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- EBS User's Manual
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- Section 5
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- Tutorials and Hints
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- 5.1 Starting EBS for a Scenario . . . . . . . . . . . . . . . . . . . 3
- 5.1.1 Starting EBS from the Workbench . . . . . . . . . . . . . . 3
- 5.1.2 Starting EBS from the CLI . . . . . . . . . . . . . . . . . 3
- 5.1.3 Loading a Scenario when EBS is Running . . . . . . . . . . 3
- 5.1.4 Initiating a Scenario Manually . . . . . . . . . . . . . . 3
- 5.1.5 Setting up the Players . . . . . . . . . . . . . . . . . . 3
- 5.1.6 Commanding Units . . . . . . . . . . . . . . . . . . . . . 4
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- 5.2 Defining New Maps . . . . . . . . . . . . . . . . . . . . . . . . 6
- 5.2.1 Defining a Map from Scratch . . . . . . . . . . . . . . . . 6
- 5.2.2 Making a Composite Map . . . . . . . . . . . . . . . . . . 7
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- 5.3 Designing Scenarios . . . . . . . . . . . . . . . . . . . . . . . 8
- 5.3.1 The Scenario Setting . . . . . . . . . . . . . . . . . . . 8
- 5.3.2 Designing the Units . . . . . . . . . . . . . . . . . . . . 9
- 5.3.3 Players . . . . . . . . . . . . . . . . . . . . . . . . . . 10
- 5.3.4 Strategies . . . . . . . . . . . . . . . . . . . . . . . . 10
- 5.3.5 Testing your Scenario . . . . . . . . . . . . . . . . . . . 11
- 5.3.6 Saving your Scenario . . . . . . . . . . . . . . . . . . . 11
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- 5.4 Creating Startup Scripts . . . . . . . . . . . . . . . . . . . . . 11
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- 5.5 Configuring Menus . . . . . . . . . . . . . . . . . . . . . . . . 12
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- 5.1 Starting EBS for a Scenario
-
- There are three ways to initiate a scenario in EBS: double click on a
- scenario icon, start from the command line with the scenario name as an
- argument and load a scenario with EBS already started.
-
- 5.1.1 Starting EBS from the Workbench
-
- Starting EBS from the workbench is simple. Choose the scenario icon
- and double click on it. EBS will be launched with the scenario selected.
- If the scenario has been configured for automatic initiation, it will
- initiate player setup as the first action.
-
- 5.1.2 Starting EBS from the CLI
-
- EBS takes the name of the scenario as an argument, thus the command:
-
- ebs scenarioname
-
- launches EBS using the scenario named. Again, if the scenario is configured
- to initiate automatically, it will do so when it is loaded. There are three
- other types of filenames which can be provided as arguments to EBS, a map,
- an EBS unit file or a configuration file. Providing the appropriate
- extension for each one is all that's required to get the correct file type
- loaded.
-
- MAP: ebs mapname.emap
- UNIT: ebs unitname.ebs
- CONFIG: ebs configname.cfg
-
- 5.1.3 Loading a Scenario when EBS is Running
-
- When EBS is already running, the following steps will load a new
- scenario.
-
- 1. If there is anything loaded, select "Clear" from the main menu.
- 2. Select "Load" subitem "Scenario" from the main menu.
- 3. Select the name of the scenario you wish to run using the file
- requester.
-
- If the scenario is configured to start automatically, it will do so
- when it is finished loading.
-
- 5.1.4 Initiating a Scenario Manually
-
- If the scenario is not configured to start automatically, select
- "Options" from the main menu, then select the option "SCENARIO" from the
- options requester presented. The scenario will initiate, using the options
- selected under "Scenario" which is also on the main menu.
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- 5.1.5 Setting up the Players
-
- EBS maintains a list of players and the forces which they are
- commanding. When a scenario is initiated, it asks how many players there
- will be. Enter the number of players who will be entered. It will then ask
- for a player name and password for each of the players, using the EBS
- standard string requester. EBS will also request that each player confirm
- the password. Passwords are required for scenario play, but needn't be
- anything complex!
