Chapter 4 - cmbasnett/Blitzkrieg2EditorManual GitHub Wiki

Creating a new map

You can create a new map in two different ways:

  1. Using the command New in the File Menu (recommended for beginners).

In this case a new map is created automatically in Custom/Mission of MapInfo table.

  1. Using the commands list calling by right-click in MapInfo table (recommended for experienced users only).

In the commands list choose New Object for creating a new map.

In both cases when creating a new map a window with the main parameters opens.

Property Description
Name enter the name for the new map
Size X, Size Y these parameters define the relative sizes of the map. For changing these values left-click in the column Value of the corresponding row. Choose the value in the jump-menu.
Season choosing the season for the map or the scene. This parameter defines the set of textures for terrain, flora and other objects, characterizing the scenery. For changing this value left-click in the column Value of the corresponding row. Choose the value in the jump-menu.
Daytime choosing the time of day for the map. This parameter defines the characteristics of the light. For changing this value left-click in the column Value of the corresponding row. Choose the value in the jump-menu.
Players defines the number of the players and sides they play for.

THE RULES OF CHOOSING THE PLAYERS

You can add or remove players from the list, always following the two rules:

  1. The user always plays for the zero player (in single player missions)
  2. The neutral side always plays for the player last in the list

Important note: if these rules are not kept when choosing the players for the map created – such map will function incorrectly.

For every player in the list the side he plays for should be defined. For that left-click in the column Value of the corresponding row and press ellipsis to choose the side.

You will see the list of sides available to be chosen

Choose the side required and press OK.

The neutral side is needed for placing such objects, which, according to the designer’s conception, must not belong to any side (for example, the cannon on the map that can be captured) or must be invisible for all players.

If you do not choose the side for one of the players, in the status line you will see the reminder, that the field defining the side for the player should be filled.

If you are creating a map for a multiplayer game, there is no difference, which side is assigned for the player, as at the beginning of the multiplayer game the players choose the side they play for by themselves. However, do not forget to put the neutral player even when creating a multiplayer map.

For completing the creation of the new map – press OK.

MapInfo

Setting the main parameters of the map

Every map has a number of parameters, set by the map’s properties (besides of doubling the other setting means). In this section the map’s parameters are considered. Setting the player’s parameters is considered in Chapter 00-00 The parameters of the player.

To switch to the map’s properties choose file mapinfo.xdb in the folder with your map’s name in the MapInfo table.

Or use the command Properties in the Object menu and the appropriate toolbar.

In the Selection Property Window you will see the information on the map’s properties.

Further some parameters which draw attention when creating a new map will be explained.

The other map’s properties parameters are either default, i.e. do not require to be changed when creating a new map, or informational.

Setting the weather

The weather on the map (in particular atmospheric precipitates), besides visual design of the map and giving the natural atmosphere to the game, influences the air forces and ground units’ field of vision. For example, if it is raining or snowing on the map, you cannot call air forces as the support, and the aircraft, which are already on the map, when it starts raining, immediately leave the map.

All the types of the weather are set in the Weather parameters group.

WindDirection

Defines the wind direction in degrees from Y datum line. This parameter influences the behaviour of the trees and the direction the white surfs are coming from on the sea surface (in case there is a coastline on the map).

WindForce

Defines the strength of wind. If it is equal to 0 – there is no wind.

WeatherPeriod

Defines, how often the weather on the map changes from fine (by default) to nasty. When the weather is changing the effect chosen with the help of Visuals is shown (see below). Specified in seconds.

If the value=0 is set, the weather does not change and remains fine all the time.

Important Note: If the value is nonzero, but at the same time the nasty effects are not set in Visuals, anyway, the game will count the periods of changing the weather, and at the moment when the weather will be considered nasty, units will react at it in an appropriate manner (the air force will not fly to the call etc.), even though there are no visual effects shown.

WeatherPeriodRandom

Defines what number of seconds, selected randomly from the set range, is added to the period, set in WeatherPeriod. It is done to make the weather changing periods uneven. Specified in seconds.

Visuals

This parameter defines the weather on the map. If this parameter has not been valued (the field Value is left empty), there will be no visual effects of the nasty weather shown, even though the weather changes.

You can choose rainy weather with thunderstorms or without it, a snowstorm or a sand-storm (depending on the map’s setting).

The parameters of the map

MapDesignerFileRef

If you are planning to spread your map among your friends or in the Internet, do not forget to indicate your personal information. For that use the parameter MapDesignerFileRef in the map’s properties.

