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- Energion Battle System
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- Section 2
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- User Interface
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- 2.1 Main Window and Menu . . . . . . . . . . . . . . . . . . . . . 3
- 2.1.1 The Mouse Pointer . . . . . . . . . . . . . . . . . . . . . 3
- 2.1.2 The Title Bar . . . . . . . . . . . . . . . . . . . . . . . 3
- 2.1.3 Map Menus . . . . . . . . . . . . . . . . . . . . . . . . . 4
- 1) Main . . . . . . . . . . . . . . . . . . . . . . . . 4
- 2) Config - EBS configuration items. . . . . . . . . . . 8
- 3) Draw . . . . . . . . . . . . . . . . . . . . . . . . 9
- 4) Moves/View . . . . . . . . . . . . . . . . . . . . . 10
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- 2.2 Edit Window and Menus . . . . . . . . . . . . . . . . . . . . 11
- 2.2.1 Title Bar and Gadgets . . . . . . . . . . . . . . . . . . . 11
- 2.2.2 Edit Menus . . . . . . . . . . . . . . . . . . . . . . . . . 14
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- 2.3 The Marker Window and Menus . . . . . . . . . . . . . . . . . 15
- 2.3.1 The Title Bar . . . . . . . . . . . . . . . . . . . . . . . 15
- 2.3.2 Marker Window Gadgets . . . . . . . . . . . . . . . . . . . 15
- 2.3.3 Marker Window Menus . . . . . . . . . . . . . . . . . . . . 17
- 1) Set Menu . . . . . . . . . . . . . . . . . . . . . . 17
- 2) Edit . . . . . . . . . . . . . . . . . . . . . . . . 18
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- 2.4 Command Window . . . . . . . . . . . . . . . . . . . . . . . 18
- 2.4.1 Title Bar . . . . . . . . . . . . . . . . . . . . . . . . . 18
- 2.4.2 Command Window Gadgets . . . . . . . . . . . . . . . . . . 18
- 2.4.3 Command Window Menus . . . . . . . . . . . . . . . . . . . 21
- 1) Display . . . . . . . . . . . . . . . . . . . . . . 21
- 2) Commands . . . . . . . . . . . . . . . . . . . . . . 22
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- 2.5 Image Edit Window . . . . . . . . . . . . . . . . . . . . . . 23
- 2.5.1 The title bar always reads "Edit Images." . . . . . . . . . 23
- 2.5.2 Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . . 23
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- 2.6 Time Window . . . . . . . . . . . . . . . . . . . . . . . . . 23
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- 2.7 Count Window . . . . . . . . . . . . . . . . . . . . . . . . 24
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- 2
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- 2 - Menus
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- The EBS user interface consists of a series of windows, four of which
- have associated menu strips, each of which may be extended with
- user-configureable menus and items. The following discussion proceeds by
- window, with the windows having associated menus first.
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- 2.1 Main Window and Menu
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- The main window contains the current display of the map, filtered
- through zooms with objects and markers. When in draw mode, this is the
- window into which the user may draw.
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- 2.1.1 The Mouse Pointer
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- Whenever there is a map loaded, the user may click anywhere on that map
- and get a readout of the location in the title bar. Aspects of this readout
- may be modified by various menu items discussed below.
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- When the pointer is displayed in the main window it is a crosshair
- designed to allow careful selection of the individual pixel concerning which
- information is desired. Whenever one clicks the left mouse button on a
- marker, the location returned is the location of the marker vice that of the
- exact pixel position. The only way to get at a pixel position under the
- image of a marker is to turn that marker off before trying to point at the
- location.
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- The mouse pointer must be distinguished from the two remote pointers,
- so named because they can be addressed from another machine, which execute
- mouse-click-like actions through EBS script commands. The first remote
- pointer (called REM1 in scripts) also has the function of pointing at items
- when information is being accessed through windows. The second remote
- pointer (called REM2 in scripts) is the pointer automatically locked when
- another machine is addressed. (See the section concerning and using EBS on
- multiple machines).
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- 2.1.2 The Title Bar
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- The title bar serves as a source of information in abbreviated form.
- The InfoWindow, which is EBS's normal means of delivering information may be
- turned on or off. If it is off, information which would be presented in
- full in that window will be presented partially in the title bar.
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- 1) Error messages. Normally EBS error messages are presented as a
- number followed by a text string. If there is an error while the InfoWindow
- is disabled, the number alone will be printed in the title bar, and the
- screen will be flashed as usual. The errors may be accessed through the
- list provided in this manual. The same section also lists the error number
- groupings. An error number tells which subsystem of EBS generated the error
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- as well as the specific error. For example, the 500 block of errors relate
- to markers and marker editing, whereas error 501 means "No marker currently
- defined" and is generated by attempting to access a marker when there is
- none to access.
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- 2) Terrain information. This information will include all terrains in
- the pattern and the resulting values for cover and altitude. The title bar
- will simply present a list of terrain names.
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- 3) Location and Distance. The possible values for this are listed
- under the menu options for distance. All distance and location information
- is displayed in the title bar (as long as it will fit) whether the
- InfoWindow is open or not.
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- 4) Marker data. Information on the current marker displayed in the
- title bar is limited to the location and label of the marker selected.
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- 5) Window title. Prior to selection of any marker or pixel location,
- the title bar will contain the title "Energion Battle System v1.00."
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- 2.1.3 Map Menus
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- 1) Main - This menu is part of all menu strips so that its items may be
- addressed at any time. It contains the various windows which may be opened
- or closed, draw mode information, files, turn execution and the all
- important 'quit' command. (You have to sleep some time after all!)
-
- a) Load - brings up the file requester to allow selection of a file
- to load. There are three subitems:
- 1) Map - an EBS map file (.emap).
- 2) Units - an EBS unit file (.ebs).
- 3) Config - a configuration file (.cfg).
- 4) Scenario - a scenario file (.escn).
- Files are selected by either double-clicking on the file name listed,
- or single clicking to place the name in the requester in the lower portion
- of the file requester and clicking on the "OK" gadget. The "CANCEL" gadget
- returns without loading any file. The string requester in the upper portion
- of the file requester is used to select directories, which may also be
- selected by double-clicking on the name of the directory.
