Tricking BA to permit both sides to deploy?
Moderators: Slitherine Core, BA Moderators
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Tricking BA to permit both sides to deploy?
Pip/Iain,
Only one side, the first to play, is permitted to deploy in an MP game.
Is it possible to trick BA into letting both sides deploy?
This might be unworkable, but I wondered, could we...
1. Set up and start an MP challenge
2. Allow the first player (side 0) to deploy
3. Somehow swap sides so that side 1 now becomes side 0, and vice versa
4. Tell BA that it's actually still turn 0
5. Allow the second player (originally side 1, but temporarily side 0) to deploy
6. Switch the sides back the way that they're supposed to be
7. Play out as normal...
GL88
Only one side, the first to play, is permitted to deploy in an MP game.
Is it possible to trick BA into letting both sides deploy?
This might be unworkable, but I wondered, could we...
1. Set up and start an MP challenge
2. Allow the first player (side 0) to deploy
3. Somehow swap sides so that side 1 now becomes side 0, and vice versa
4. Tell BA that it's actually still turn 0
5. Allow the second player (originally side 1, but temporarily side 0) to deploy
6. Switch the sides back the way that they're supposed to be
7. Play out as normal...
GL88
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Re: Tricking BA to permit both sides to deploy?
Yes, please. BA Multiplayer would improve a lot. It is a "must"... 
-
pipfromslitherine
- Site Admin

- Posts: 9937
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Tricking BA to permit both sides to deploy?
It's on our list, but there are a lot of edge case issues which it needs to handle (e.g. trying to deploy into areas where you would see enemy units which either don't exist, or need to be removed by the deployment code, etc).
Cheers
Pip
Cheers
Pip
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Tricking BA to permit both sides to deploy?
Thanks Pip, it sounds like you've tried this?pipfromslitherine wrote:It's on our list, but there are a lot of edge case issues which it needs to handle (e.g. trying to deploy into areas where you would see enemy units which either don't exist, or need to be removed by the deployment code, etc).
Do you have something that we could "beta test", in Granfali's D-Day campaign, if we keep the two sides' deployment zones at least 10 squares apart? No unit type can see more than 7-8 squares, so there's no way that either side could see the other...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
pipfromslitherine
- Site Admin

- Posts: 9937
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Tricking BA to permit both sides to deploy?
No - it's not something that has code in place currently. It is on my list of things we want to have, but not yet implemented in any way.
I know Merr did something that acted in a similar manner, but I can't recall the details. Perhaps you can find the post.
Cheers
Pip
I know Merr did something that acted in a similar manner, but I can't recall the details. Perhaps you can find the post.
Cheers
Pip
Re: Tricking BA to permit both sides to deploy?
This looks like it
viewtopic.php?f=104&t=28901
viewtopic.php?f=104&t=28901
Cheers
Richcat
Richcat
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Tricking BA to permit both sides to deploy?
Thanks Richcat! Exactly what Granfali & I were looking for.Richcat wrote:This looks like it
viewtopic.php?f=104&t=28901
Will have a play and experiment...
Btw, how do you find stuff so quickly??!! I looked for Merr's posts (>900 of 'em) and started to scan through on BA forum search... I gave up after page 15 of 46... You're amazin', thank you.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Tricking BA to permit both sides to deploy?
ARGH! Did anybody download this?Merr wrote:I created an MP scenario that demonstrates the Merr Deployment ...
Version 1.1
Fixed ... Units can unload to hidden tiles after player's first turn.
- Large QuickBattle Scenario.
- US vs Germans (meeting engagement).
Can redeploy forces on first turn.
Includes "pop-up" text on first turn explaining "how-to".
http://www.gamefront.com/files/20973179 ... y_v1.1.zip
Unzip MP version to ... \Documents\My Games\BBCBA\MULTIPLAYER
---------------------------
I recommend playing in HOTSEAT mode first.
Comments/Suggestions welcome.
- Rob
.....................................................
Pip,
I created a workaround to allow Multiplayer Deployment that uses their first turn as their deployment phase.