Season

The season influences the choice of textures for terrain, different objects (including units), flora etc. Also, the season chosen or the scene of action (in case it is Asia or Africa) influences some available patterns of automatic generating the surface in the tab Fields of Terrain Section.

DayTime

The daytime has a certain influence on gameplay – for example, when DAY_NIGHT is chosen – the ground units’ field of vision is restricted.

Also, depending on daytime, the state of headlights and lamps changes (on/off).

The same parameter can be set when creating a new map.

LocalizedNameFileRef

the name for your map.

LocalizedDescriptionFileRef

the short description of the map.

LoadingDescriptionFileRef

the more detailed description of the map, displayed when loading pwl file.

LoadingPicture

the hyper screenshot, displayed when loading the level. (for details see Chapter 6-01 Hyper screenshot)

ScriptMovies

the parameters and settings of the movies on the game’s engine. (for details see Chapter 6-06 Script Movie)

FinalPositions

the points, which will be automatically shown when winning or losing. (for details see Chapter 5-04 Final Positions) If the parameters FinalPosition are not defined – at the end of the mission the point, where the player completed the mission, will be displayed.

Objectives

the list of objectives and their main parameters. (for details see Chapter 5-15 – Objectives)

Music

specifies playlists for performing during the mission. (for details see Chapter 6-03 Music)

ScriptEffects

is not used

The terrain on the map

Designing the terrain on the map consists of cyclic changing of heights on the map, patterning textures, placing VSO and map objects etc.

This process is recommended to be divided into several stages, which allow to estimate the scale of the changes made and their mutual correspondence. For example:

First, you should start with Marking the map, using the patterning textures tool and mark the places where the future main peculiarities of terrain will be located – heights, roads, rivers, settlements and flora.

After that you can proceed to Working out in details on the map.

Landscape of the Map

When creating any kind of a map, the most important indicator of its excitement and equilibrium is the well prepared landscape.

Landscape is the integration of nature elements, such as terrain, fields, forests and lakes and man-made objects (roads, buildings, bridges, fortifications, etc.)

The landscape of the map in “Blitzkrieg 2” can be divided into several parts:

  • Terrain (height differences and cliffs)
  • Lakes
  • Forests and flora
  • Man-made objects (roads, buildings and settlements, fortifications, units placed on the map, etc.)

Changing the map terrain, patterning textures and designing regions with the given type of flora (rapid designing forests and fields) are described further.

Preparing the terrain of the map

To start working with terrain proceed to the section Terrain in the Tools Window. Choose the tab Terrain.

There are the main tools for designing terrain and patterning textures of the surfaces:

  1. Choosing the brush type: Patterning textures (Fill Terrain); Raising heights (Up Terrain Height); Lowing heights (Low Terrain Height); Smoothing terrain (Low Terrain Height); Aligning terrain (Make Plato).
  2. Choosing the size of the effect area: Very small (Very Small Brush); Small (Small Brush); Medium (Medium Brush); Large (Large Brush) and Very Large (Very Large Brush).
  3. Choosing the shape of the effect area: Circle (Circle Brush) or Square (Square Brush)
  4. Switched off parameter: Refresh terrain (Fix Cliffs)
  5. Choosing the type of texture for patterning on the surface from the list Terrain Tile (for the tool Fill Terrain only)

The process of designing terrain is iterative, i.e. divided into repeating cycles. First, rough patterning with the textures is recommended for scheme marking the future map, then – designing the terrain, after that – basic patterning the terrain and in the end – completing patterning the terrain.

Designing the Terrain

For designing the terrain choose brush, the size and the shape of the effect area, according to your goals.

Heights

For changing heights choose the brush type Raising heights (Up Terrain Height) or Lowing heights (Low Terrain Height). These two tools work similarly. The only difference between them – assigning the mouse buttons.

When using the tool Raising heights (Up Terrain Height) and pressing the left mouse button, the processed spot of the map rises up, when pressing the right mouse button – the spot of the map goes down.

When using the tool Lowing heights (Low Terrain Height) the functions of the mouse button switch - when pressing the left mouse button, the processed spot of the map goes down, when pressing the right mouse button – the spot of the map rises up.

Smoothing the terrain

Smoothing the terrain When using tools for changing heights it is difficult to achieve the smooth terrain when it is necessary for some purposes.

If you use the tool Smoothing terrain, the desired result can be achieved.

This tool functions as follows: the average height of the processed area is calculated, and all the heights in the processed borders are gradually (according to the number of uses) aligned up to this parameter.

Aligning the Terrain

This tool appears to be convenient when you have to design a flat ground on the certain height for a building, settlement, etc.