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- b) Save - save an EBS file, the first four selections and the file
- requester used are identical to those used for "Load." When saving a
- scenario file, one need not necessarily save all of the subordinate files.
- A scenario file contains a limited number of definitions and the names of
- the unit, configuration and map files associated with it. EBS will present
- a requester for each file. If you select "Cancel" EBS will save "None" as
- the filename for that file, and continue with the save. This is useful if
- you wish to save a configuration file with a map, but not make a complete
- scenario. You can then start EBS using 'EBS mapname.escn' and EBS will load
- first the configuration file, then the map file. If you wish to include the
- specific filename in the scenario file, select OK with the appropriate name
- selected. If that file already exists, a requester will appear in the upper
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- left hand corner asking you whether you wish to replace the file. If you
- answer 'YES' the data currently in EBS will be saved over the file on disk.
- If you answer 'NO' the old file will remain unchanged, but the correct file
- name will be save in the scenario file. Thus, if you have a full set of
- files defined and saved, and merely want to group them as a scenario, you
- select their filenames, then answer 'NO' to the overwrite requester. This
- is particularly useful with configuration files, which are likely to be
- usable by multiple scenarios, and need not be constantly overwritten.
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- In addition, 'Save' includes an option 'Display'. This option saves
- the current screen display, including all markers, exactly as shown. This
- differs from the "Save IFF" option on the map edit window which saves only
- the background map.
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- c) Refresh Map - If the map window is trashed by various means, such
- as drawing chains of command, or use of the various drawing commands, this
- will completely redraw the display from the base map maintained by EBS. If
- you are using draw functions, this command should be used before the "Copy"
- command (see below) if you wish to wipe out current work and return to the
- start map, or after a copy if you wish to restore markers and objects to a
- map after adding some new features.
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- d) Edit Window - opens the edit window using the last module type
- and item, if possible. The edit window may be left open as desired, and the
- module it is set to edit may be selected from the 'Edit' submenu for that
- window.
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- e) Markers Window - opens the markers display and edit window. This
- may also be left open as desired.
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- f) Command - opens the command window and activates the command menu
- strip. This window is the only one which may be used during "LOCKED"
- scenario execution.
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- g) Draw - turns on drawing functions. This item will be checked
- when drawing functions are. It is a toggled command; selecting it again
- turns it off. This must be on whenever you wish to use drawing functions.
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- h) Execute Turn - execute the current 'TurnInc' number of seconds of
- combat.
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- i) Movement - forces the coordinate readout to follow all mouse
- moves. This is automatically set by the freehand drawing functions. This
- is also a toggle.
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- j) Clear - clear out all modules and maps, begin new editing
- procedure. If there are unsaved modules, a requester will appear asking
- whether you really wish to trash out all your work.
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- k) Options - the options requester, giving the following
- configuration options.
- 1) CHECKLOS - If this option is not selected, lines of sight will
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- be automatically good. This speeds up execution somewhat, and there may be
- some scenarios in which lines of sight are irrelevant or even inappropriate.
- 2) PRIMARYSYSTEM - for multi-machine use. In EBS v1.0 this is an
- option used only by scripts.
- 3) INFOWINDOW - Open the information window to display system
- responses and information.
- 4) TIMEWINDOW - Display the current scenario time in the time
- window.
- 5) COUNTWINDOW - Display the current SubCounter time in the count
- window. The SubCounter is further discussed in the script language.
- 6) FILTERSELECT - Allows the user to select sectors on a map for
- obscurement by clicking in the sector. Selections are toggled, i.e.
- clicking again in the same sector turns the obscurement off.
- 7) FILTERON - Display the map with the filter on.
- 8) MARKSECTORS - Mark the sector boundaries and numbers.
- 9) MARKZONES - Mark the zone boundaries and numbers.
- 10) DOICONS - Save Icons with the EBS files.
- 11) COURSEPLOTTING - Attempt to plot a course for units around
- impassable terrain. This slows the program down somewhat. If you are
- having difficulties with speed, place no impassable terrain on the map, and
- deselect this option.
- 12) POINTERS - Move the remote pointers to point at the current
- attacker and the current target. The attacker will be shown by the REM1
- pointer and the target by the REM2.
- 13) MARKERTOFRONT - Move the current marker to the front of the
- display. If this is not selected, the current marker will be moved to the
- back to reveal other stacked or partially stacked markers.
- 14) A2090SAVE - Sends EBS screen to the back of the pile while
- saving files, which is useful for a 2090 hard drive controller when using
- HIRES 16 color screens.
- 15) TURNMINUTES - EBS uses seconds to resolve combat. This is due
- to its original purpose as a gamemaster aid for role playing games. If you
- wish you can change this value to minutes. There are two effects: first,
- the TimeWindow display will read in days, hours and minutes vice the usual
- hours, minutes and seconds and second, any modules defined in seconds will
- appear to be very slow. Make sure you have defined base movement rates and
- decision review rates in the time unit you are using for your scenario. It
- is especially important to change decision review times. For example, if a
- squad of riflemen is designed to recheck targets every 5 seconds, and that
- value is changed through this option to mean every 5 minutes there would be
- a problem.
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- k) Scenario - Allows the selection of the following options for
- scenarios:
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- 1) LOCKED - run the scenario with users locked into legal
- commands only.
- 2) FORCES - command is exercised by selecting strategies for
- forces, rather than specific actions for units.
- 3) UNITS - command is exercised by selecting specific
- destinations and targets for units.
- 4) VERBOSE - Normally, EBS only notifies the user about attacks
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- and results. Verbose mode is mostly useful for scenario design. It gives
- the reason for all failed attacks, even if that is only out of range.
- Combined with HISTORYFILE, with 't:' assigned to the ram disk, it is also
- costly in memory terms.
- 5) PHASES - Provides messages in the response area of the command
- window indicating execution phases of EBS turns. If seconds/rounds are
- going slowly, this helps give an indication of progress. Normally, it just
- consumes processor time, however.