-
- Once the names and passwords of each player have been entered, EBS will
- present a list requester asking for the force to be commanded by each
- player. Since a player may command more than one force, it will continue to
- present the requester over and over until the user selects "CANCEL"
- indicating that all forces have been selected for that player. It will then
- proceed to the next player. When all players have been entered, it will
- again present the list requester, asking which force will be commanded
- first. It will open the player for that force automatically. Further
- changes in force commanded must be made using the "Open Player" option on
- the "Display" menu for the command window.
-
- During play, each time a unit comes up for commands, EBS will pause and
- print a list of the units which are ready to command for selection. The
- player can also list the units ready for command through the EBS script
- command, or can tell by checking whether any of the command gadgets are
- enabled in the command window.
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- 5.1.6 Commanding Units
-
- During execution of a scenario, EBS conducts movement and combat by the
- second, unless the TURNMINUTES option is selected from the Main Options
- requester. It refreshes the display of the current situation every time the
- number of seconds specified in "refreshinc" which may be set from the EBS
- Script language, or whenever the user is asked for decision making.
-
- Control of the program is handed to the user every time there are any
- human-commanded units which are ready to receive instructions. Make sure to
- command all units which are ready, because you will not be presented the
- opportunity until the next time that unit comes up for decision review. It
- is easy to determine if a unit is ready to command because the command
- window and the command options will be disabled for any unit not ready to
- command. You can review facts about these units, however. When the program
- prompts the user for commands, it will list in the information window, if
- that is open, all the units from all forces which are ready to command.
- This list does not include units which are retreating. Behavior of
- retreating units is controlled totally by EBS.
-
- Command of EBS units involves three elements: the unit's weapon and
- target choice, the unit's destination, and the movement characteristics.
- The most important part of this command phase is the movement definition. A
- unit will automatically attempt to return fire any time it receives any, but
- it will not move without destination commands unless it is forced to
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- retreat. If you want it to sit in one place and fire only when fired upon,
- leaving out the destination is alright.
-
- To set a target in EBS:
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- 1. Click on the unit you wish to command. If that unit is not in the
- force currently logged for command, it will not become listed in the current
- unit area of the command window. If the unit does not become current, it
- probably means you need to log yourself in as the current player and the
- force you wish to command. (Click on "FORC:" in the command window; select
- the name of the force you wish to command; then enter your password when the
- requester appears.
-
- 2. Once your unit is current, click on the unit you wish to target.
- Nothing about the display in the command window will change, but the
- available information about that unit should be displayed in the information
- window. You can click on other units until you are sure of your choice.
-
- 3. In the lower right hand area of the command window, click on the
- gadget marked "CTGT" for "Current Target." Each time you click on an enemy
- unit marker during your command phase, that unit becomes the current target.
- Clicking on "CTGT" sets the current target as the target of the current unit
- (listed in the current unit area of the command window). You can correct
- any errors by selecting a new current target, then clicking on "CTGT" again,
- or by using the "NEXT" and "PREV" gadgets in the command window. To clear
- the target for that unit, click on the "NONE" gadget. No target selection
- is final until you have begun execution of the next phase of combat.
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- 4. Go on to the next unit.
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- 5. Repeat until all your units have targets (if so desired).
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- Setting destinations is quite straightforward:
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- 1. Click on the unit you wish to command, making it the current unit.
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- 2. Click on the location to which you wish it to go.
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- 3. If there is a destination listed for that unit, click on the
- destination gadget (last line of the current unit area of the command
- window) twice, first to clear the destination, then to set the one you have
- chosen. If the line reads "No destination" click only once to set the
- destination you have chosen.
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- You can review your destination and target choices by selecting
- "Targets" and "Destinations" from the "Display" menu or by selecting
- SHOWDEST in the "CurrentMarker Options" requester and then clicking on each
- unit you wish to review.