When using this tool, a flat ground is created according to the parameters of the point chosen as a standard. On this processed surface all points, regardless of their own height are aligned up to the height required.

To create a flat ground on the height given, first, you should choose the point, whose parameters will be used afterwards for aligning the terrain. To do it, right-click on the point desired. The height of this point will be used for aligning the terrain.

For aligning the terrain left-click on the point desired (under the condition that the parameters of the standard point, which will be used for aligning the terrain, have been saved).

Patterning textures

Any terrain ought to be filled with special textures, which represent hills, mountains, forests, settlements, etc.

The process of patterning textures often take turns with changing the terrain.

Moreover, before starting to create the terrain and to place objects, it is recommended to mark the map with the texture tools. It simplifies the further work on the map.

For patterning textures the tool Fill Terrain and the list of textures available (Terrain Tile) are used. Choose the desired texture type, the tool Fill Terrain will be used automatically, and “fill” the spot of the map surface, you want to.

Use the texture types according to your goals – for example, to place the region of the future forest – choose the type Forest from the textures list and for the farmer’s field – choose LightField.

Fields

For automatic creating and filling chosen regions with textures and objects use the tool of creating Fields – the tab Fields in the section Terrain.

The function of this tool is automation of the textures patterning process (patterning tiles on the surface), placing the flora and changing the terrain in the certain region, chosen by the user.

Also, the user can perform the same actions separately, using the tools of the sections Terrain and Objects, and the tool Fields is used for saving time and designing a great variety owing to random placing the objects and tiles.

For working with Fields open the tab in the section Terrain.

1. Choosing the template for creating a field.

To start work on creating a field you should choose the pattern first. For that find the field Available Fields, in which the current path to the pattern of the field, being generated, is indicated. This path is as follows: Other\Fields\All\Spring\FirPineForest\Field.

Choose one of the available patterns in the list-box.

Note the fact that every pattern contains information on the season (setting), for which it is assigned (Other\Fields\All\Spring\FirPineForest\Field), and, accordingly, the name of the pattern (Other\Fields\All\Spring\FirPineForest\Field).

The parts Other\Fields\All and Field (Other\Fields\All\Spring\FirPineForest\Field) are standard and do not change.

All the patterns available for our map depend on the season (setting), which were chosen when creating a map. I.e. – if when creating a map you chose the season Spring, only the patterns of the fields, created for this season, will be available for you. It is connected with the fact that every season needs its tiles, the state of the leaves and other flora.

There are some universal patterns foe creating mine fields, which can be used regardless of the season and setting on the map.

In the present editor version the patterns for the fields Africa and Autumn are not provided.

Therefore, if the field of choosing the pattern (Available Fields) is empty, it means that for the season and current set of your map no patterns are provided. Try to change the season or current set or visit our official site Blitzkrieg 2 for searching the updates and additional information.

2. The function Randomize Polygon

After choosing the pattern for the field you can use the function of random generating of the field borders – in this case the marked borders of the field will be randomly provided with the additional guiding points and slightly distorted.

3. Parameters of filling the planned field

When creating a field you can choose the parameters of filling this field:

Parameter Description
Fill Terrain defines, if the surface of the field is filled with tiles (i.e. if the surface textures are changed according to the pattern).
Place objects defines if the different objects, such as trees, bushes and other flora and environment objects are placed automatically.
Modify Terrain Heights defines, if the terrain is modified within the field.
Fill Terrain defines, if the surface of the field is filled with tiles (i.e. if the surface textures are changed according to the pattern).
Place objects defines if the different objects, such as trees, bushes and other flora and environment objects are placed automatically.
Modify Terrain Heights defines, if the terrain is modified within the field.

4. The field borders

After choosing the pattern and all the necessary parameters are defined, it needs to place the borders of the field. Left-click on any point on the map, and a red circle appears with the cursor.

To start marking the field on the map – click on the first (start) point, then add the required number of the guiding points to the contour, with the help of which, afterwards, it will be possible to change the borders of the field created.

For completing defining the field borders – press Enter.

If you have not activated the function Randomize Polygon, you will get the field...

...exactly corresponding to the control points specified.

After the field borders are defined – you can change them or move the whole field, using the control points on the field borders.

When choosing the field borders on one point your actions influence only this point and borders, which connect this point with the next points.

When choosing the field borders on several points, your actions influence several points at once.

When working with the field borders on all points, you move the whole object at once.

5. Filling the field

After the field borders are placed and have the appropriate shape – fill the field with the pattern chosen, pressing Enter.

The picture shows that the borders marked before are filled with the objects and textures according to the pattern chosen.

After the field has been filled – you cannot change or move it.