- 6) ZOOMTOBATTLES - This is a major system slowdown, which zooms
- the map in on each pair of units engaged in combat as they fight. It gives
- a much more detailed view of the battle, but takes up a great deal of time.
- 7) HISTORYFILE - maintains a history of messages, including
- combat results. It gives the normal combat messages, and all the messages
- included in the verbose mode.
- 8) STOPAFTERBATTLE - EBS pauses after each battle and awaits a
- mouse click in the Information Window. If the Information Window is not
- selected, this option will not function.
- 9) INITIATEONLOAD - EBS will automatically initiate the scenario
- setup when it is started, preventing any editing before play.
- 10) POINTOFVIEW - This should normally be selected. It presents
- to the player only those units which he can see from the point of view of
- the currently selected attacker. Markers will be present for those known
- about, and EBS draws a circle around any unit to which the selected attacker
- has a line of sight. This can slow down map redisplay after a new unit is
- selected.
- 11) EXACTMOVE - This is a slowdown option, though it may
- occasionally useful. Normally EBS only checks alternate pixels when
- calculating routes for movement. When this is selected, it will check every
- pixel on the route. For any but the most complicated maps, you need not
- select this option. Movement calculation is significantly slowed, but EBS
- may find passage through some narrow gaps which the normal mode might miss.
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- l) About - Information on EBS Copyright, address for ordering, phone
- number of the support BBS and your registration number if this is a
- registered copy.
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- m) Quit - Exit EBS (after hours of fun).
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- 2) Config - EBS configuration items.
- a) InfoWindow - enable or disable the information window displays.
- The information window displays marker data, locations in detail, error
- messages and unit status reports as well as terrain readouts. When it is
- disabled, abbreviated forms of these messages are displayed in the title
- bar.
- b) TimeWindow - display current time readouts in a time window.
- This window displays current EBS time, elapsed time and subcounter time if
- there is one. Time is displayed in hours, minutes and seconds. The time
- displayed here is EBS scenario time, not real time.
- c) CountWindow - display the current subcounter time in seconds in
- the configured large font. The large font is set by default to ///***///
- but you can use the 'set largefont' command to reset the value. A window
- of the appropriate size is opened, and the seconds value only displayed in
- the specified font.
- d) Scenario - Sets scenario mode on. This is turned off by
- finishing, or by quitting from a scenario.
- e) Distance Mode - EBS may display the distance between the last two
- points selected on the map as well as the location of the last one selected.
- The distance mode specified what distance information should be displayed.
- Distance is always displayed in the unit specified for the currently
- selected map.
- Distance modes are:
- 1) Current - display just the distance between the last two
- points.
- 2) Total - display the total distance between the last 10
- points selected. The number of points used may be reset with
- the 'set' command.
- 3) COM Plot - plot a complemented line between the points as
- they are selected, up to the maximum of 10 (unless reset).
- The excess lines are automatically erased, and all lines will
- be erased by selection of "Clear Total."
- 4) JAM Plot - same as COM Plot except that lines are not
- erased.
- 5) Clear Total - zeroizes distance and total distance, clears
- lines if applicable, and restarts the point count. Plot and
- other distance modes are unaffected.
- Having no distance modes set results in no distance display.
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- f) Mod Display - subitems allow rotation of a tactical map and
- setting interstice and plane values. When the map is rotated, the 'y' axis
- is replaced by altitude, and viewed from the maximum 'y' value. Markers are
- displayed in correct 'x' and altitude location. The map area is colored
- fully in object color. When you set an interstice, the map is colored in
- object color and all markers on that interstice are displayed in proper
- 'x/y' or altitude location. Rotation value is applicable on the interstice
- and other planes as well. When a plane is selected, the map is filled with
- the default color of the plane terrain, unless a map is available for that
- plane, in which case it is loaded and displayed.
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- g) Zoom (Gadgets) - places the zoom gadgets in the upper left and
- right hand corners of the map. Zoom is one point at a time using these
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- gadgets.
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- h) Set Zoom - brings up a string requester in which to enter zoom
- values from -80 to +80. Zero, one and minus one all set a normal map, other
- values set a divisor for each axis of the map display. Values greater than
- about 25 and less than -25 are not usually too valuable. As an example, on
- a map 640x400, a -80 zoom will show an area of 8 by 5 pixels on the normal
- map. This can still help distinguish markers which are very close.
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- i) Normal Map - Sets the zoom value directly to one.
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- **************************************************************************
- **** NOTE: The following two commands should be considered test only ****
- **** They require a program which has a rexx port, and can transmit ****
- **** commands to the other machine. See the definition information ****
- **** on a port. ****
- **************************************************************************
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- j) DrawLock - if there is a current port open via rexxmit, or
- directly attached to another EBS on the same machine, echoes all draw
- commands to the other EBS.
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- k) PointerLock - locks the pointer on another EBS to the mouse
- movement on your EBS in a way similar to DrawLock with draw commands.
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- 3) Draw
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- EBS draw commands are not designed to replace a good graphics editor,
- or even a very small not-so-good graphics editor. What they ARE designed
- for is touching up maps, or entering terrain patterns in areas. EBS brushes
- can be set to terrain values to ease the process of entering difficult
- combinations. This can be done during the process of a game, when EBS is
- used as a tactical display, or to polish up a scenario design. Draw
- commands can be undone using the "Refresh Map" option until they are copied
- to the source map. Judicious use of these two options can make drawing
- workable.
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- EBS draw commands may also be echoed to another EBS, even on another
- machine via REXXMIT and the DrawLock command. When DrawLock is selected, the
- draw command on EBS will wait for the command to be finished on the other
- EBS before returning. This wait should not be long. If a problem develops
- in the link, shut down REXXMIT first, then the draw function will return.
-
- a) Circle - draws an outline circle in the current center color of
- the terrain pattern (see Edit Brush below). After selecting this menu
- option, click once on the map, and a complement circle will begin to follow
- your mouse pointer. Click once when the circle is the correct size.
- Continue drawing circles in this fashion until another option is selected.
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- b) Box - draws an outline box using the center color of the current
- terrain pattern. Click on a point and a shadow box will begin to follow the
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- mouse pointer. Click again when the box is the correct size.
