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PC Gamer (Italian) 28
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PC Gamer IT CD 28 1-2.iso
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SMGDEMO
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smgdemo.exe
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tutor01.txt
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1997-09-15
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@START
;pointer c a311
POPUP POPSTART1
;event button 0, start2
event button 1, do_qwhere
event button 2, do_movetips1
event button 3, do_qfight
event unit f, enters 12,64,1,10, do_woods
event unit e, sited, do_enemysighted
event unit f, fires, do_shotfired
event vpsitecontend, do_sitecontention
EVENT UNIT f, RETREATS, DO_FRETREAT1
EVENT UNIT f, ROUTS, DO_FROUT1
event unit e, retreats, do_eretreat1
EVENT UNIT e, ROUTS, DO_EROUT1
EVENT VPSITE G, c, DO_CTAKES
@start2
POPUP POPSTART1
;event button 0, do_start2
event button 1, do_qwhere
event button 2, do_movetips1
event button 3, do_qfight
@POPSTART1
@button = THE CROSSING
@button = MOVING
@button = FIGHTING
@width = 440
@x=20
@y=-100
Union troops are lurking in the woods by Sach's Crossing. Use Pettigrew's brigade
to secure Sach's Crossing and hold it against any advancing Union troops.
Click on any button below for more on that topic.
@do_qwhere
relocmap 11,65
pointernr 662,290
popup popqwhere
event button 0, do_contqwhere
@popqwhere
@width=440
@x=20
@y=-100
Sach's Crossing lies in the woods to the east. It is an Objective Site worth
500 Victory Points to whichever side holds it at the scenario's end.
@do_contqwhere
relocmap return
event time 0,start2
@do_qmove
popup popmove1
event button 0, start2
event button 1, do_movetips1
@popmove1
@button=BRIGADE MOVEMENT
@width=440
@x=20
@y=-100
Select the force you want to move and drag the mouse to its destination.
Regiments can be moved individually, or moved as a group with their commander.
@do_movetips1
popup popmovetips1
event button 4, start2
event button 1, do_movetips2
event button 2, do_movetips4
event button 3, do_movetips5
@popmovetips1
@button=MOVE FAST
@button=DON'T STOP
@button=OBLIQUE
@button=OK
@width=440
@x=20
@y=-100
Move a brigade by selecting the brigade commander, moving him to a new
location, and issuing a formation order such as Battle. To automatically
select a commander, hold down the Control key while clicking any regiment
in the brigade.
@do_movetips2
popup popmovetips2
event button 0, do_movetips1
@popmovetips2
@width=440
@x=20
@y=-100
Issuing the Maneuver command and then the Battle command will order
the men to form fast moving columns on the march to their destination,
where they will then form the Battle line.
^
^Pressing the 'Q' key while a unit is selected will order the men to
move at the double quick, which increases stress but results in
faster movement. Double-quick columns are the fastest formation
available.
@do_movetips4
popup popmovetips4
event button 0, do_movetips1
@popmovetips4
@width=440
@x=20
@y=-100
Pressing the 'G' key while a unit is selected will order the men to keep
moving and not stop to fight, even when under fire.
@do_movetips5
popup popmovetips5
event button 0, do_movetips1
@popmovetips5
@width=440
@x=20
@y=-100
Pressing the 'O' key while a unit is selected will order the men to move
without changing facing.
@do_enemysighted
pointer lastunit
popup popenemysighted
event button 0, start2
@popenemysighted
@width=440
@x=20
@y=-100
You have just spotted enemy troops. You can only see troops on the battlefield
that are within your line of sight; generals and artillery see the farthest.
@do_shotfired
pointernr lastunit
selectlastunit
popup popshotfired
event button 0, start2
event button 1, do_shottips1
@popshotfired
@button=FLANKING FIRE
@width=440
@x=20
@y=-100
Your men have engaged the enemy. Regiments in line formation will automatically turn to
engage any enemy within range. Black lines indicate what your men are firing at; red
lines indicate fire is being received.
@do_shottips1
popup popshottips1
event button 0, start2
@popshottips1
@width=440
@x=20
@y=-100
You can most effectively attack an enemy by hitting it from the flank. This
requires at least two regiments, since the enemy will turn to meet a single
attack head-on. Hitting an enemy from the flank means firing into its sides
or rear, where it is most vulnerable.
@done
@do_sitecontention
popup popsitecontention
@popsitecontention
@width=440
@x=20
@y=-100
You are approaching Sach's Crossing, throwing it into contention. If you and the
enemy have been trading fire for awhile, now might be a good time to Charge with some
of your regiments and drive the enemy away.
@do_contqmove
popup popstart1
@do_qfight
popup popqfight
event button 4, start2
event button 1, do_flank
event button 2, do_charge
event button 3, do_morale
@popqfight
@button = FLANKING
@button = CHARGING
@button=MORALE
@button=OK
@width=440
@x=20
@y=-100
When a regiment comes in range of the enemy, they begin firing automatically.
The fight continues until one or the other routs, retreats, or moves elsewhere.
@do_flank
popup popflank
event button 0, do_qfight
@popflank
@width=440
@x=20
@y=-100
Flanking fire is fire directed into the side of a regiment. Flanking fire
inflicts much more damage than fire from the front, and will cause a regiment
to rout much faster.