Terrain objects

Terrain objects are the main terrain modifiers in Blitzkrieg 2. Terrain objects are also called Vector Stripe Objects or VSO – i.e. the objects whose shapes, sizes and height is set and defined with the vectors and guiding points on them. In this manual we will use the VSO acronym to denote any terrain objects.

VSO are terrain defining elements of any map. In the other words – location of rivers, lakes, roads etc. define the structure of the map in many respects.

That is the reason why it is recommended to place VSO at the very beginning of creation of the map.

1. The difference between VSO and other objects

The difference between VSO and common map objects is in the fact that VSO are placed on the map as contour, which can be easily modify and set, and then are integrated as terrain modifier.

VSO contours, as common objects, can be easily moved on the map. At that the vector objects have no damage extent and some parameters – unlike common map objects VSO have no object properties which can be modified and whose settings influence something.

2. VSO guiding points and their distinction from the control points of the other objects.

Every vector object has several types of points, at that their functions differ from control points of the common objects.

They are red points, defining the contour of the object and its curvature; red points, defining the width of the whole object or, “shores” (rising/falling adjacent spot); blue points, defining the height of the object (for the cliffs only).

3. VSO objects are divided into several categories:

Roads

Roads are used for marking the main transport communications, connecting settlements and military bases and are the main way for the rapid transportation of the troops and military equipment. Roads are the most possible ways for placing traps, mine fields and artificial obstacles.

Roads differ from the rest of the scenery by constant passability and the units speed.

Rivers

River is the main water obstacle on the scenery. The rivers are one of the main factors taken into consideration when strategic planning. Forcing the rivers, searching and controlling the places, suitable for crossing, and also repair and destroying the bridges are the most important stages of any military action.

In the game Blitzkrieg 2 you cannot build bridges during the mission.

Lakes (swamps)

Lakes are one of the water obstacles, which can be used by the above-water equipment for operations.

Swamps in Blitzkrieg 2 differ from the lakes by textures, though are the objects with the same functions.

Cliffs

Modifiers of the scenery which are insurmountable obstacles.

Coastline

The coastline allows to create the region of the map, covered with the water with waves and surf, which is used for depicting seas or big lakes.

The coastline is on the map also if it is necessary to realize the troops landing or the above-water ships battle. The coast differs from the lakes and swamps by the waves, indicating that it is a big pond.


All these objects differ from each other by the principle of placing them on the map.

Every category of VSO is divided into several types, divided into geographic and seasonal, which in their turn consist of several object types. Choose the type of the object, which is suitable for the scene of your script and season.

For example, the VSO category Crags is divided into several types: Africa, Asia, Autumn, Spring, Summer, Winter (at that seasons relate to the objects typical for Europe). The type chosen define the appearance of the objects. Every type contain several types of objects, decorated according to the type they belong to. As a result, you can choose European summer stone cliff (Crags >> Summer >> Rock Crag)

Placing terrain objects (VSO)

Before placing VSO on the map you should decide on the general topology of the map. Decide, where you will have height differences. It is connected with the fact that placing rivers and other obstacles on the heights has its peculiarities, which will be described below.

For placing VSO on the new map or on the map, created before, it is necessary to use VSO working mode. Choose the tab VSO in the section Objects in Tools Window. The editor will get to the VSO working mode.

This tab contains the drop down category and VSO type filter and also additional settings parameters. Before placing any vector object on the map you can change the values of the two parameters – Width and Opacity. However, we recommend to change the parameters of the objects, already placed on the map.

Choosing the vector objects for placing is identical to choosing Map objects.

Placing all vector objects on the map consists of choosing the start and intermediate points, defining the object’s contour.

To place a VSO object on the map – choose the required type from the list.

Important Note: when choosing vector objects the cursor on the map does not change its shape and is not connected with the shape of the object, as in the case of placing equipment, forces, etc.

Placing Roads

The roads are divided into the following types:

Type Description
Path A path
RailroadEmbankment A railroad with an embankment
RaidroadGravel A railroad with gravel
RailroadTown A railroad in town (recommended to be placed in towns)
RoadGround A two-sided ground road
RoadPaved A two-sided road, paved with stone (recommended to be placed in towns)
TownAsphalt A two-sided road, paved with asphalt (recommended to be placed in towns)
Track A track (recommended to be placed in the country)
UsedAsphalt A two-sided old broken asphalt road (recommended to be placed in the settlements, where there are actions or have been actions)

Having chosen the type of the road left-click on the point, where the road starts.

As a rule, the road starts from under the edge of the map, at that the start point must be beyond the border of the map.

