I'm doing a new gallic campaign, using the existing campaign structure.
This means 8 scenario groups, in the format 4-4-4-6-5-6-6-6 for a total of 41 scenarios.
I am currently working on scenario #15, which puts me halfway through the 4th scenario group.
On the one hand, I could call this just past 1/3 of the way done, based on number of scenarios. On the other hand, the later scenarios will be larger, and take more time. On the gripping hand, I have spent a lot of time so far just teaching myself the editor.
Believe it or not, I spent about 4 hours last night just wrestling with the brifeing files. Those are the files that control the camera views and text boxes during the intro sequences, just before you deploy your troops. This is not to be confused with the flyby that happens right after you deploy and hit the crossed-swords "fight button".
Color me stupid, I guess. You'd think " <x> <y> <z> <lookx> <looky> <lookz> would be a fairly straightforward format, but it drove me absolutely crazy until I had an epiphany. It seems that if the engine, in reading through that string, encounters a number it doesn't like, it throws up its digital hands, exclaims "ah screw it!", and ignores the rest of the string.
Thus, if your <lookx> value is out of range, the <looky> value is ignored...apparently.
Then again, I've been wrong before. To wit, the "Rename" button is not entirely evil. It does indeed change the name that appears by default in the "name" box that appears when you press "submit". But upon using the "Rename" button, you must immediately exit the editor and restart it, or suffer problems saving.
However, as I stated before, the "Rename" button does not change the scenario name in the scenario list at left of the editor screen. That is changed in the localisation.txt file using the IDS_MAPNAMEXX variable, where XX represents the number of the scenario.
Oh, yes, scenario numbers, yet another source of endless delight. The numbers of the 12 scenarios in the first 3 groups, ( 4 per group), go like this...
32
37
38
39
40
41
42
45
44
46
47
48
Fun stuff!
Oh, yes, and back to camera views in the briefing file.
I suppose I may as well share my notes here, such as they are.
***edited per pip's post below***
The format of the briefing files (C:\Program Files\BlackBean\LegionArena\Mod\Brit\data\Battle\Briefing) is -
<x> <y> <z> <lookx> <looky> <lookz> <left> <top> <right> <bottom>
where the first 6 are the camera views, and the last 4 are the boundaries of the grey text box. Here's what I have for notes so far, but take it with a grain of salt.
All notes below assume that north is the top of the map.
1) For <x> a larger number moves the camera north, and a smaller number moves the camera south.
2) For <y> a larger number moves the camera farther off the ground
3) For <z> a "larger" negative value moves the camera east, and a "smaller" negative value moves the camera west
4) For <lookx> and <lookz>
1 x 0 is north
0 x 1 is west
-1 x 0 is south
0 x -1 is east
5) for <looky> a negative number is down from straight across, and a positive number is up from straight across
8 ) For <top> a smaller number moves the top edge of the text box up, for a bigger box, and a
larger number moves it down, for a smaller box.
I still have some serious questions, like for <z>, why in the name of seven hells is the value negative?



