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COP SQUAD! v.1.xx SysOp Documentation
COP SQUAD is a live door game which is both simple to set up and simple to
use (both for the sysop and the BBS user).
I will go more into the setup and use of the game in a little bit. First
however, the obligatory paragraphs...
COPYRIGHT NOTICE
----------------
COP SQUAD is a copyrighted program being distributed under the shareware
concept of marketing. As such, you may use COP SQUAD for a period of 30
days without registering the software. After the 30 day evaluation period,
you must register your copy of COP SQUAD or discontinue using it.
WARRANTY
-----------------
COP SQUAD is distributed without any warranty, either expressed or implied.
In no event will Jan Ferguson or Phoenix Data Systems, Inc. be liable to you
for any damages (either hardware or software) including any loss of profits,
lost savings or other incidental or consequential damages arising out of
your use of, misuse of or inability to use the program, even if Jan Ferguson
or an authorized representative of Phoenix Data Systems, Inc. has been
notified of the possibility of such damages. Jan Ferguson and/or Phoenix Data
Systems, Inc. will not be liable for any such claim by any other party. The
only thing COP SQUAD is warranted to do is take up space on your disk or other
storage facility.
Having said all of the above...let's continue.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CONFIGURING "COP SQUAD"
------------------------
COP SQUAD is simple to set up and will work with most BBS door data drop
files. The following are the setup steps:
1) Create a separate directory for COP SQUAD on your hard drive
(i.e., c:\wc40\doors\squad) and unzip the archive into it. The archive should
include the following files:
SQUAD.EXE ( main executable file )
SQUAD.CFG ( sample .cfg file )
SYSOP.DOC ( this text file )
SUBJECT.DAT ( criminal data file )
CRIMES.DAT ( crimes data file )
INSTRUCT.TXT ( instructions text file )
P_&_P.TXT ( policy & procedure text file )
EXAMS.DAT ( promotional exam data file )
If any of the above files are missing, current copies of the program can be
downloaded from the Phoenix BBS at:
1) Node 1 : (954) 572-6086
2) By file request from 1:369/101 by nodelisted Fidonet nodes with the
magic name of SQUAD.
2) Edit the configuration file with any ASCII text editor with the following
format. You can also use the Setup Utility in the COPUTILS.EXE program.
Line 1 : Door Data File Type
Line 2 : Path to your door data file(s)
Line 3 : BBS name
Line 4 : SysOp's Full name
Line 5 : Locked Baud Rate
Line 6 : Path to place your ANSI bulletin
Line 7 : Path to place your ASCII bulletin
Line 8 : Number of days of player inactivity for player to be deleted
As illustrated above, the door's data file type is specified in line 1 and
can be of the following types... PCB for PCBoard, GAP for GAP (DOOR.SYS),
SF for Spitfire, RBBS for RBBS, WC for Wildcat! (callinfo.bbs), TRIBBS for
TriBBS, or WWIV for WWIV. The path for your door's data file in Line 2
should only include the path. DO NOT include the door's drop file.
Correct: C:\WC40\WCWORK\NODE1\ <-- trailing backslash *IS* needed
Incorrect: C:\WC40\WCWORK\NODE1\DOOR.SYS
The sysop's name in line 4 can now be any name or handle you wish to use.
In the original version(s) of COP SQUAD it was necessary to have the name
be the same as your BBS log on name. This is no longer necessary. All
utility modules are now located in the COPUTILS.EXE program.
The locked baud rate is specified in line 5. If you do not lock your serial
port you must specify a zero (0) for the locked baud rate. NOTE: Although
many door formats do pass the locked baud rate in the door data files, some
older formats such as RBBS do not. For uniformity, COP SQUAD requires that
your specify the locked baud rate in line 5 and it ignores any value passed
in the door data files.
Lines number 6 and 7 *MUST* have something written on them. If you wish to
include an ANSI bulletin place the FULL path and file name for the ansi
bulletin on line #6. If you DO NOT wish to have an ansi bulletin, write NONE.
Complete line 7 in a similar fashion by placing the FULL path and file name
for your ascii bulletin, if wanted. If none is wanted write NONE.
If no bulletins are wanted AT ALL, write NONE on line 6 and line 7.
The following is a sample door configuration file:
GAP
C:\WC40\WCWORK\NODE1\
The Phoenix BBS
Jan Ferguson
38400
c:\wc40\bull\bull1.scr <-- Enter NONE on Line 6 if no ansi bulletin is wanted
c:\wc40\bull\bull1.bbs <-- Enter NONE on Line 7 if no ascii bulletin is wanted
0 <-- Enter a zero (0) if you don't want players to be deleted for inactivity
Any other number for that number of days of inactivity.
RUNNING COP SQUAD
----------------------
COP SQUAD can be run by creating a very simple batch file in your BBS to
call the door. The command line will look similar to the following:
SQUAD SQUAD.CFG
The configuration file can be any name of your choosing as long as the file
extension ends in .cfg and is included immediately after the executable file
on the command line.
For your convenience in setting up the door, COP SQUAD can be run locally
without a door data file (handy for you to use the door without logging on to
the BBS) by specifying /L after the configuration file parameter in the DOS
command line. COP SQUAD will request the sysop to enter his/her name before
running the door.
Non-standard IRQ's can be used with COP SQUAD by specifying the IRQ number
after the "config" parameter in the command line used to run the door.
Here's an example:
SQUAD config irq
While the game is running, COP SQUAD will keep track of the time since the
last key stroke. If there is no input from the user for a period of 5 minutes
it will exit them from the game back to the BBS. Likewise, if the user drops
carrier from inside the game, COP SQUAD will detect the dropped carrier and
will close all it's files and exit gracefully. There is no need for any type
of carrier watchdog program with COP SQUAD.