After that build the road in the places where you want, putting intermediate points. These points define the main contour and curve of your road. To complete building the road press Enter.

After that the marked road will be created on the map, at that all control points will still show the contour of the map. With their help you can change the way, the road was built, its width and opacity.

One characteristic trait of placing roads is automatic connection to the terrain heights. In the other words, the road will always be located on the map surface, entirely following all height differences. Therefore, if you are building the road in the hill or mountain region, you should choose the places without steep height differences, or smooth the terrain under the road deliberately before or after building it.

When placing roads on the map we especially recommend not to change parameter Width neither before, nor after building the road. The standard width of all roads is already set according to the equipment parameters in the game. Change this parameter only if you really want it.

For details of modifying parameters and also about working with guiding point of the vector objects already placed see in the section "Setting the placed VSO".

Roads passability (the transportation speed on the roads)

Unlike B1, when every type of the road had its own passability coefficient for different units types, in B2 every type of the road has the same passability coefficient for all types of ground units.

You can change the width, opacity and the way, the road is laid on.

Placing the rivers

Rivers are divided into two main types – a usual river and a quay river.

A usual river has a broken riverside and grass along the edge (as the riverside usually looks like), a quay river a riverside is smooth and has no grass (for example, as the riverside or embankment in settlements looks like).

before (left) and after (right) raising heights

It is also worth mentioning that if you raise the spot of the terrain in the river region, the river bank will get steep.

In practice, placing rivers on the map does not differ from building roads

There is only one distinguishing feature – rivers are placed not on the terrain surface, but on the level of start point and below. I.e. the river will always begin approximately on the level of the start point.

At the next stage you can see that the river lowers itself to the start point level despite the fact that the model was laid above the hill.

Choose the type of the river. Left-click the start point, where your river begins. Define intermediate points.

Press Enter to create a river.

Now you can modify the width and the channel of the river. Unlike roads, whose width correlates with the mobile units parameters, you can modify the width of the river, at that you should pay attention to the changes of the river’s bottom textures.

For details on changing parameters and also about working with control points of the vector objects already placed see the section “Setting the placed VSO”.

You can change the width, opacity and the channel, the river flows in.

Placing cliffs

The cliffs differ in the form of "the shear".

Type Description
Crag usual
Excavation unpaved
Ground ground
GroundGrass grass-grown
Quay a smooth rock (is right for designing embankments in the settlements)
Rock rocky
Sand sand

Cliffs can be used in several cases – steeps, rocks, cliffs and canyons.

Unlike the other VSO cliffs has an additional setting parameter – height (using blue control points). This parameter cannot be negative.

Having chosen the type of the cliff, Left-click on the start point, where your cliff will begin. After that create as many intermediate points as you need for the further setting heights and curves of the cliff. Press Enter.

After marking the contour of the future cliff you should set its height. Choose the blue point and pull it up. As it has already been mentioned, the height of the cliff cannot be negative.

Then you should set the width and the contour of the slightly sloping side. Find green points on the cliffs model and pull the ones you need. The green contour defines the width of the sloping side.

Press Enter, when the contours and heights are set, to create this cliff on the map

Important Note: when placing cliffs do not forget that they are impassible landscape modifiers.

Creating canyons

To create a canyon in the mountains you should first raise a big terrain spot, and then create lowland on this spot (which will be the canyon) and only after that surround it from inside with the cliffs. As a result, you will get the canyon in the mountains.

Creating mountains and passes with the cliffs

Creating beautiful mountains and passes with the cliffs is one of the moist laborious processes, which require attentiveness. Before you start bulking rocks, you should understand what you want to get as a result: just a picturesque view or an artificial obstacle for units movement; a rocky coastline along the river or a forbidding mountain pass. Mind the fact that rocky mountains are the most problem part for units pathfinding. For example, you should not count on exciting battles in the narrow mountain serpentine or send a big script group through such place.

After you have put the cliff to the slope, try to get right angles along the cliff’s sides. You can align terrain on the cliff’s edge with a small brush.

Generally, before you create rocky mountains on your dream map, you would better train on the test map.

Information: You can change the width, the contour of the steep and slightly sloping sides, and also the height of the steep side.

Placing lakes and swamps

Lakes can be of the two types – lakes and swamps. Swamps differ by the texture.

To place a lake on the map choose the start point and put the required number of the control points. To create a natural-looking lake you will need to put at least three points clockwise (the coastline inside and marked with a green contour). The lake will take the smooth shape without angles.

Press Enter to create lake.

Placing the model of a lake counter-clockwise is incorrect. The coastline is oriented outside, which is impossible in case it is a lake.