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- c) Filled circle - same as circle, except the circle is filled in
- the same color as the outline.
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- d) Filled box - same as box, except the box is filled in the same
- color as the outline.
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- e) Color - freehand draw in a single color.
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- f) Pattern - freehand draw in the current terrain pattern. g) Line -
- draws a single color line in the center color of the current terrain
- pattern. Click on the map once, and a shadow line will begin to follow the
- mouse pointer; click again when the line is in the proper position.
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- h) Pattern line - draws a line in the terrain pattern, in the same
- manner as a single color line.
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- i) Pattern box - draws a box (see Box) and fills it with the current
- terrain pattern.
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- j) Copy - copies your current drawing efforts to the "real" or
- "background" map which EBS sees as reality. Once this command has been
- completed, you cannot undo draw commands.
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- k) Edit Brush - this brings up a requester with an "OK" gadget, a
- "CANCEL" gadget, and a group of nine colored gadgets in three rows. Each of
- these gadgets represents a pixel in the terrain pattern for the brush in use
- by EBS. It also has a number printed in it, which is the terrain number,
- from 1 to 32 which the current color in the gadget represents. Each time
- you click on a gadget it cycles to the next terrain type and color. If you
- are in DrawLock mode, it will also set the locked EBS's RemoteColors (see
- DRAW in the script documentation).
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- 4) Moves/View
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- a) Move Unit - Moves the current unit that one second toward its
- current destination. If the unit has no movement module, no destination, or
- RETREATING or DEFENSIVE flags set, the command may return an error. No
- error will result with DEFENSIVE if the movement is within the allowable
- movement of the unit under that mode.
- b) Grid - Turns the current grid on.
- c) Circles - Turns the ranges for the current weapon on.
- d) Set Ranges - displays a requester allowing you to
- select the current weapon for purposes of displaying
- ranges.
- e) Set Grid - displays a requester allowing you to select the
- current grid.
- f) REM1 On - turns on the first remote pointer.
- g) REM2 On - turns on the second remote pointer.
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- h) REM1 to C - moves the first remote pointer to the current location.
- i) REM2 to C - moves the second remote pointer to the current
- location.
- j) Get Terrain - gets the terrain values from the pixel position of
- the current location.
- k) Point Marker - displays a requester of markers, then moves the
- first remote pointer to the marker selected.
- l) Calc Move - this has three subitems, one for the mouse, and one
- for each of the two remote pointers. Each pointer has a series of locations
- associated with it based either on mouse clicks, or simulated clicks via the
- script language (for the remote pointers). This calculates the time which
- the current unit would take to traverse the distance from the first location
- through the various intermediate locations to the current location, assuming
- a speed 100% of base.
- m) Change Map - Select a new map for display.
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- 2.2 Edit Window and Menus
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- The edit window and menus control the module and map editor. A single
- window, with slight variations, is used for all module editing functions.
- The only module not edited through this menu is the marker, which has its
- own dedicated window.
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- 2.2.1 Title Bar and Gadgets
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- The title bar for the edit window contains the name of the module which
- it is currently configured to edit. When the window is active, its menu
- strip is displayed.
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- The edit window consists of one string gadget and several other gadgets
- used for selecting modules and items to edit. All entries are provided
- through the single string gadget, and the current value of the item being
- edited is displayed there. EBS disables any gadgets which are not
- applicable; only the "NEW" gadget is active when there is no module, and the
- "NEW" and "DELETE" gadgets are disabled when editing the terrain table,
- which is of a fixed length.
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- The first row of the edit window displays the name of the module which
- is being edited. To the left of this label, there is a "<<" which is a
- gadget used to select the previous module in the list. On the right is a
- ">>" which is a gadget to select the next item on the list. Selecting past
- the end of the list results in selection of the first item in the list;
- selecting prior to the first selects the last. The line will be blank if
- there is no module in the list for the module type selected; thus, if there
- are no movement modules defined, nothing will be printed here, and only the
- "NEW" and "QUIT" gadgets will be enabled.
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- The second row of the edit window displays the name of the item
- currently displayed in the string gadget, and which will be changed by entry
- there. This name is identical to the key word used for the 'set' and 'get'
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- commands in the script language, and may be useful as an aid to designing
- scripts. There are some items normally maintained by the system which
- cannot be edited here, but you may still 'set' and 'get' them through
- scripts, which go to less effort to protect you from doing useless or even
- dangerous things. On the right and left you find the "<<" and ">>" gadgets
- which are used in the same manner as those on the first line to select items
- for editing. Items are displayed in a loop.
-
- The third line is a string gadget. This extends the full width of the
- window. It is capable of editing strings up to 45 characters in length. I
- do not recommend that labels that long be used for module labels, but script
- commands allow use of even longer labels. There is no difficulty editing
- these modules through the Edit Window, but if the label itself is edited,
- only the first 45 characters will be displayed, and the resulting label will
- be 45 or less characters in length. You must hit <return> while the string
- gadget is active to place any changes in the module. You can cancel edits
- prior to hitting <return> by simply selecting a different module or item
- using the "<<" or ">>" or by selecting the "CLOSEWINDOW" or "DELETE"
- gadgets. After hitting <return> the new value will be entered in the string
- gadget.
-
- This is as good a place as any to introduce the error checking. It
- will pay to watch the value returned as erroneous entries may result in
- changes in the value you entered. These errors will also produce an error
- message with screen flash. Most commonly, there may be limits to numerical
- values due to either the rule system or the size of variables into which
- they may be entered. In all cases where there are no necessary limits, EBS
- allows the scenario designer the full value range allows by the variable.
- The following limits are common:
-
- -128 to 127 [character variable]
- 0 to 255 [unsigned character]
- -32768 to 32767 [short integer]
- 0 to 65535 [unsigned short integer]
-
- Numbers below the minimum will result in the minimum; those above the
- maximum result in the maximum.
-
- When the entry calls for the name of a module, and the name entered
- does not occur in the appropriate list, the list requester is displayed,
- allowing selection of the desired module.