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- The major movement characteristics must also be set. Speed is
- mandatory; all the others are optional. If you set a destination, but a
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- speed of zero, your unit will not move.
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- Setting Speed:
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- First Method:
- 1. Select the unit you wish to command.
- 2. Click on the "SPEED" gadget in the command window.
- 3. Enter the percentage of base speed you wish the unit to go as
- a percentage of base speed (100 = Normal; 200 = Rapid; 300 = Charge) in
- the command string gadget.
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- Second Method:
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- 1. Select a HQ unit as the current unit.
- 2. Choose "Set HQ Speed" from the "Commands" menu.
- 3. Enter the speed you wish that unit and all its subordinates to
- go in the string requester displayed.
- 4. The command window will display in its last two lines, "Unit
- unitname and subs, speed x." This confirms that the speed has been
- set.
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- The "Commands" menu will also allow you to instruct your unit to seek
- the terrain with the most cover, or terrain which permits the greatest
- speed. It will also allow you to choose a unit to transport the current
- unit.
-
- One further menu item you may wish to use is the "Target Chase" option
- on the "Commands" menu. If the current unit has a target selected, this
- instructs EBS to automatically chase that target, correcting course as
- necessary for its movement. If the object of your movement is not to get to
- a specific location, but to attack a particular unit, this is a good option.
-
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- 5.2 Defining New Maps
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- 5.2.1 Defining a Map from Scratch
-
- To define a new map, follow the following steps.
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- 1. Using the "Edit" option from the main menu, open the edit window.
- 2. If the window is not configured to edit maps (if the window is
- configured to edit maps, the word "Map" will appear in the title bar),
- select "Map" from the "Edit" menu of the edit window.
- 3. If there is a list of map definitions loaded, and one of these is
- similar to the one you wish to define, select that map for display in the
- edit window either by working through the list of maps with the "<" and the
- ">" gadgets or by using the list requester.
- 4. Select the "NEW" gadget in the edit window. If there is a map
- already selected in the window, its values will be copied into the new map
- definition as defaults and the name of the new map will be its name plus a
- "-1". If there was no map selected, such as when you are defining the first
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- map in the list, the name will be "Newmap."
- 5. If you wish the size of your map to be less than the full size of
- the screen (this is the first map defined), or different than the size of
- the previous map (you copied from a previous defualt), select the "GADGET
- SIZE" gadget in the lower portion of the edit window. The edit window will
- disappear, and you can select a portion of the visible screen for the
- boundaries of your map. Click in the upper left hand corner of the area you
- wish to define, drag the mouse to the lower right hand corner and click
- again. This defines the area.
- 6. Select the item 'MULTIPLE' from the list of elements of the map.
- Enter the number of centimeters in one of the units of measure you wish to
- use for the map. Then select the item 'UNIT' and type in the name of the
- unit. If you have defined any units of measure, you can simply select
- 'UNIT' and enter the name of one of those units.
- 7. Select the type of map you wish to have. Further instructions are
- separate by map type.
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- Tactical (T):
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- a. Enter the length and width of the map in the unit you wish your map
- to use (using the unit specified for the map if you have selected
- 'SCALED' from the edit menu or using centimeters otherwise.
-
- b. Click on the gadget marked "MAP SCALE" to initialize all the values
- for your map correctly.
-
- Square (S):
-
- a. Enter the length and width of the map in seconds of an arc.
- b. Click on the gadget marked "MAP SCALE" to initialize all the values
- of your map correctly.
-
- Orange Peel (O):
-
- a. Select the element 'SECTIONS' in the map edit window.
-
- b. Enter the number of sections you want your map divided into.
-
- 8. Select "LOAD RAW" to load the appropriate graphics file for the
- map, or use the internal drawing commands to create the graphics. I do not
- recommend drawing maps from scratch using the limited internal drawing
- commands. Any graphics program which can save its files in IFF format
- (fortunately a practically universal feature for Amiga drawing programs)
- will do for creating your graphics.
-
- 9. Make sure to save your map definition using the "Save Map" option
- from the main menu. The map definition is in a separate file with the
- extension ".emap".
