathematical
operations, and check their values.
The action "let cell <n> contain
<Value>"
assigns a value to the variable. This value can be either a number or the value
of another variable.
The condition "value of cell <n> is
<comp-op>
<Value>" queries a variable's value.
A
"mathematical operation" allows you to increase or decrease the value of the
cell.
"object
<n> is dead" is true, if the object marked as n has been
destroyed.
"in group
<grp> <ammo for
weapon> is <comp-op> <n>%"
checks on a group's ammo supply.
For this condition to become true, the amount of ammunition for the specified
weapon in this group must be "exactly", "more than" or "less than" the
percentage given.
"group
<n> was attacked <comp-op> <time> ago" allows you to check on the amount of time that has elapsed
since the group was attacked.
"Set
<attr> to <comp-op> <value> percent for units in group <n>"
changes the values of unit
attributes within a mission. Valid attributes are: "HP", "Ammunition", "Experience" and "Morale". These are described in more detail earlier on
in this document. All of these attributes are given in percent. You can set each
of these attributes to an exact value ("exactly") or specify a maximum ("at
most") or minimum ("at least").
"Set new group <New
Group> for units of group
<Old Group> in location <Location>" lets you
transfer units from one group to another. All units of the group <Old
Group> currently in location <Location> are transferred to the group
<New Group> and adapt to the behavior of the <New Group>. You can
also enter 0 as a location to refer to the entire map.
"Transfer group <Group>
to player <Player>" enables you
to transfer units of a group to a player. (E.g. when neutral reinforcements are
sent onto the map and reach a certain location, they are transferred to the
player.)
"destroy units of group <Group> through gate
<Gate>" and
"destroy units in
location <n> through gate <Gate>"
are hardly ever used, but enable
you to "elegantly" dispose of units by sending them to a gate on the edge of the
map and having them disappear. (It will look like the units have left the map.)
This command is interrupted if the units are attacked or distracted en
route.
"Restore units ..." allows you to regenerate units. If you did not turn on
automatic reinforcements (see the "Groups"
section above), you can use this script action to restore units in certain
conditions.
The temporary container "Forces" is
used to transport units from one mission to the next. The units remaining at the
end of a mission are combined to create a force which will then reappear at the
beginning (or at some time during) the next mission. The units are restored by
turning the force into a group of reinforcements and having them appear on the
map.
The following actions
are used to control forces:
"Clear
<force n>"
empties the contents of the
specified forces group.
"Add all units
to <force n>", "add units of player <Player> to <force
n>", "add group <Group> to <force
n>" and "add units from location <Location> to <force
n>" enable you to add units to a force (all units,
all player units, all units of a certain group and all units in a specific
location).
"Put units from
<force n> into location <Location>"
and "put units from
<force n> and assign group <Group>"
allow you to immediately deploy
units in the force on the map. This only makes sense at the beginning of a
mission, as it would make little sense to have units appearing from out of
nowhere mid-mission. Using the second option is also useful, as a group's
importance may vary from one mission to another.
"Form
reinforcement of type <Reinforcement> from <force n>"
and "form reinforcement of type <Reinforcement> from <force n> and assign group <Group>"
allow you to replace units in
reinforcement slots with units of the force. You can later have these units
appear as reinforcements on the map using the script options for sending
reinforcements.
"Not", "and" and "or" are logical
operators used to combine conditions. You can also use brackets to determine the
order of conditions.
"Turn off this
trigger" is a vital action
used to disable a trigger. It should be placed at the end of every list of
actions, if you only want a trigger to be activated once during a
mission.
Q: The editor seems
extremely slow. What can I do about it?
A: The amount of RAM your computer has is very important
for the editor. It is unlikely that you will be able to run the editor on a PC
with 64 MB or less RAM. 128 MB or more is recommended.
Q: How can I copy mission source
files from one computer to another? Where are the files I have to
copy?
A: The map and source files of a mission are saved in the
"maps.src" subdirectory of the directory the game was installed to. Each map is
stored in a separate folder named "map.NNN", where NNN is the number of the map slot. Each mission is
stored in a folder named "map.NNN/mis.MMM", where NNN is the number of the map slot and MMM is the
mission slot on the map. All of these files in their various subdirectories are
used. (In other words, all of these files should be copied in order to copy a
mission.) The mission source file cannot be used without the map source file. If
the required map slot is already taken, you can copy the map to a different slot
and, if necessary, generate the directory (the same applies to
missions).
Q: Can I load Sudden
Strike maps in Sudden Strike II? Is there any way to convert them?
A: It is not possible at present. In theory, you can load
old maps in the editor, but the graphics have changed completely and hardly any
of the objects existing in Sudden Strike remain in Sudden Strike II. This will
create rather a mess of objects.
It may be possible in
a Sudden Strike II add-on, depending on whether or not it will incorporate old
Sudden Strike objects.
Q: Can I place units
on the maps of multiplayer missions?