-
- Flags are validated by checking the list of possible flags. An invalid
- value will be ignored. Select the "Options" gadget to get the options
- requester for a module while editing it.
-
- The fourth line lists the current subitem. Certain items in modules
- have lists of subitems, such as the 32 movement multiples, each of which
- represents an item in the terrain table. If subitems are appropriate, this
- line lists either the label (weapon ranges, movement multiples, etc) or the
- number (armor values) when there are no labels available. The "<<" and ">>"
- gadgets are available on this line as well, and work in the same manner as
-
- 12
-
-
-
-
-
- in the other lines.
-
- The "DELETE" gadget removes the selected module from its list, and
- updates other information as appropriate. If the module has been modified
- since its last save, or is in use by a unit or other module, a requester
- will be displayed, asking if you really want to delete the module.
-
- The "NEW" gadget creates a new module, copying all values possible from
- the currently selected module. The name will have a -n where 'n' represents
- a number based on a one-up count of modules created from that module which
- have not yet been renamed. Any time a module gets renamed, that number will
- be reused.
-
- The "OPTS" gadget displays the options requester for the module you are
- currently editing.
-
- In addition, when terrain editing is in progress, there will be a
- square painted to the right of the "NEW" gadget in the color of the current
- terrain type.
-
- When the module selected for editing is a map, there are two additional
- rows of gadgets and the window is double the height of the normal editing
- window. These gadgets perform the following functions:
-
- "CHECK CENTER" - click on the exact center of an "orange peel" map
- immediately after selecting this gadget to point to the exact center. The
- correct center for a HIRES INTERLACED map is set automatically by EBS. This
- has no function in other map types.
-
- "SET SCALE" - closes all windows other than the main map. Click on the
- upper left corner of the map, and a shadow box will follow the mouse
- pointer. Click again on the lower right corner of the map. If the length
- and width values of the map have been properly set, the scale values like a
- pixx and pixy will be correctly set for 'square' and 'tactical' maps.
-
- "GADGET SIZE" - sets the size of the area on which one may click to get
- map information. This would normally be the same size as the map, and if it
- is not otherwise set, this value will be assumed. If you want part of your
- map to be there 'only for viewing pleasure' select a smaller portion with
- this command.
-
- "LOAD RAW" - displays a file requester for selection of
-
-
-
-
-
-
-
-
-
-
-
- 13
-
-
-
-
-
- an IFF file for use with this map definition.
-
- "SAVE IFF" - saves the currently displayed map as an iff file. A file
- requester is displayed to allow selection of the file name, using the
- currently defined filename from the map definition as a default. Whatever
- file name is chosen here will be entered as the IFFFILE in the current map
- definition.
-
- "INIT MAP" - resets the various scale values after you have changed the
- size or start points for a map. Click on this gadget any time you have
- changed the dimensions of the map. It doesn't hurt to click it any time you
- are unsure. The map is automatically initialized any time you change the
- map type.
-
- 2.2.2 Edit Menus
-
- The first menu connected with the edit window is identical to that of
- the main menu. Other menus follow:
-
- 1) Maps - this is an assortment of commands which you may need to use
- while editing various modules.
-
- a) Delete Map - Displays a list requester asking for the title of
- the map to delete.
- b) New Map - This creates a new map definition which is a
- subsection of the current map. Immediately after selecting this option,
- click on the upper left hand corner of the area you wish covered by the new
- map, then move the mouse cursor to the lower right corner and click again.
- A requester will then be displayed in the edit window, asking for a title
- for the new map. Enter a name for your new map. This creates the
- definition, but does not provide an IFF file. This can either be entered
- separately, or created with the Reproject option.
- c) Tac Map - This also creates a new map definition which is a
- subsection of the current map, but the new map will be of type 'T', measured
- in XY distance from the lower left corner. Remember that taking large
- square sections from the surface of a globe results in distortion.
- d) Reproject - Takes terrain/color data from a source map and prints
- it on a target map. Usually the target map is smaller, so you will get some
- blockiness in the color. The map can be touched up with the draw commands.
- Two list requesters will be displayed, first to select the source map, then
- to select the target map. You must have a previously created map definition
- for this command to function.
- e) Subdivide Units - Takes a single large unit and divides it up
- into smaller units, creating the full chain of command in the process.
- Three string requesters are presented in the process, the first to ask how
- many units you wish to divide the larger unit into, the second for a spacing
- in pixels over which to spread them around the "mother" unit (markers are 16
- pixels wide, so this is the default value), then one to ask for the size of
- the HQ unit. EBS truncates values on dividing, but guarantees a minimum of
- one member for each unit, so numbers resulting can be one or two off. Units
- may be moved to more useful positions following the subdivide operation.
- f) Init Units - Initializes system values, allowing you to examine
-
- 14
-
-
-
-
-
- actual values entered, as well as allowing you to perform individual moves
- and attacks for testing purposes. Without some of these values initialized,
- certain units will not be functional at all.
- g) Copy Unit - Copies the attack chain from one unit to another.
- This command copies the entire chain exactly. This is useful when you want
- to transfer a complex attack chain to a new unit rather than recreating the
- definitions.
- h) Scale - This option may be toggled, and selects scaling for range
- and location values. Normally, all values in EBS are entered in
- centimeters. This may not always be convenient, and so the map definition
- provides the capability to scale all these values in displays. This option
- uses this display scaling value in the editor. Note, however, that you
- cannot enter a value more accurate than the display unit when this option is
- selected, thus, if your map unit is "yards", you cannot set a unit to move 2
- 1/2 yards per second without either turning off the Scale option and
- entering the value in centimeters or changing the unit to a smaller one.
- i) Degrees - Lat/Long values are entered in seconds. This, again,
- may be inconvenient, so this option allows entry of all values in whole
- degrees.
-
- 2) Edit - this is simply a list of modules to edit. Selection results
- in the edit window being configured for the module selected, with the most
- current module values displayed.
-
- 3) Options - a list similar to 'Edit' which presents a Options
- Requester for the current module (as displayed in the edit window).
-
-
- 2.3 The Marker Window and Menus
-
- 2.3.1 The Title Bar
-
- The Marker window title bar always contains the word "Markers" along
- with the close gadget and back/front gadgets.