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- 5.2.2 Making a Composite Map
-
- The "Reproject" option on EBS maps is a slow but powerful and flexible
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- procedure, which allows creation of new, smaller maps from larger ones. It
- can also take a number of smaller maps and create a larger composite map
- from them. For scenario designers, this feature, and in fact all non-
- tactical maps, merely provide some additional utilities for creating
- battlefield maps. For the role playing gamemaster, however, this feature
- can help create maps of larger areas based on local area maps.
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- To create a composite map:
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- 1. Define it as to type and size (see 5.2.1 above).
- 2. If you have a portion of the map drawn, or wish to draw the new map
- over a skeleton of the old one, make sure that the "IFF File" element of the
- map definition is set to the proper path and name. Maps of type 'O' should
- have a blank "form" map (provided with your EBS package) into which to draw
- the features of the smaller maps.
- 3. Load the source map.
- 4. Select "Reproject" from the "Edit" menu.
- 5. When the requester appears asking whether to clear first, click on
- the "No" button.
- 6. EBS will modify only those pixels of the target map for which it
- can get valid terrain data from the source map.
- 7. Repeat the above steps for all of the source maps.
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- 5.3 Designing Scenarios
-
- The most powerful feature of EBS is that it allows the user to design a
- wide array of scenarios by defining the building blocks and then combining
- them into complex scenarios. The following section will not work step by
- step through a single scenario, but rather will work through the process of
- creating a scenario, with suggestions along the way for how to speed some of
- the processes.
-
- 5.3.1 The Scenario Setting
-
- The first thing to be decided about a scenario is the setting and
- parameters. How many forces are involved, what type of terrain is used for
- the battle, and what are the general characteristics of the combat units.
- Knowing the overall characteristics of weapons can help decide the relative
- values for damage done by weapons and for the points of damage which each
- member of the various units can take.
-
- A normal battle will have two sides. EBS does not assume that its
- battles will be normal, so it allows for 32 sides or forces. (See section
- 4.1 concerning forces for a discussion of use of forces to develop more
- complex strategies.) Each force must then consist of one or more units
- which employ strategies to bring their units into contact with the enemy
- under advantageous circumstances or to enable their units to occupy an
- objective. These units then use tactics to engage the enemy, either to
- destroy him or to prevent him from dislodging them from their objective.
- Thus, of the modules that EBS makes available, at a minimum you will need
- the following to create a scenario:
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- 2 Forces
- Strategies (10 predefined, you may need more)
- Minimum 1 unit for each force
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- You may be thinking that tactics modules are also necessary. They are
- not, though if you wish your units to do anything creative, you should have
- them. (See section 4.6 Tactics for a further discussion of tactics.) You
- can theoretically leave off the strategy module as well, but I do not
- recommend this. If there is no strategy module, all units head straight for
- the other side of the map, to the sector exactly opposite, and attack all
- units they approach head on. The EBS default battle consists of the order:
- "Advance in a straight line until you spot an enemy unit, then frontally
- attack that unit until one of you is dead." Since a unit without a tactics
- module has infinite morale, there will be no retreat either.
-
- Of course, having just one unit per force could be somewhat boring,
- depending on the terrain, though with a complex map and a good tactics
- script it could have its high points. In actuality you will probably want
- multiple units with a defined chain of command. I will discuss the way to
- establish a chain of command below, but note that a chain of command is very
- important in a scenario. Units share information with other members of
- their force during battle. To conduct an attack, a unit requires LOS, but
- to approach the area of an unspotted enemy, that unit only needs to know
- about the enemy unit. The way this information is shared is through the
- chain of command. If the link in the chain is broken, the information
- cannot be shared. Thus, in terms of strategy, one can include an
- intentional plan to attack headquarters units and links in the chain to
- break up the coherence of the enemy's attack.
-
- All aspects of force design are discussed under section 4.1, The Force.