If you create a lake putting control points counter-clockwise, the lake will be created incorrectly.

(the lake created incorrectly)

It is connected with the position of the coastline (marked with the green contour) and marking the depths of the lake. So, it is not recommended to create a lake putting control points counter-clockwise.

Having put the required number of the control points, you can change its contours and the width of the coastline. You should take into consideration that a coastline, which is too wide, is not good – to create a natural-looking lake you need a certain minimum of space.

Unlike rivers, which, partly, can be placed on the hills, when the start point is high enough, lakes are always created on the so called zero level. Therefore, you will not succeed in creating a fascinating mountain lake.

Islands

The third type of the lakes objects are islands.

They are placed in the same way as the lakes, but only on the lakes surfaces. The islands are created counter-clockwise (with the coastline outside), in contrast to the lakes.

The islands created correctly have a coastline washed by surf.

Important Note: When creating clockwise the islands will have the incorrect, steep shore without any surf.

If you want to create hills in the midst of a lake or a swamp, you would better create an island first and then create a hill on its surface. One of the characteristic features of the islands is that you can compute a surf for them.

Information: You can change the width of the coastline and the contour of the lake. You can place islands on the lakes surface.

Placing a coastline

A coastline has only one form and is used for marking the seaside, the coast of the ocean or a big lake when the map design needs it, when troops landing/reinforcements arrivals on the water or taking part in the operations of the above-water ships are planned.

The start and intermediate points for the coastline must be put clockwise, so that the coast can take the shape of the coastline, but not a circle like a lake. Accordingly – the beginning and the ending of the coastline must be located beyond the map

When placing a coastline, remember, that its position define the position of the water to be placed. In the picture the place of the future sea is indicated with an arrow. It corresponds to the position of the green contour, which shows where the coastline will be placed.

Note, that after creating a coastline on the water surface, there are surfs moving in the same direction. They’re react at the wind force and wind direction, set in the map‘s properties. (See the section Map’s properties settings)

When creating a coast, you can modify the coastline. On the surface of the coastal waters there will be white surfs, indicating wind direction.

Setting placed VSO

Setting and modifying VSO, already placed on the map, can be accomplished in three different ways, depending on the number of points, which are affected by your actions. They are Single Point, Multi Points, and All Points.

(point 1 is moved)

When modifying a VSO on one point, your actions affect only one point and vectors, connecting this point with the next ones.

As you can see in the picture, after point 1 having been moved, points 2 and 3 are on the same place. The whole VSO contour changes in accordance with point 1.

When modifying a VSO on several points, your actions affect the points located next to the chosen. For example, for the rivers it means that you will affect all the end of the river, etc. It allows to achieve better flow of the lines when working with the object’s model.

As you can see in the picture all the points after the one being moved also moved. The VSO contour also changed accordingly.

When modifying a VSO on all the points, you either move all points of the same type or move the whole object (if you move the red points). Therefore, if you want to move the VSO object, which has already been created on the map, switch on the mode of working with all the points (All points).

As you can see in the picture, despite the fact that the user moves only point 1, all the other points move synchronously in the same way.

When creating a VSO you can use the special value fields, located just above the objects filter, to set such parameters as Width and Opacity.


The field Width indicates the value for the green contour. Accordingly, this value changes, when you move the green control points away.

For example, if you want to change the width of the river, choose the mode of working with the points (with one, several or all at once) and pull on of the green control points in one or the other direction. You will see, that the value in the field Width changes.

When it is necessary, you can set the required width of the VSO in the field Width before placing it on the map. For that enter the value in the field Width and press Enter. After that the VSO, which is being placed, will be set for this width.

The field Opacity indicates the value of opacity for the selected part of the VSO. To find out, what value is set for the selected part of the VSO, click the appropriate green control point.

The roads’ opacity allows to join several roads or imitate the effect of the old road. The rivers’ opacity allows to create an effect of the shallow water on the certain parts of the river or along all the river.

To change the opacity value for the selected pat or for the whole object, choose the mode of working with control points (one, several or all) and, having chosen the green point, pull up or down (in the same way as you changed the cliff’s height). You will see that the opacity value in the field will change. Press Enter to confirm the changes.

Notice – there are two more settings on the same tab VSO: Predefined Stats and Custom Stats. In the present version of the editor these parameters are off and using them does not change anything.

Map objects

When creating maps in B2 map editor one of the main stages is placing different Map Objects on the map.

In B2 Map Objects there are all types of ground, above-water and air units, buildings and constructions; all kinds of flora; different environment objects; and also the special group, including Bridges, Fences, Entrenchments, Mines & Spots.