-
- 2.3.2 Marker Window Gadgets
-
- GADGET TYPES: The leftmost two rows of gadgets are used to turn
- markers on or off as groups. When you click on any one of these gadgets,
- all markers sharing the same image are toggled, unless they were
- individually set to a different state earlier. If you click on one of these
- gadgets twice, you will guarantee that all gadgets in that group will be
- brought into line.
-
- There are two columns of gadgets, each containing six gadgets. The
- gadget in the lower right corner of this group contains the word "ALL."
- Click on this gadget to turn all markers on or off. Again, if some markers
- have been individually set, clicking twice on this gadget will bring set all
- markers to the same state.
-
- STATUS GADGETS: In the upper right area of the window, there are two
- rows of four gadgets each. These are, in order:
-
- 15
-
-
-
-
-
-
- ON/OFF: Turns the currently selected marker (the one whose label is
- shown in the string gadget below) on or off. It reads "ON" if the current
- marker is on and "OFF" if it is off.
-
- PIXEL: Selecting this gadget allows the user to set a location for
- a marker by clicking on the map. First select the "PIXEL" gadget. The
- marker window and all other extra windows will be closed. Click at the
- location desired. The map will be redrawn with the marker located where you
- just clicked. Markers may be freely relocated by several methods, but this
- is one which maintains the integrity of a unit's location and movement data.
- When using EBS to play a military scenario, use this method to move a unit
- in a way not covered by the normal turn execution.
-
- NEW: Creates a new marker at the current location (see EBS
- Variables) and of the type of the current marker. If there is no current
- location, the location will be random X and Y and zero altitude. If there
- is no current marker, it will be of type 10, displayed as a small, 5 pixel
- by 5 pixel square on a default EBS. The new marker will be named "New" or
- "Newn" with 'n' representing a number if the word "New" has already been
- used. Note that labels for EBS modules must be unique.
-
- NEXT: Sets the current marker to the next marker in the list. If
- the current marker is the last one, it will be set to the first marker.
- This list includes all markers on all maps in the system.
-
- COLOR: Clicking on this gadgets cycles the color of the current
- marker through the available colors on the current map. The resulting color
- is displayed as the color of the gadget.
-
- TYPE: Select this gadget to change the type of the current marker.
- After selecting this gadget, select one of the gadgets on the left hand side
- of the marker window as the type for the marker. (Do not select the "ALL"
- gadget--it will be disabled.)
-
- DEL: Deletes the current marker from the list.
-
- PREV: Sets the current marker to the previous marker in the list.
- If the current marker is the first one, it will be set to the last marker.
-
- In the are of the window immediately below these gadgets, the label of
- the map on which the current marker will be displayed is shown. Below that
- are six string gadgets, used for setting values associated with the marker.
- Above these six gadgets, the label for the current map is displayed. All
- markers are associated with a map.
-
- LABEL: Sets the unique label for the marker. These labels must
- conform to EBS rules for markers.
-
- NAME: Allows a name to be associated with the marker. Since labels
- may be printed on the map beside the marker, you may wish to use
- abbreviations in the label and print the full name in this field. The name
-
- 16
-
-
-
-
-
- field is not restricted as to length when set through the script language,
- but the maximum length which may be set through this gadget is 79
- characters.
-
- NOTE: A note associated with the marker. Maximum length set
- through this gadget is 1024 characters.
-
- **Note: The following three gadgets allow changing the location of
- a unit without handling the movement/course values for the unit. Don't use
- these gadgets to change the location of a marker with an associated unit
- while testing or playing a scenario in the open mode.
-
- Y or LAT: Depending on the type of the current map (not the map on
- which the marker is displayed, this will set the latitude or the Y
- coordinate of the location of the marker.
-
- X or LONG: Also dependent on the type of the current map. Sets the
- longitude or the X coordinate of the marker's location.
-
- ALT: Sets the altitude or the Z coordinate of the current marker's
- location.
-
-
- 2.3.3 Marker Window Menus
-
- Besides the standard first menu, the marker window has two menus
- associated with it.
-
- 1) Set Menu
-
- a) Map -- Displays a list requester in which you may select the
- name of the map on which you wish the marker to be displayed. Locations
- will be converted as much as possible, but check the locations of moved
- markers carefully. This modifies the marker list of both maps, so the
- marker which is moved will not be saved under the file associated with its
- old map. If you wish the marker to exist on both maps, duplicate it first.
-
- b) Unit -- Displays a list requester of available military units.
- Select one to be associated with the marker.
-
- c) Objective -- Displays a list requester allowing choice of an
- objective to be associated with the marker.
-
- d) Supply -- Displays a list requester allowing choice of a supply
- module to be associated with the marker.
-
- e) Location -- Sets the location of the marker to the current
- location. This is done "legally" with reference to unit movement if there
- is a unit or supply module attached to the marker.
-
- f) Plane -- Displays a string requester asking for the plane value
- you wish for the location of the current marker.
-
- 17
-
-
-
-
-
-
- g) Interstice -- Displays a string requester asking for the
- interstice value you wish for the location of the current marker.
-
- h) Edit Images -- Opens the image editing window, allowing you to
- edit any of the default images for markers or configure a marker for its own
- image and edit that one. For a full description, see below under Image
- Editing Window.
-
- 2) Edit -- Allows editing certain modules attached to the marker, or
- setting the marker flags.
-
- a) Objective -- Opens the Module editor window (see above) on the
- objective attached to the current marker.
-
- b) Supply -- Opens the Module editor window on the supply module
- attached to the current marker.
-
- c) Script -- Displays a string requester asking for a script and
- arguments to be attached to the current marker. For details on scripts see
- the section on the EBS Script Language.
-
- d) Options -- Displays the options list for the current marker
- using the options requester. Selecting these items impacts what information
- about the marker will be displayed on the map.
-
-
- 2.4 Command Window
-
- 2.4.1 Title Bar
-
- The command window title bar is used as a prompt for entry in the
- command gadget, which occupies the width of the window on the first line.
