Conflict of Heroes Editor Guide This is an introductory guide to Scenario and M

Conflict of Heroes Editor Guide This is an introductory guide to Scenario and Map Creation for Conflict of Heroes. The latest documentation on scenario and map editing can always be found at wiki.matrixgames.com. Conflict of Heroes is designed to allow map and scenario creation. The only limitation is that you can only use the units that are included in the game (and any future expansions). When you launch Conflict of Heroes in Editor mode, the editor choice on the main menu becomes available. If you do not see it, you are not in Editor mode. Please note that Editor mode is not intended for any kind of play, only for testing scenarios. Make sure you are not in Editor mode if you just want to play. Map Creation Before you work on a scenario you should create the map you want to use with the scenario. Maps and scenarios are independent entities in "Conflict of Heroes." You can have one map that is shared by multiple scenarios, for instance. Creating the Input Map The easiest way to create a COH map is to start with an "Input Map." An Input Map is a 2048 x 2048 JPEG in which colors correspond to different types of terrain, terrain properties, and elevations. Here's a reduced-size input map called "Black Sea Coast" which I developed based on some Google Earth terrain: The shades of brown show elevation. Purples are houses / stone houses. Greens are forests. Reds are roads. Blue is water. White is clear. Note that you can have forests with roads running through them on heights by ensuring that a given hex contains all three colors. Input Maps can be created in any reasonably sophisticated paint program. Creating an input map with reference to the underlying hex-grid allows the developer much more refined control over the map elements, and it's easiest to do this in a paint program that supports multiple layers, such as Photoshop or the free program GIMP. Parsing the Input Map After the user creates an Input Map he can parse that map in the game editor by clicking on the "Parse Input Map" and choosing the appropriate map file. Only maps that are in JPEG format that end in "_input" are allowed as input maps. It can take a minute or two to parse the Input Map. When it's done it turns the empty canvas into an *almost* fully-stocked map: A few of the fussier elements can't be added through the input map mechanism. You'll have to go through and add things like walls, bunkers, barbed wire, and so forth in the map editor after parsing an input map. The map creation process goes fairly quickly once you get all the mechanics sorted out. I did the map above in about 1.5 hours. Input Map Template Included in the /manuals sub-folder of your installation directory is a full-size template for creating input maps. The hex lines shouldn't actually be present on the final input map; this just shows where the hex lines are relative to the terrain information. The blueish lines represent standard map sizes. You should use a paint program that has layers, such as Photoshop or GIMP (freeware) to design input maps. You will find a full-size copy of the above template in the /manuals sub-folder of your installation directory. Map Palette Guide Here is the COH Palette Guide for creating input maps. Terrain Interactions Some types of terrain are obviously exclusive with other types of terrain, however some terrain features can co-exist in a hex with other features. Here's a zoomed-in shot showing how to add more than one type of terrain to a hex when designing an input map. This shows a road, some woods, and a height all in the same hex. Manual Placement of Map Tiles Some map tile types cannot be placed using the input map and must be placed by hand. Place bunkers and other directional types by clicking on the map and dragging. Tiles that don't have directional information can be placed simply by clicking on the map. Avoid Anti-Aliasing With any tools you use to make input maps, it's important to avoid anti-aliasing or smoothing the pixels in your image. As much as possible, you want to make sure that every pixel in your image is exactly one of the colors in the COH Palette Guide. The importer will do its best to figure out what you meant by pixels that aren't exactly the right color (it'll match them to the closest colors or ignore them). However, it's possible to introduce all sorts of stray features if you use too many pixel-smoothing tools. Scenario Creation If you have successfully launched in editor mode, then you should see a new "Edit Map / Scenario" link on your main menu as shown below: Main Editor Screen Useful Keyboard Shortcuts Delete - deletes units under the mouse cursor, may also delete scenery but don't worry about this CTRL+SHIFT+N - sets bottom left limit of defined map region under the mouse cursor CTRL+SHIFT+M - sets upper right limit of defined map region under the mouse cursor E - opens AI editor for piece under mouse cursor F# - F1, F2, etc. the function keys can be programmed in the AI editor to attach assigned scripts to units under the cursor V - test line of sight by showing what the hex under the cursor can see. Use only on a map with a LOS table. Num Pad 7,8,9,4,5,6 - change facing for unit under cursor. Note that numlock must be on. Note that while you can use CTRL+SHIFT+N/M to set map boundaries, this is normally done on the input map, and if it's been done there you don't need to do it again in the editor. The Base Scenario Editor Keep the water plane turned off unless you've got a map with water on it. The human preferred player is the default human player when the scenario loads. Generally the human preferred player should be the player that has to make the more complicated decisions in the firefight, often the attacking player, or the player who has to figure out how to get wagons across the map safely, or similar. The Victory Editor The victory editor lets you specify scoring conditions for a firefight. I find the easiest way to edit scenarios is to write down all the x,y coordinates I want to use in the scenario on a piece of paper so that I can reference them in the tools without having to go back and forth between the editors and the maps. Region Editor Regions are named collections of hexes on the map. Regions are used to define artillery strikes, reinforcement entry points, etc. When you refer to a region in another editor (such as the Artillery Editor), you supply a reference to the name of a region. You can then change the parameters of that region later without having to update the reference. However, if you rename the region, then you'll break all references to it. Beware of renaming regions after you've created references to them. Scripts for describing regions in greater detail are usually located in Data\Scenarios\Scripts. If you look at the scripts I've got, you'll notice that the first few firefights exclusively used scripts. When I was first developing the game, that was the *only way* of defining region data. That quickly proved to be impractical. Artillery Editor The Artillery Editor lets you define artillery strikes. The Reinforcement Editor The Placement Editor This is for doing things like letting a player setup mines or barbed wire at the start of a game. AI Scripts AI Scripts will be explained in more detail on the Wiki at wiki.matrixgames.com. Here's text from a region script that invalidates all hexes that cannot be seen by friendly units. I post it merely to give you an idea of what these scripts look like. Our continuing goal is to build up a growing library of scripts that can be reused in ongoing firefight development, both for this game and for any sequels or expansions. Someone with a basic knowledge of C# might be able to figure out the script structures well enough to modify existing scripts or even to write his own. // CONFLICT OF HEROES // Selection Script // Copyright Western Civilization Software 2010 using HexGame.ModelSpace.Map.Coordinates; using HexGame.ModelSpace.ContextSpace; using HexGame.ModelSpace.Pieces; using HexGame.Controllers.GameScene; namespace HexGame.WCS.Script { public class CallReinforcementScript : IScriptContext { public string RunScript(Context context) { // invalidate all hexes context.GameScene.LineOfSight.InvalidateAll(context.GameScene.HexMap); context.GameScene.LineOfSight.Clear(); // remove invalid hexes wherever player can has a unit that can see foreach (Piece pc in context.PieceManager.GetPiecesOfPlayer(context.ActivePlayer)) context.GameScene.LineOfSight.Build(context, pc.MapPos, null, false, false, null); foreach (MapCoord co in context.GameScene.LineOfSight.VisibleHexes.Keys) context.GameScene.LineOfSight.RemoveInvalid(co); return ""; } } } Basically we have a list of "script bits" that define fairly simple behaviors: move toward nearest enemy, shoot at easiest target as long as you don't need more than a 10 to hit it, try to rally if you don't need to roll uploads/s3/ coh-editor-guide.pdf

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