For placing objects on the new map or the map created earlier choose the mode of working with the objects. For that in the section Objects of Tools Window choose the tab Objects. The editor will start to work with the objects.

If you have difficulty in finding the window or the bar in the editor – try switching it in the View menu.

When placing objects it is often necessary to check parameters or execute the additional settings of the object. To open the list of the object’s parameters press Enter when the object is selected or press the icon on the Toolbar.

Placing objects on the map

Almost every object, being placed on the map, has two control points. On is in the central part of the object and is used for moving the object on the map or up/down (for the objects which can be moved up or down), the second one is on the border of the object’s selection circle and is used for orienting and turning the object around.

Almost all Map Objects, especially different units, must be placed on the map only when the player, they will belong to, is defined.

It is not correct to define the player when placing Map Objects on the map, as it can result in mess, and everything will have to be done again. Or you will have to change the Player, whom this object belong to, manually.

Choosing the player (side)

In the window opened you should choose the Player, whom these objects will belong to.

/images/image-084.jpg

Choose the player in the jump-menu. After that all the objects, you will place on the map, will refer (belong) to this player.

/images/image-085.jpg

Check, which player this object belongs to, looking in the object’s properties (pressing Enter when the object is selected or the corresponding command on the Toolbar).

Choosing the type of the objects

Choose the type of the objects, which you are going to place on the map. Choose the jump-menu Filter.

/images/image-086.jpg

The list of objects in the jump-menu is divided into MechUnits, Squads, Buildings, Flora, Objects and Other. The Others include Bridges, Fences, Entrenchments, Mines and Spots.

You can choose the way the objects are represented in the list. For that right-click on any object in the list. In the menu displayed choose the List or Thumbnails.

Choosing the method of orienting objects

Before placing the objects on the map, you should establish the method of orienting the objects (direction, where the front side of the object will face).

/images/image-087.jpg

There are two ways of orienting the objects – Random and Fixed.

If the random orienting is chosen, the editor will orient this object randomly. The Field Degree shows the orientation of the next object to be placed on the map.

When orienting is fixed, the player set direction to one of the objects already set on the map and switch the orientation mode (the orientation is displayed in the field Degree). The orientation of this object is saved, and all the following objects placed on the map will be oriented in the same direction.

Orienting parameters affect all the objects which will be placed on the map after choosing the method. In is very convenient when the mechunits and squads placed on the map are of one group.

To indicate the fixed orientation of the object, choose the item Fixed.

Placing Map Objects on the map

n the list of the chosen type of objects left-click on the object to select it. The cursor will take the shape of the object being placed. As you can see in the picture, the circle around the object to be placed is red.

Choose the place for placing this objects and left-click on it. To stop placing the object – right-click.

The circle around the object, which has been placed on the map, is green.

To place the object on the map in a correct way you can using the mode of representing sectors and fire ranges. To activate this mode choose the item Draw Shoot Areas in the Tools menu.

The objects which have been placed on the map, especially units, must have extra settings of some parameters. (for details see below, Section Objects Parameters)

Placing Bridges, Fences and Entrenchments

There are three types of Map Objects, whose placing on the map differ from the others – Bridges, Fences and Entrenchments. These types of objects do not the fixed length, so when being placed on the map the user should define their length with extra parameters.

To place such object on the map choose it in the list of objects. At that the contour of the object will not appear on the map unlike the other Map Objects.

Indicate the start point – where the object will begin from. The arrow shows the supposed direction, where the bridge will stretch.

Then point the final point, which will define the length of the object.

And press Enter to create the bridge.

Putting intermediate points, when Fences and Entrenchments are being placed, you can change the direction of the next section

For completing Bridges and Fences just indicate the final point. For completing Entrenchments press Enter.

The Bridge placed on the map requires adjustment of the height for the terrain. (for details see below)

Objects on the map

All objects placed on the map can be oriented or moved on the map both individually and in the group. Also you can change the height of their position on the map. (for details see below)

For the further actions with the object on the map left-click on it to select it.

The circle around the object’s centre will appear with two control points (1 and 2) and an indicator of the direction (3).

Moving the placed objects

For moving one object: Press and hold LMB on the control point in the center (point 1 on the previous picture) of the circle of the selected object and drag it to any place on the map. When being moved the object keeps orientation, set during placing it.

For moving a group of objects: Select the group of objects with the frame or Shift + LMB (selection of the objects is similar to the selection of the units in the game B2). Press and hold LMB on the control point in the center of the circle of the selected group and drag the group to any place on the map. When being moved the group of objects keeps their position regarding each other and fixed orientation.