- Normally it will read "Command?" indicating that the window is prepared to
- receive commands entered in the EBS script language. Selecting certain
- other command window gadgets will result in a change of the prompt. If
- there is any other prompt than "Command?" EBS is waiting for input resulting
- from selecting one of these other gadgets. Entering a command may result in
- invalid input.
-
- 2.4.2 Command Window Gadgets
-
- COMMAND: The first line of the command window contains a string gadget
- in which EBS Script Language commands may be entered one at a time. If
- possible, responses are returned in the bottom portion (two lines by 32
- characters) of the command window. If the response will not fit in that
- area, it is returned in the information window (if that is enabled) or
- truncated to the space provided.
-
- To the left of the command line is a gadget labelled "<"; to the right
- there is one labelled ">". These gadgets are used to select the next or
- previous commands entered. EBS maintains a command history of the last 20
-
- 18
-
-
-
-
-
- commands. Each new command entered, provided it is not identical to the
- previous command, is entered in the command history. If there are more than
- 20 commands, the oldest command is dropped from the list. To get the
- previous command in the list, select the "<" gadget; to get the next command
- select the ">" gadget. The command history loops.
-
- The remainder of the window is divided into three zones: the
- controlled unit zone, the target unit zone and the response zone. I have
- already described the response zone above. If there are no units defined,
- or none are ready to command, such as when EBS is in use as a mapping
- facility, this portion of the window will be disabled, and the statement "No
- unit/force defined or ready to command." The window may still be used for
- entering EBS script commands, such as unit definitions.
-
- The controlled unit zone contains information about a unit being
- commanded by the player. It contains seven lines of information and 8
- gadgets. It is the left hand portion of the window.
-
- LINE 1: Contains the label "UNIT:" followed by the first 11 characters
- of the name of the unit currently commanded. This line is also a gadget.
- Click on the line and EBS will present you with a list requester allowing
- you to select a unit from the current force to command. After you have
- selected a unit, the window will update to reflect information concerning
- the new unit.
-
- LINE 2: Contains the label "NUMB:" followed by the number of members
- in the current commanded unit. This line is not a gadget.
-
- LINE 3: Contains the label "STAT:" followed by the percentage of the
- current unit's members which can function. This line is not a gadget.
-
- LINE 4: Contains the label "MORL:" followed by the current morale
- status of the unit. This value may be greater than 100%; it depends on the
- value entered in the tactics module for the unit. This line is not a
- gadget.
-
- LINE 5: Contains the label "ATTK:" followed by the name of the attack
- currently selected by the current unit. Selecting this gadget cycles
- through the unit's list of available attacks. When EBS reaches the end of
- the list, it cycles back to the first attack again.
-
- LINE 6: Contains the label "FORC:" followed by the number of the
- current unit's force. If you select this gadget, EBS will present a list
- requester, allowing selection of a force to command. Once selection is
- made, the first unit of that force will be presented as the unit commanded.
- If EBS is in Scenario mode, with passwording, the user will have to enter a
- password before EBS will allow command of the force.
-
- LINE 7: Contains either the words "No destination" or the X and Y
- coordinates of the units next destination. If there is no destination,
- selecting this gadget sets the unit's destination to the current location.
- If there is a destination set, selecting the gadget will clear that
-
- 19
-
-
-
-
-
- destination.
-
- Below LINE 7 there are four boxes, labelled PREV, NEXT, SPEED and LOS.
-
- PREV: Selects the previous unit in the current force for commands.
-
- NEXT: Selects the next unit in the current force for commands.
-
- SPEED: Changes the prompt in the title bar of the command window to
- "Speed?" and awaits a speed input for the current unit. It sets the
- contents of the command gadget to the current speed of the unit. You can
- perform other commands prior to entering a speed, including changing the
- current unit by selecting PREV or NEXT, but the contents of the command
- gadget becomes the speed next time you hit <Enter> while in that gadget.
- Hitting <Enter> while the gadget is empty will abort the speed setting
- process.
-
- LOS: It the current attack has a target, selecting this gadget will
- trace a line of sight from the current unit as far as possible toward the
- target unit.
-
- To the right of the controlled unit zone is the target unit zone. This
- zone contains information concerning the controlled unit's target and the
- attack on it. All information presented here is from the viewpoint of the
- attacking unit, and so will vary in accuracy according to the attacker's
- abilities.
-
- LINE 1: Contains the label "TGT:" and the name of the controlled
- unit's current target. It is not a gadget.
-
- LINE 2: Contains the label "STA:" and shows the current status of the
- target.
-
- LINE 3: Contains the label "FRC:" and shows the number of the current
- target force. Select this gadget for a list requester allowing selection of
- the target force. After a force is selected, the first unit in that force
- will become the target of the current attacker.
-
- LINE 4: Contains the label "ENE:" and shows the relation of the
- selected target force to the current attacker. Values may be FRIEND,
- NEUTRAL, ENEMY, and FANATIC (fanatical enemy). Attacking friends is
- possible, but normally undesirable. This line is not a gadget.
-
- LINE 5: Contains the label "ETG:" and shows the name of the unit the
- enemy unit is attacking. This line is not a gadget.
-
- LINE 6: Contains the label "RNG:" and shows the range to the target in
- the unit of distance measurement defined for the current map.
-
- LINE 7: Contains the label "ASG:" and shows the number of unit members
- which are assigned to attack this particular target. Selecting this gadget
- will change the prompt in the title bar to "Troops Assigned?" and enter the
-
- 20
-
-
-
-
-
- current number in the command gadget. Handling this value is similar to the
- values for the speed; you can perform other commands prior to responding,
- but your response applies to the current attack of the current unit at the
- time you hit <Enter> in the command gadget. Hitting <Enter> on an empty
- command gadget aborts the command.
-
- Below this are four boxes, labelled PREV, NEXT, NONE and CTGT.
-
- PREV: Selects the previous unit in the target force.
-
- NEXT: Selects the next unit in the target force.
-
- NONE: Clears the target from the current attack of the current unit.
-
- CTGT: Makes the current target the target of the current attacker.
- (See section on EBS variables.
-
- 2.4.3 Command Window Menus
-
- The command window has two menus associated with it, other than the
- standard main menu.