A: Yes, you can do so as for any other mission. However,
since the number of players per multiplayer mission is unknown in advance and
the editor lets you modify only the first four out of 12
possible players in a multiplayer game, it only makes sense to place neutral
units, not units belonging to one particular player. These are units without
crews or passenger (or ammo crates). Normal units should be added as
reinforcements.
Q: Why can't I place
trains or ships on the map?
A: Trains and large ships are classed as "huge2 units .
Huge units cannot be placed on a map, but can only appear as reinforcements. In
other words, you should create a ship or train as a
reinforcement.
Q: I'm having
difficulties creating airfields with planes. The planes won't lift
off.
A: Check the
following:
·
Have you
created a territory?
·
Have you
created a hangar and a liftoff point within the territory (and a landing point,
so the plane can return to this airfield)? We recommend creating a rectangular
territory with a runway or two, each measuring at least 3 cells
across.
·
Do the
hangar and liftoff point have the same airfield number?
·
Has the
plane been placed at the hangar (the editor normally checks this for you, but
you never know ...)?
·
Is there
room for the plane to move from the hangar to the liftoff point? Remember a
plane takes up a space of 3x3 cells (no sub-cells!). If your runway is les than
3 cells wide, your plane will not be able to lift off.
Q: How can I view the
cell grid?
A: Press and hold the F3
key. This will display the grid and other useful information (e.g. on blocked
cells and other peculiarities).
Q: How can I position
units between buildings? I can't see a thing!
A: Press and hold the
F4 key. This hides all vertical map
features.
Q: How can I place a
plane inside the hangar when I can't even see it?
A: Press and hold the
F5 key. This will display the territory, hangar, and
everything else you need to be able to see.
Q: The editor crashed!
What happens now?
Q: I've found a bug in
the editor! What can I do about it?
A: Go to the game's website, look for the latest patches
and install them. If this does not solve your problem, send an e-mail to our
customer support. You will find the e-mail address included in the Sudden Strike
II packaging.
In your mail, please
include the following:
·
A
description of what you were doing when the editor crashed (or a description of
the bug and when it occurred).
·
The
information contained in the Windows message that pops up when the editor
crashes.
·
The map
and mission source files - not necessarily required, but
requested.
·
A
description of your computer's hardware and software configuration - also
requested.
Please do not contact us if you experience problems after
having modified the source code or game data, or if you have installed any
unofficial add-ons or mods. We will not be able to offer assistance in any of
these cases.
Q: I've place an
AI-controlled howitzer on the map, but it's not
firing!
A: Check the
following:
·
Has the
crew of the howitzer been assigned the behavior "Infantry - Crew
howitzer"?
·
Has
AI_LOC2 been defined as the group's target for howitzer
fire?
·
Is
AI_LOC2 in the howitzer's "dead zone" (unless it is a direct-firing
howitzer)?
·
Does the
howitzer have sufficient ammunition?
Q: I placed an AI-controlled gun or
howitzer on the map, but the crew always leaves it at the start of the mission.
Why?
A: Check on the behavior model. It should be set to
either "None" or "Infantry - Crew howitzer".
Q: Can actions be
undone?
A: No.
Q: Is it possible to
delete an automatically generated line of cliffs?
A: Only if you haven't reset the initial build path (if
you can still see the green polygon). Hold down the SHIFT
key and right-click or select the "Delete" option. If you have already reset the
path, you can only use the eraser or select the "Cliffs" option from the tool
tree and use the right mouse button to remove them.
Q: Can I design my own
new units?
A: This option is not
supported at present.
Q: Can I create my own
campaigns?
A: Yes. To create one
or more campaigns, proceed as follows:
·
Create
all mission you want the campaign to contain. Generate them as campaign
missions.
·
Delete
the maps and missions you do not require from the maps/campaign directory,
or
·
copy the
files of the required maps and missions to a different directory,
or
·
(simplest) delete all files in maps/campaign before
creating new missions.
·
Create a
text file named info.txt in the maps' and missions' directory. This file should
contain two lines for each campaign you create: The first is the campaign title,
the second contains two numbers separated by a blank space - the number of the
map and mission slots of the first mission in the campaign. The file should then
look as follows:
--- cut
---
My Russian Campaign
10 0
My German Campaign
20 0
--- cut
---
This defines two
campaigns, one beginning on map 10 with mission 0, the other on map 20, mission
0.
·
Compress
the maps' and missions' directory using the SUE tool. To do so, type in the
following text in the DOS prompt:
sue "c:\mycampaigns.sue" "c:\program files\Sudden Strike
II\maps\campaign\"
·
Change
the file extension to ".ssx" so
that it reads "mycampaigns.ssx".
·
You can
now distribute the file. To install it, copy the file to the "Maps/Addons" subdirectory of the game
directory.
Q: Can I adjust the
quality of the compressed JPEG tactical map?
A: Yes. Look for the following line in the edit3.ini
file: "TMJPEGQuality=90". Change the number 90 to any quality you want (between 0
and 100). Note that 90 is the optimum quality. It generates a near-perfect
picture, which is vital for a tactical map, as it contains several small
details. It also guarantees good compression. If you want to decrease the
quality to save memory, you can lower the value.