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Scenario Op Fire
01-20-2011, 03:28 AM,
#1
Scenario Op Fire
Hey guys,

What's the easiest way to set opfire for a side during scenario design?

LR
If you run, you'll only die tired.

One hand on the wheel, and one in the flame,
One foot on the gas, and one in the grave.
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01-20-2011, 03:45 AM,
#2
RE: Scenario Op Fire
(01-20-2011, 03:28 AM)Larry Reese Wrote: Hey guys,

What's the easiest way to set opfire for a side during scenario design?

LR

I have a document at home that explains it pretty well. I'll send it to you when I get there.

Jason Petho
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01-20-2011, 05:19 AM,
#3
RE: Scenario Op Fire
Thanks Jason, appreciate it

LR
If you run, you'll only die tired.

One hand on the wheel, and one in the flame,
One foot on the gas, and one in the grave.
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01-20-2011, 05:31 AM,
#4
RE: Scenario Op Fire
I'd be interested to learn about this as well
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01-20-2011, 05:57 AM,
#5
RE: Scenario Op Fire
I too.
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01-20-2011, 06:27 AM, (This post was last modified: 01-20-2011, 06:28 AM by Jason Petho.)
#6
RE: Scenario Op Fire
Nevermind, I found the original posting that the document is based off of.

Quote:ORIGINAL: Patrick Brett

West Front,
Scenario design aid,

Topic: Setting opportunity fire ranges for the AI.

All opportunity fire is rooted in the .scn or saved game file. After a game is
saved, West Front uses the saved game file as the new scenario file. Although not
handled by the supplied scenario editor, you can manually edit your .scn file to
adjust opp fire ranges. You can do this for BOTH global and individual
opportunity (opp) fire. Global is much easier.

Global Opp fire setting:

Open the *.scn file
Look for the lines which read:
*.map
*.oob
The next two lines are global opp fire settings.

Example from Arnhem.scn:
7
Red Devils at Arnhem
0 1 0 60
0 0 0 0 10
0 0 2 6 65 85
1
-50 0 50 100 6
50 90 0 0
Arnhem.map
Arnhem.org
3 1 2 1 0 0 1 1 2 <---- Allied Opp fire
3 3 3 3 3 3 3 3 3 <---- Axis Opp fire

The first set of 9 numbers is ALWAYS set for the Allied side.
The 2nd set of 9 is for the Axis side.

The sequence of numbers is read:
{HV-HT} {HV-SV} {HV-Other} {ATAA-HT} {ATAA-SV} {ATAA-Other} {Other-HV} {Other-SV}
{Other-Other}
HV=Hard Vehicle, SV=Soft Vehicle, ATAA=Anti-tank Hvy AA, etc...

The numbers denote:
0 - No opp fire
1 - Short range
2 - Medium range
3 - Long range

Example:
3 1 2 1 0 0 1 1 2

What is the opp fire setting for infantry versus infantry?

Other versus other is set at 2: denoting Medium range.


Individual Opp fire:

Handling unit opp fire is tricky. I'll display an example line from an existing
scenario file.

0 13 14 1036 926 4 4 6 100 7 0 1024 3 3 3
^^^^^ ......................................^^^^^
Location .......................................Opp fire

The unit is located in hex 13,14 (0 13 14)
The unit has opp fire set to long range in all fields (3 3 3)

If you want to set individual opp fire, you need to determine the hex location of
the unit an adjust the final 3 numbers.

The final three numbers represent:
Firing at - HT / SV / Other

Note: Global opp fire override's individual opp fire. It would be a great burden
to go through each and every unit entry to reselect opp fire ranges on a per unit
basis. But, if you have a "special" circumstance, you might want to find the unit
in your *.scn file and adjust the opp fire for it.

While creating a scenario, it is wise to place your "special" opp firing units on
the map first, write down the hexes they are in, save the scenario, and then edit
your scenario file with a text editor.

-Patrick Brett

Hope that helps
Jason Petho
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01-20-2011, 10:16 AM,
#7
RE: Scenario Op Fire
Jason,

Does that work with EF too?

LR
If you run, you'll only die tired.

One hand on the wheel, and one in the flame,
One foot on the gas, and one in the grave.
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01-20-2011, 01:14 PM,
#8
RE: Scenario Op Fire
(01-20-2011, 10:16 AM)Larry Reese Wrote: Jason,

Does that work with EF too?

LR

Yes.

RS and Modern Wars as well.

Jason Petho
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01-21-2011, 03:51 AM, (This post was last modified: 01-21-2011, 04:26 AM by Crossroads.)
#9
RE: Scenario Op Fire
Good information. Thanks!

EDIT: It seems the *.scn contents have changed a bit. Here's the first lines from my scenario. By default all op fire settings are on long range. I was under impression they would default to something more sensible, but at least I know now how to edit them:

11
** Bitter Kuuterselka (v2.0)
0 0 0 150
0 0 0 1 8
10 4 20 10 80 70
0
750 1100 1350 1600 5
75 35 0 0
oyyxiviwipoe2qet
nxxwhuvhond1ruj
3 3 3 3 3 3 3 3 3 <--- ALLIED OP FIRE
3 3 3 3 3 3 3 3 3 <--- AXIS OP FIRE
0 0 0 0

5 0 9 -1 0
5 0 18 -1 0
5 0 47 -1 0
5 0 50 -1 0
0 2 11 5012 6048 4 4 3 100 6 0 0 3 3 3
0 2 11 5012 6049 4 2 3 100 6 0 0 3 3 3
0 3 12 5207 4562 4 2 4 100 7 0 0 3 3 3
0 3 12 5013 4565 4 32 4 100 7 0 0 3 3 3

...
...
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01-21-2011, 06:17 AM,
#10
RE: Scenario Op Fire
This mostly makes sense when you're designing a scn for play versus AI (like the doc says). In that case it pays to go through the effort to set individual OP fire.
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