Scenario editor questions

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El_Condoro
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Scenario editor questions

Post by El_Condoro »

I am working through the editor tutorial that Kerensky kindly put together and have most of it sorted (I hope!) but when I save the scenario it only creates a pzscn file in the data folder - there is no pzloc as all the othr scenarios have. When I copy the pzscn file into my My Games\Panzer Corps\Scenario folder the scenario appears but cannot be loaded.

[Edit] Is it possible to have scenario design files default to the new folder structure - it seems a bit redundant having to copy the files from the PzC data folder to the My Games folder.

I have opened a pzloc file and see that it has victory conditions in it. Do the victory conditions have to be fully set before the scenario can be seen/tested in the game? From the Operation Huntress pzloc file
IDS_SCEN_DESCRIPTION
IDS_SCEN_AXIS_CAM_OBJECTIVES
IDS_SCEN_ALLIED_CAM_OBJECTIVES
IDS_SCEN_AXIS_SCN_OBJECTIVES Destroy captured Panther Prototype.
IDS_SCEN_ALLIED_SCN_OBJECTIVES Move Panther Prototype to any map edge hex.<br>OR<br>Panther Prototype survives till the end of the scenario.
I can't find how the objectives are described in the Scenario Editor.
[Edit] I copied the one for Op Huntress and called it test.pzloc (the inventive name of my scenario) and it seemed to work OK. Can load and play, although the strategic map shows pixelated image. The map is very small and a strategic view is not needed - is that why? http://dl.dropbox.com/u/16283408/scen%20editor%202.JPG

There doesn't seem to be any way to set reinforcements that arrive on a set turn. This will be a problem for historical scenarios especially.

Also, and I think this has been asked before, can a function be added to open the edited scenario in the game directly from the editor?

I ca't seem to get my railway gun to be able to move. The link shows a very basic scenario but the rail gun (in a city with a station and a rail line) can't move. What requirements are necessary for rail guns. I looked at Urban Warfare, which uses them, but culdn't figure it out.
http://dl.dropbox.com/u/16283408/scen%20editor.JPG
[Edit] I am an idiot! I hadn't set the terrain feature properly even though the terrain *tiles* were set. Fixed now.
Kerensky
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Post by Kerensky »

The directories used to be merged, but it caused redundancy. The list of scenarios was present, and then listed again when you access the custom button.
The new architecture allows players to easily find and access existing maps for reference purposes, but also keeps the actual custom list clear of redundancy.
Maybe not the perfect system, but it helps keeps work organized.

The bottom of section 4 goes into detail about configuring scenario triggers.

The pzloc file is actually unrelated (scenario can function fine without one), a relatively new addition, and also built externally from the editor itself, so no instruction on its use is mentioned in the tutorial.
The pzloc file's only purpose is for text descriptions that appear to players in game on the between turn splash screens.

Reinforcement triggers do not exist yet. Leader placement also did not make it into release. These and other features will have to await a patch, unfortunately.

A 'test map' button would be nice, but it's far from vital to have. Launching the game is a suitable, if not optimal, solution.
Last edited by Kerensky on Thu Jun 30, 2011 10:01 am, edited 1 time in total.
El_Condoro
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Post by El_Condoro »

Thanks for the reply. The more I use the editor the more I like it.
When the additions you mentioned make it in the editor will be about the easiest and most powerful I've used.
Cheers
El_Condoro
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Post by El_Condoro »

Scenario description field is being cleared for some reason. I add one and save the scenario. Check it has taken and it is still there. Close the editor and re-open it and the description field is empty. It doesn't show in the game, either.
Kerensky
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Post by Kerensky »

Descriptions have migrated to the pzloc file.

IDS_SCEN_DESCRIPTION Italian forces muster their defense against a Russian winter offensive.

IDS_SCEN_AXIS_CAM_OBJECTIVES
IDS_SCEN_ALLIED_CAM_OBJECTIVES
IDS_SCEN_AXIS_SCN_OBJECTIVES <i>Decisive Victory:</i> Capture all objectives.<br><i>Victory:</i> Hold at least 3 objectives.
IDS_SCEN_ALLIED_SCN_OBJECTIVES <i>Decisive Victory:</i>Capture all objectives.<br><i>Victory:</i>Capture at least 6 objectives.
El_Condoro
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Post by El_Condoro »

Yep, just tested that. Thanks.
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Re: Scenario editor questions

Post by Razz1 »

El_Condoro wrote: [Edit] Is it possible to have scenario design files default to the new folder structure - it seems a bit redundant having to copy the files from the PzC data folder to the My Games folder.


Can load and play, although the strategic map shows pixelated image. The map is very small and a strategic view is not needed - is that why? http://dl.dropbox.com/u/16283408/scen%20editor%202.JPG

There doesn't seem to be any way to set reinforcements that arrive on a set turn. This will be a problem for historical scenarios especially.