I'll start by explaining the scenario BSF with StartTurn() and StartTurnPost() ...In the StartTurn(), you can see the area being setup.Code: Select all
include "functions.BSF" FUNCTION StartTurn(side) { // create deploy area ... 5 tiles from player edge. if ( GetTurn() == 0 ) { SetAreaLOS(16, 16, 47, 20, 0, 1) ; } if ( GetTurn() == 1 ) { SetAreaLOS(16, 43, 47, 47, 1, 1) ; } } FUNCTION StartTurnPost(side) { int i ; int j ; int id ; if ( GetTurn() <= 1 ) { for(i=0;i<2;i++) { for(j=0;j<GetUnitCount(i);j++) { id = GetUnitID(i,j) ; SetAttrib(id, "AP", 0) ; SetAttrib(id, "LOS", 0) ; SetAttrib(id, "CoverLOS", 0) ; } } } if ( GetTurn() == 2 ) { for(j=0;j<GetUnitCount(1);j++) { id = GetUnitID(1,j) ; SetAttrib(id, "AP", GetBaseAttrib(id, "AP")) ; SetAttrib(id, "LOS", GetBaseAttrib(id, "LOS")) ; SetAttrib(id, "CoverLOS", GetBaseAttrib(id, "CoverLOS")) ; } } }
In the StartTurnPost(), the units LOS,CoverLOS, and AP are all set to 0. By default, the unit's tile is also considered a deployment location because it naturally has an LOS to itself. Setting all the values to 0 prevents the units from being moved, and when the unit get's redeployed to another tile, it prevents the player from "walking" the LOS update logic. Also, you'll note that in turn #2, player(1) needs to have it's values reset to normal, and now everything is ready to go for the Allied player(0) to take the turn. Basically, the scenario doesn't really start until it's the Allied players second turn. The next step would be disabling any bonus' for the players first turn, but it's not mandatory.
Here's the new deployment Action ...And finally, to allow the player to unload/load units without any restrictions, I added an "or" condition to the LOAD.BSF, under the Check_Unit_Load ...Code: Select all
FUNCTION ALL_DEPLOY(me, tilex, tiley) { if ( Check_ALL_DEPLOY(me, tilex, tiley) == 0 ) { UnitDeploy(me, tilex, tiley) ; } } FUNCTION CHECK_ALL_DEPLOY(me, tilex, tiley) { int ret ; ret = -2 ; if ( GetTurn() == GetCurrentSide() ) { if( (GetTileLOS(tilex, tiley, GetCurrentSide()) == 1) && (GetTileCost(me, tilex, tiley) < GetBaseAttrib(me, "AP")) ) { ret = -1 ; if (GetUnitOnTile(tilex, tiley) == -1) { ret = 0 ; } } } return ret ; } FUNCTION UISETUP_ALL_DEPLOY(me, tilex, tiley) { StartString() ; if ( CHECK_ALL_DEPLOY(me, tilex, tiley) == 0 ) { PrintString("IDS_TT_DEPLOYUNIT") ; } if ( CHECK_ALL_DEPLOY(me, tilex, tiley) == -1 ) { PrintString("IDS_TT_NODEPLOYUNIT") ; } SetUITooltip() ; SetUITexture("action_select", "ffffffff") ; } FUNCTION UIBUTTON_ALL_DEPLOY(me, x,y,width, height, tilex, tiley) { }It's pretty cool and I can make a demo template if anyone wants to try out the functionality.Code: Select all
if( ( IsDeploying() == 1 ) || ( GetTurn() == GetCurrentSide() ) )
Merr
The Gamefront server ist kaput!
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Re: Tricking BA to permit both sides to deploy?
To be honest I don't know, I did spend a hell of a lot of time reading the most of the posts when I first joined, better than watching TV
, and gives me a break from coding - I'm just glad to help - I just wondering what had happened to Merr? as he was so into BA.
I was having this trouble with IE with Gamefont on all Merr's downloads, and now use Chrome and it seems to download fine.
EDIT just tried it again and said not available
, reloaded page and it was available for download 
I was having this trouble with IE with Gamefont on all Merr's downloads, and now use Chrome and it seems to download fine.
EDIT just tried it again and said not available
Cheers
Richcat
Richcat
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Tricking BA to permit both sides to deploy?
Hmm... Doesn't work with Safari or Firefox, even pressing reload or "try again"... Is it definitely the same url?Richcat wrote:I was having this trouble with IE with Gamefont on all Merr's downloads, and now use Chrome and it seems to download fine.
EDIT just tried it again and said not available, reloaded page and it was available for download
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