@do_charge
popup popcharge
event button 0, do_qfight
@popcharge
@width=440
@x=20
@y=-100
When a regiment is engaged and the commander is nearby, you can issue the
Charge order. Your regiment will run forward and try to drive the enemy away.
This order is best used against an already weakened enemy.
@DO_WOODS
pointernr lastunit
POPUP POP_WOODS
event button 0, start2
@POP_WOODS
@width=440
@x=20
@y=-100
You have entered the woods. Woods are covered terrain that lessen damage to your
troops and make them harder for the enemy to see, but also slow movement. Other
types of covered terrain include orchards, rocks and boulders.
@done
@DO_FRETREAT1
pointer lastunit
POPUP POP_FRETREAT
event button 4, start2
event button 1, do_stressfre
event button 2, do_moralefre
event button 3, do_rallyfre
@do_fretreat
POPUP POP_FRETREAT
event button 4, start2
event button 1, do_stressfre
event button 2, do_moralefre
event button 3, do_rallyfre
@POP_FRETREAT
@button = STRESS
@button = MORALE
@button = RALLYING
@button=OK
@width=440
@x=20
@y=-100
One of your regiments has taken a lot of stress over a short period of time and
is retreating.
@DO_FROUT1
pointernr lastunit
POPUP POP_FROUT
event button 4, start2
event button 1, do_stressfro
event button 2, do_moralefro
event button 3, do_rallyfro
@do_frout
POPUP POP_FROUT
event button 4, start2
event button 1, do_stressfro
event button 2, do_moralefro
event button 3, do_rallyfro
@POP_FROUT
@button = STRESS
@button = MORALE
@button = RALLYING
@button=OK
@width = 440
@x=20
@y=-100
One of your units has routed because the battle stress inflicted by the enemy
has overwhelmed the unit's morale bar.
@DO_ERETREAT1
pointernr lastunit
POPUP POP_ERETREAT
event button 4, start2
event button 1, do_stressere
event button 2, do_moraleere
event button 3, do_rallyere
@do_eretreat
POPUP POP_ERETREAT
event button 4, start2
event button 1, do_stressere
event button 2, do_moraleere
event button 3, do_rallyere
@POP_ERETREAT
@button = STRESS
@button = MORALE
@button = RALLYING
@button=OK
@width=440
@x=20
@y=-100
One of the enemy regiments has taken a lot of stress over a short period of time and
is retreating.
@DO_EROUT1
pointernr lastunit
POPUP POP_EROUT
event button 4, start2
event button 1, do_stressero
event button 2, do_moraleero
event button 3, do_rallyero
@DO_EROUT
POPUP POP_EROUT
event button 4, start2
event button 1, do_stressero
event button 2, do_moraleero
event button 3, do_rallyero
@POP_EROUT
@button = STRESS
@button = MORALE
@button = RALLYING
@button=OK
@width=440
@x=20
@y=-100
You have routed an enemy unit. The enemy now flees the battle, and must rally in
safety before returning.
@do_stressfre
event button 0, do_fretreat
popup popstressf
@do_stressfro
event button 0, do_frout
popup popstressf
@do_stressere
event button 0, do_eretreat
popup popstresse
@do_stressero
event button 0, do_erout
popup popstresse
@popstressf
@width = 440
@x=20
@y=-100
Stress is caused by enemy fire, movement as skirmishers, and double quick movement.
Stress is shown as a red bar that fills the morale bar. When stress increases too
quickly or fills the morale bar, the unit will retreat or rout.
@popstresse
@width = 440
@x=20
@y=-100
Stress is caused by enemy fire, movement as skirmishers, and double quick movement.
When enough stress is inflicted on an enemy unit, it will retreat or rout, fleeing
the battle.
@do_rallyfre
event button 0, do_fretreat
popup poprally
@do_rallyfro
event button 0, do_frout
popup poprally
@do_rallyere
event button 0, do_eretreat
popup poprally
@do_rallyero
event button 0, do_erout
popup poprally
@poprally
@width = 440
@x=20
@y=-100
When a unit has retreated or routed it can be rallied by letting it remain away from
the fighting. Troops will rally faster if there is a commander nearby. Rallying lowers
the unit's stress so it can fight again.
@do_moralefre
event button 0, do_fretreat
popup popmoralef
@do_moralefro
event button 0, do_frout
popup popmoralef
@do_moraleere
event button 0, do_eretreat
popup popmoralee
@do_moraleero
event button 0, do_erout
popup popmoralee
@do_morale
popup popmoralef
event button 0, do_qfight
@popmoralef
@width=440
@x=20
@y=-100
A regiment's ability to stand and fight is determined by the length of the
morale bar at the bottom of the screen. A longer morale bar means the unit
can withstand more stress. See the Info menu for more information on morale.
@popmoralee
@width=440
@x=20
@y=-100
A regiment's ability to stand and fight is determined by its morale (for
friendly regiments, the morale is shown in the morale bar at the bottom of
the screen). Higher morale means the unit can withstand more stress.
See the Info menu for more information on morale.
@DO_CTAKES
relocmap 13,65
pointernr 450,290
POPUP POP_CTAKES
event button 0, start2
@POP_CTAKES
@width=440
@x=20
@y=-100
You have taken Sach's Crossing, gaining 500 points. You should now protect
the site from the enemy until the end of the scenario by using your commander to
form a strong Battle line. The scenario will end at 11:00 am. However, if a victory
point changes hands late in the scenario, the scenario ending time will be extended.
@