- The only additional factor to note here is that if you have two forces, they
- should each be set as the other's enemy or fanatical enemy; otherwise, you
- will have no action at all.
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- 5.3.2 Designing the Units
-
- Let's take as an example two forces which consist of artillery, cavalry
- and infantry. For this example, we will assume that all infantry units are
- created equal, though you could subdivide each of these forces into various
- qualities, such as elite infantry, normal infantry, and local militia. The
- following steps will establish a force of units:
-
- 1. Design one example of each unit type (infantry, cavalry,
- artillery).
- 2. Set the number of unit members in each of these units to the total
- number of members of that type, thus a force containing 10,000 infantry,
- 4,000 cavalry and 25 artillery pieces should have starting units with those
- numbers of members. Note that the "Manning" element of the unit module for
- an artillery unit should be the number of guns, not the number of persons,
- as EBS will conduct one attack for each member of the unit. Take this fact
- into consideration also when giving damage values to the members of such a
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- unit--the damage values should be what is required to put the gun crew out
- of action, not what would be required to kill all members of the crew.
- 3. Decide on the size of the headquarters unit for each element, and
- the size of the individual units, such as artillery batteries you wish to
- have on the field.
- 4. With the edit window open and activated, select "Subdivide Unit."
- 5. In the first string requester presented, enter the size of the HQ
- for this group of units. If they will not all be subordinate to a single
- headquarters, you can make this the size of one of the subdivided units.
- 6. In the second string requester, enter the number of pixels you want
- to separate each unit newly created. This value should make it be
- convenient for you to select the units and move them to their final
- placement.
- 7. In the third requester, enter the number of units, excluding the
- headquarters unit, into which you wish this single large unit divided. EBS
- will subtract the HQ size from the total number and create a headquarters,
- then it will divide the remainder by the number of units provided, and
- create that many subordinate units.
- 8. If you wish, you can now subodivide each subordinate unit again,
- creating a longer chain of command.
- 9. When all units have been divided, or at any intermediate phase when
- the screen appears that it might become too cluttered to work conveniently
- with the unit markers, move the units into their proper placement on the
- map.
- 10. You can view the chain of command organization using the "Chain of
- Command" option from the "Display" menu under the command window.
- 11. For any units which do not properly fit into the chain of command
- in this fashion, you can set the "Superior" element directly using the edit
- window. The "Subdivide Unit" menu option only allows automatic setting up
- of a pyramid type chain of command. You might, for example, not want to
- have a commander of infantry, commander of artillery and a commander of
- cavalry with subordinate units. Instead you might wish to establish a
- number of mixed units consisting of a couple of companies of infantry, one
- of cavalry and a supporting artillery battery. EBS can do this, but only
- through direct setting of the "Superior" element in each unit as
- appropriate. "Subdivide Unit" requires that all subelements of a single
- entity be of the same type. Also, if you want an overall headquarters,
- required if you wish a light cavalry unit conducting reconnaissance to be
- able to notify the infantry of enemy locations, you will need to define
- that, and set the highest headquarters established for each group of units
- to have that HQ as a superior.
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- Further notes on unit design are in Section 4.2, The Unit.
-
- 5.3.3 Players
-
- The design of players is simple. There should be one player module for
- every force which may be played by a human. Label these with something
- unique and boring, such as "Player1" or "Player2", etc. During the player
- setup phase of scenario execution, these labels will be exchanged for the
- names of the players using your scenario.
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- 5.3.4 Strategies
-
- There are two things to check concerning strategies: first, are the
- internal strategies adequate for your scenario, and second, do you wish to
- force choice of a specific strategy.
-
- If the first item is true, and Boring_Check(YourScenario) returns
- FALSE, then you need define no strategies. However, if you need some new
- ones, define them. If you want these to be in addition to the predefined
- ones, have their choice scripts return values from 0 to 100; if you want
- them to totally supercede the predefined modules, have them return values
- 100 and greater. The strategy for which the choice script returns the
- highest number becomes the strategy for the force. The internal strategies
- are intended as minimal examples, not as definitive.