Orientation of the objects placed on the map

For changing orientation of one object: Press and hold LMB on the control point, located on the crossing of the direction indicator and the circle (point 2 on the previous picture) . Holding LMB drag the direction indicator to the side you want. Now the selected object is oriented according to the direction indicator.

For changing orientation of the group of objects: Select the group of objects. Press and hold LMB on the control point, located on the crossing of the direction indicator and the circle. Holding LMB drag the direction indicator to the side you want. Now the selected group of objects will turn around the relative centre of the group according to the direction indicator. It is comfortable, if you want to orient a group of forces or artillery position to the other direction.

Changing the height of the objects placement

Some objects will require extra settings height of their placement on the map. First of all, it relates to the bridges, but also it can be applied to air forces and other objects, which you want, for example, to sink in the ground.

To change the placement of the height press right-click on the central control point of the object and pull up or down.

To leave the height of the object with the height fixed just pull it down.

Important Note: All objects, except air forces cannot be placed above the surface of the map. When you are trying to raise them, all the objects will tend to descend on the surface of the map as soon as the user releases them.

Units cannot be sunk in the ground. Even if in the map editor all unit or half of it is in the ground, in the game it will be on the surface of the map.

Placing units in the other objects (Link Objects)

It often happens that when you are placing objects, you need to place, for example, an infantry squad in the entrenchment, truck or building or to link a cannon and a track. For that Linking objects is used.

To link objects select an infantry squad and, pressing and holding a key Shift drag it to the object, you want link it with.

After that an orange line linking them appears.

LinkID of the object, which the first object is linked to, is displayed in the objects properties in the field LinkWith.

Linked object in the map editor (left) and in the game (right)

At the same time the infantry squad will not enter the building, as we want, but when loading this map in the game, this squad will be in the fixed building. Accordingly, the linked cannon and a track will appear linked in the game.

Objects parameters

Every object in the game has a range of parameters available in its Properties. To open object’s properties, press Enter when the object is selected or press the icon on the Toolbar.

On the information panel the list of properties of this object will be displayed. To change one of parameters double left-click in the column Value.

From the parameters the most important ones are:

Player

Indicates the player, whom the object (unit) belong to. You can change the belonging with the value of the field in the column Value.

ScriptID

ScriptID is given, as a rule, to the different units or groups of units.

Assigning ScriptID is needed for its usage (and the unit/group of units corresponding to it) in the mission script. If the value is -1, it means that this object has no ScriptID and it cannot be used in the script.

Assigning ScriptID

For assigning ScriptID to the single object: switch the editor to the working with objects mode. Select the object and press Enter on the keyboard or the icon on the Toolbar. You will see the window with extra object’s parameters on the information bar.

Find the row ScriptID. If the object is not given an ID, you will see the value -1. To give the object an ID double left-click in the column Value and enter the value. It is recommended to avoid value 0 because of the peculiarities of LUA language.

You can use this script in the mission script in future.

For assigning ID to the group of objects: Select the group of objects and press Enter on the keyboard. On the information bar the window with extra parameters of the group of objects will open. ATTENTION! In case when the information on the group of objects is presented, only the SAME parameters of all objects in the group have the digital values. If the value is substituted with the ellipsis – not all objects in the group have this parameter identical. In this case you CANNOT change this parameter for the group of objects.

If you assign ID for the group of objects, all objects in the group must have the identical ScriptID value, so that you could change it.

HP

This parameter indicates the coefficient of the start margin of safety/health of the object. The value 1 corresponds to 100%. For changing it enter the coefficient different from 1. For example – 0.4 (corresponds to 40%).

Changing the start margin of safety/health is used when you want to give the object or the unit the effect of damage or neglect.

At that if you just put the value 0, the object will get on the map in totally disabled state and will not be able to function (it refers to mechunits and buildings).

Important Note: Bridges are worth mentioning – when changing this value, their margin of safety is not changed. Damaging bridges is possible with the help of the script and the corresponding function.

For changing this parameter switch to the object’s properties and double click in the column Value of the HP parameter.

LinkID

When placing any object on the map the editor gives it LinkID automatically – a special identifier, which is used for linking objects.

LinkWith

Used when you want to link this object with the other. For example, when linking a cannon and a track, placing infantry into the entrenchments, creating reinforcement as paratroopers on the aircraft, etc.

You should enter the value of the field LinkID of the object, you would like to link this object with. The linking logics should be kept – you should link the infantry with the entrenchment, but not vice versa.

⚠️ **GitHub.com Fallback** ⚠️