Also, and I think this has been asked before, can a function be added to open the edited scenario in the game directly from the editor?
That is is simple, just file save as mygames\panzercorps\scenario Then when you open the editor it will default to that location. No need to save in C;\panzer corp destination.

Yes, your map is too small.

You have to be clever.
You can program prestige and let the player buy reinforcements for a historical setting.

Yes, the description part in the editor does not work any more. Need to use PZLOC
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Re: Scenario editor questions

Post by Rudankort »

Razz1 wrote:Yes, the description part in the editor does not work any more. Need to use PZLOC
This is fixed in my local copy. The game uses description from scenario file in case pzloc file is missing.
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Post by Razz1 »

What about png images? Can I put them in the scenario folder for other players to see?
El_Condoro
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Post by El_Condoro »

You can program prestige and let the player buy reinforcements for a historical setting.
Not if you want the historically correct unit (name and type) to appear. The only way that would happen is if the player 'bought' them and named them, for which they would need to read and remember written instructions. They wouldn't be able to allocate a specific experience or entrenchment, for example. The only way historically correct reinforcements can be done is if it's done the same way as it has been in PG2 for years - a separate switch to indicate a reinforcement, and on what turn they appear, and in which hex.
program prestige
I didn't see any way to set prestige by turn. You can do it for *all* turns but not, for example, if you wanted a different prestige setting on turns 12 and 13.
Last edited by El_Condoro on Fri Jul 01, 2011 12:11 am, edited 1 time in total.
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Post by El_Condoro »

What about png images? Can I put them in the scenario folder for other players to see?
Interesting question. I have done custom images for single player scenarios but what about ones for multiplayer? Do players need to download all scenario files: pzscn, pzloc and png?
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Post by Rudankort »

El_Condoro wrote:
What about png images? Can I put them in the scenario folder for other players to see?
Interesting question. I have done custom images for single player scenarios but what about ones for multiplayer? Do players need to download all scenario files: pzscn, pzloc and png?
If you accept a challenge you need nothing. If you create a challenge, you better have all files, although only scenario file is strictily required to play - the rest are just image and text and are not mandatory.
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Post by El_Condoro »

Does that mean that when a multiplayer game is started all the required files are uploaded to the server and when it is accepted all required files are downloaded to the client?
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Post by Rudankort »

El_Condoro wrote:Does that mean that when a multiplayer game is started all the required files are uploaded to the server and when it is accepted all required files are downloaded to the client?
Everything required to play the game is included inside the saved game file. This is done for a number of reasons. On one hand, it is easier for players. On the other hand, it is an anti-cheating measure. You cannot modify any files locally (e. g. give your tanks super attack in equipment file), make your move and send to your opponent. You are forced to use attack values which are stored inside the game itself.
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Post by El_Condoro »

^
Excellent news and very intelligent approach. I have played a lot of PBEM PG2 and cheating was always an issue to some extent. This approach should alleviate (hopefully, remove all together) this.
Thanks.
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Post by OmegaMan1 »

I'm sure it's me being dense, but I am still having troubles understanding just how the victory conditions are set up. I hope at some point Kerensky can expand his excellent review of the scenario editor to have a step-by-step procedure on the many ways to set up the VC. :)
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Post by Razz1 »

El_Condoro wrote:
You can program prestige and let the player buy reinforcements for a historical setting.
Not if you want the historically correct unit (name and type) to appear. The only way that would happen is if the player 'bought' them and named them, for which they would need to read and remember written instructions. They wouldn't be able to allocate a specific experience or entrenchment, for example. The only way historically correct reinforcements can be done is if it's done the same way as it has been in PG2 for years - a separate switch to indicate a reinforcement, and on what turn they appear, and in which hex.

I offered a way to do it. This is your best Option now.



program prestige
I didn't see any way to set prestige by turn. You can do it for *all* turns but not, for example, if you wanted a different prestige setting on turns 12 and 13.
Yes, you can. You can do many variables.
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Post by Kerensky »

In the future, after a major update to the editor, a video tutorial will probably be in order. To explain the new features and create a better 'step by step' for the more complex aspects.
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Post by Razz1 »

dshaw62197 wrote:I'm sure it's me being dense, but I am still having troubles understanding just how the victory conditions are set up. I hope at some point Kerensky can expand his excellent review of the scenario editor to have a step-by-step procedure on the many ways to set up the VC. :)
Simple you define them.
Easiest is to claim all flags or primary objectives to win.

Then you have several other choices like x of flags or x of primary objectives or combination of both.

You can define a win by using unit names or capturing a hex.

Many different ways.

In Crete, set two German objectives: Major = capture all PO's. Regular = Victory X of PO's

For Allies 1 PO = Win
El_Condoro
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Post by El_Condoro »

Yes, you can. You can do many variables.
You're absolutely right - my mistake. By using a Prestige Action you can set the prestige for specific turns. There are many other options, too.
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