-
- 1) Display - contains a list of information items to display
- concerning units.
-
- a) Chain of Command - displays the current unit's immediate
- superior and any direct subordinates. Display is by drawing complemented
- lines from marker to marker, so the display may be toggled by reselecting or
- erased by refreshing the map.
-
- b) Ranges - Displays circles around each unit in the current force
- representing the five ranges of the current attack for each one. These
- circles may also be toggled by reselecting the option.
-
- c) Destinations - Draws complemented lines from each unit in the
- current force to their current destinations.
-
- d) Targets - Draws complemented lines from each unit in the current
- force to their current targets. Lines are drawn to main targets, not to
- targets of each individual attack.
-
- e) Zones of Control - Draws a complemented circle around each unit
- in the current force, showing its zone of control.
-
- f) Unit Status - Displays a standard unit status listing on the
- current unit. All items in this status display are labelled, with the
- exception of the last row, which contains status statements about the unit.
- These are described in detain in the unit definition section of the manual.
-
- g) Force Status - Displays a standard force status listing on the
- current force. All items are labelled with the exception of the last line
- which contains a series of status statements concerning the force and its
-
- 21
-
-
-
-
-
- current strategy. All facts about the force's enemies are filtered through
- its capabilities.
-
- h) Unit View - Displays a map limited by the knowledge of the
- current unit. When in the Scenario and Locked mode, the Refresh Map command
- uses this command, but from the view of the highest ranking unit on the map.
-
- i) Open Player - Displays a dialog including password if active to
- begin actions for a new player.
-
- j) Turn Increment - Displays a string requester in which to enter
- the number of time units (normally seconds) you wish EBS to execute before
- updating the display and returning control of the program to you. This
- applies only when Scenario mode is not active. During Scenario mode, EBS
- executes actions until user input is needed, then it updates the display and
- returns control to the user.
-
- k) Game Summary - Displays the results of the scenario if it were
- stopped at the moment. Following the end of a scenario, it may be used to
- redisplay the results.
-
- l) Marker Opts - Allows you to set the options for the current
- marker permanently (or until next time you set them). This differs from the
- next menu item in that this marker will be continuously displayed with the
- options selected here, rather than only when it is the current marker.
- Displays the options requester.
-
- m) Current Marker Opts - Sets the options concerning display of
- information on the current marker. These options are applied to each marker
- as it is selected and becomes the current marker. Clicking twice on a
- marker will toggle any of the complemented items drawn.
-
- n) Static Attacks - Draws in the effect areas of all static attacks
- displayed on the map in complement mode.
-
- o) Smoke - Draws in any smoke on the map in complement mode.
-
- 2) Commands
-
- This menu lists specific commands which may be given to units
- commanded.
-
- a) Set HQ Speed - Sets speed of a HQ unit and of all its
- subordinates. Speed is entered through a string requester displayed in the
- command window.
-
- b) Seek Speed - Instructs all units using the current movement
- module to try to move through terrain allowing the maximum speed. If
- intelligent movement was not enabled, it is automatically enabled with this
- command. [Design note: Always create separate movement modules for any
- units which may need to be separately instructed to seek cover or speed,
- even if all other aspects of movement are identical.]
-
- 22
-
-
-
-
-
-
- c) Seek Cover - Instructs all units using the current movement
- module to try to move through terrain with the maximum cover possible. See
- note under 'b' above.
-
- d) Limit Deviation - Instructs the current unit not to deviate more
- than 45 degrees left or right to fulfill the movement conditions set by 'b'
- or 'c'.
-
- e) Close Course - Allows deviation up to 90 degrees left or right
- to fulfill movement conditions.
-
- f) Free Movement - Allows deviation up to 135 degrees left or right
- to fulfill movement conditions. Note that this usually results in a unit
- being unable to leave cover at all.
-
- g) Manual Movement - Removes all intelligent movement options from
- the current movement module.
-
- h) Automate Force - Displays a list requester of forces and then
- toggles all units in the selected force to or from computer control.
-
- i) Automate Unit - Displays a list requester of units and toggles
- the unit selected to or from computer control. This option allows computer
- playing of parts of a force under overall command of a human.
-
- j) Mount Transport - Displays a list requester of units to be
- transported, followed by one for transport units. Initiates movement and
- mounting of the two units.
-
- k) Destination - Has three submenus for selection of the
- interstice, plane and altitude of the current unit's destination.
-
- l) Target Chase - Instructs the current unit to chase its target.
- Destinations are automatically updated in accordance with the target's
- movement.
-
- 2.5 Image Edit Window
-
- 2.5.1 The title bar always reads "Edit Images."
-
- 2.5.2 Gadgets
-
- In the upper left hand corner are two gadgets, one labelled '<', one
- labelled '>'. Between these is the normal label for the image currently
- edited. Selecting the '<' gadget selects the previous image, selecting the
- '>' gadget selects the next image. In the drawing area to the right is a
- magnified display of the current image. Below this listing are gadgets
- labelled 'MRK' and 'CAN'. Below the 'CAN' gadget is a small rendering of
- the image in actual size.
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- Draw the image in the drawing area. Each pixel of the image is toggled
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- by clicking with the mouse. EBS marker images have only two colors, and the
- display in this window will show only on and off. To accept your current
- drawing of the image either select another image to edit or close the
- window. To cancel, select the 'CAN' gadget.
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- To create and edit an individualized image for the current marker,
- select the 'MRK' gadget. If this gadget is already highlighted, the current
- marker already has an image, and the word 'MARKER' is included in the list
- of images to be edited.
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- In a configured EBS, the names of the images may not conform to the
- names presented in the list.
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- 2.6 Time Window
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- The time window displays current game/scenario time in HH:MM:SS format,
- if TURNMINUTES is not selected in the Scenario Options, otherwise it
- displays time in DD:HH:MM format. It is always brought to the front of the
- display on a refresh of the map.
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- 2.7 Count Window
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- The Count Window displays the current SubCounter value in seconds. It
- is displayed in a configurable font and size. These values may be set
- through the EBS script language. The default font is diamond.20.
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