-
- If you wish to allow choices of various strategies at a later stage of
- the game, but wish to start with a specific strategy, enter that strategy
- into the force using the edit window. That strategy will be used until the
- first strategy review phase.
-
- 5.3.5 Testing your Scenario
-
- EBS provides two modes for scenario execution, locked and unlocked.
- The locked mode is for preventing gratuitous and simple cheating during
- games, while unlocked is intended for testing. The unlocked mode allows
- changes to be made to modules during the course of play for purposes of
- testing various options. You can also test in completely non-scenario mode,
- requiring you to execute combat by the second, or whatever turn increment
- (in seconds) you have set. Usually testing should be done with the non-
- scenario mode first, as it gives you more regular ability to check on the
- status of your units. Following this you can polish your scenario using the
- unlocked mode to get a player's eye view of the scenario without giving up
- the ability to look directly at the unit values rather than those filtered
- through the unit's intelligence numbers.
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- 5.3.6 Saving your Scenario
-
- Once you have tested your scenario, you can decide whether to save it
- for play in unlocked or locked mode. If you wish to save it as a locked
- scenario, select "LOCKED" using the scenario options requester, and also
- select "INITIATEONLOAD" to prevent playing with the numbers in your scenario
- prior to scenario initiation.
-
- You can also save the scenario as an open scenario. I don't see giving
- the players a choice as to how they wish to treat the scenario as a
- disadvantage. The major problem with this method is that a beginning player
- has to study the documentation enough to know how to initiate the scenario.
- However, one also needs to study it to know how to command units!
-
- It is not difficult to cheat EBS. I assume that anyone interested
- enough in this kind of gaming to take the effort to learn to use this
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- program has their own motivation for working with it, and knows what they
- want to get out of it. Because of this, I tried only to prevent accidental
- cheating, so that a player trying to test his or her skill is not presented
- with unwanted information.
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- 5.4 Creating Startup Scripts
-
- When EBS starts it will automatically execute any script in the "REXX:"
- directory which has the name "startup.ebs". This allows full configuration
- options to the user, including menus, windows and creation of default
- modules of various types.
-
- In addition, EBS will pass on to the startup script the full argument
- list which was passed to it via the command line. These arguments may thus
- be used in the startup script.
-
- Two sample startup scripts are included in the official release package
- of EBS, one for those with AREXX, and one for those without. The second
- version should be located in "EBSSCRIPT:" and will be loaded through the
- command loading option as part of an EBS unit file.
-
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- 5.5 Configuring Menus
-
- EBS menus may be configured using the 'menu' commands. These commands
- are quite straightforward and example code is available in the sample
- startup scripts provided with the EBS package.
-
- There are some things to remember, however.
-
- 1. If the menu option you are adding needs to be available during
- scenario execution, add it to the 'COMMAND' menu. All other menus are
- diabled during a 'locked' scenario's execution. Conversely, if you want it
- unavailable during locked scenario execution, put it on one of the other
- menus. All menus other than the 'COMMAND' menu are disabled for scenarios.
-
- 2. Logically positioning menu options within menus likely to be open
- during related activities will make your configuration of EBS more usable.
- The 'MAIN' menu is designed to include basic configuration, map reading and
- drawing functions. The 'MARKERS' menu is designed for editing aspects of
- markers and associated modules. (In several cases this menu duplicates
- commands available elsewhere in order to make them more easily available
- while the user is working with the marker window.) The 'EDIT' menu is
- intended for module editing commands.
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- 3. Hot keys can be reused for each menu separately, but beware of
- confusion. It is not always easy to remember just which menu is active.
- Using a command key to delete an object on one menu and to create one on
- another could result in a few disasters.
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- 4. In using EBS script commands in the menus, include the 'QUERY'
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- option whenever applicable, such as when deleting modules. This prevents
- accidental deletion. Of course, if you are one of those perfect people who
- never starts to delete something by mistake, you can avoid the annoying
- requesters asking whether you really wanted to do something by leaving this
- option off.
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