SPECIAL KEYS for the SYSOP
----------------------------
While COP SQUAD is running, you can press certain keys to perform a variety
of functions. The following is a list of the functions that the COP SQUAD
special keys perform:
KEY(s) FUNCTION
HOME Toggles between user status window and a
help display that lists the special keys.
F6 Takes 5 minutes away from the caller.
NOTE: This will not be returned to the BBS.
F7 Gives 5 minutes to the caller.
NOTE: This will not be returned to the BBS.
F9 Quit the door and return the caller to the BBS.
F10 Enter chat mode. Pressing the ESC key exits
the chat mode.
Alt+D Drop to DOS.
SysOp CONFIGURATIONS Menu
--------------------------
The SysOp utilities are located in the COPUTILS.EXE program. In this program
a SysOp can set up a configuration file, prepare a REGISTRATION application,
input his/her key code information to generate a SQUAD.KEY file, use the PLAYER
EDITOR, enter SPONSOR information or RESET the game.
We, of course, like for our users to help support games they enjoy playing
and the Sponsor information on the Welcome Screen is a little incentive to
keep them (or entice others) to open their wallets to help support the BBS's
they use frequently.
The COPUTILS.EXE program will now allow (as compared to versions prior to
version 1.31) ANY SysOp (i.e., married sysops, etc.) to use the PLAYER EDITOR.
This was originally requested by Scott and Cindy Ramer and I have set it up for
folks like them. Now you will have to run the separate program to access the
old "SYSOP MENU" but I feel that you will all like it better this way.
NOTE: You can not change the sponsor information in the non-registered
version as it won't show up anyway in the unregistered welcome screen. When
you first run COP SQUAD after registering it will not show any SPONSOR
information. Using SPONSOR INFORMATION in the SysOp Configuration Menu will
create a text file called sponsor.dat in your game directory. As long as that
file is present, it's contents will be read into the "Sponsored by: " line in
the Welcome Screen. Should you decide not to have the game's welcome screen
show the sponsoring user's name, you can either change it to your name or
delete the sponsor.dat file.
You can also use the REGISTER APPLICATION option which will create a
registration file ready for printing. Simply answer all the questions and
when you are done you can drop to DOS and use the DOS print or copy command
to type the file named REGISTER.TXT. Simply mail it in with your registration
fee.
The game will create the PLAYERS.DAT file (which holds all the player's data
while playing the game).
REGISTERING COP SQUAD
-------------------------
You can complete the registration information by doing the following :
You can enter the sysop configuration menu and choose option [R] REGISTRATION
APPLICATION. It will ask you the necessary questions and will create a file
called, REGISTER.TXT.
You can then print out the file and mail your completed registration
application along with your registration fee (described below) to:
Phoenix Data Systems, Inc.
2950 N.W. 106 Avenue, Suite #6
Sunrise, Florida 33322-1032
Registration Fee Schedule : (Choose *ONE* ONLY!!)
$15 - Regular registered version enabling multi-node support and game play on
all levels (1 - 13).
$20 - Same as above registration but includes also a player editor enabling
the ability to delete players (without deleting the entire player data
file) and to make changes to most every field in the player data file
(i.e., weapons, rank, ammo, protection, etc.).
* NOTE * : Florida residents, please add 6% sales tax to above amount (totals
shown below). THIS IS ** ONLY ** FOR FLORIDA RESIDENTS!!
$15 + $0.90 = $15.90 for Level 1 registration if a Florida resident.
$20 + $1.20 = $21.20 for Level 2 registration if a Florida resident.
You will receive an unlimited use registration number. Simply use the KEY
module in the COPUTILS.EXE program and enter your registration information. The
COP SQUAD program will read this text file and recognize your version as a
registered version of COP SQUAD. You will receive the Basic or Deluxe Version
capabilities as encrypted in your Key Code and they will immediately become
activated. All registered users of COP SQUAD will receive any updates to the
program free of charge for as long as they hold their key and while the game is
being updated (it will evetually be impossible to add any more to the game).
All updated versions will be available from PHOENIX BBS in the Phoenix Programs
file area or by f/req.
REGISTERED vs. SHAREWARE versions
----------------------------------
The differences between the two versions are minor enough to allow you (and
your users) the ability to get a good feel of how the game works and operates.
Yet, the differences are important enough for the continuation of the game past
the 30 day evaluation period (which after all is what Shareware is all about).
Summary of differences in Shareware version:
1. Flashes "DEMO VERSION" in the "Registered to : " area of the screen.
Registered version will NOT flash and will show your name and BBS name.
2. Only allows 6 levels of play.
Registered version allows full 13 levels of play.
3. Software "Sponsor" information not available.
Registered version allows you to display the name of a user who might have
sponsored the game for the BBS by purchasing it for the sysop.
4. Must delete the PLAYER.DAT file from DOS to reset the game.
Registered version allows this quickly from the sysop menu.
5. Player editor not available (requires Level 2 registration (see above) ).
Level 2 registered version allows changes to the player.dat file as
described above.
MULTI-LINE SETUP
------------------
COP SQUAD does perform file locking and sharing and can be used on multi
line BBS's with two or more players using the game on different nodes at the
same time. To make the game multi-line, simply create a different configur-
ation file for each node (i.e., SQUAD1.CFG for node 1, SQUAD2.CFG for node 2,
etc.). Make sure that your door's data file directory for each node is
specified in line 2. The rest of the file would remain the same. Have your
batch file for that node call up the executable file of SQUAD.EXE along with
the appropriate configuration file for that node.
SUPPORT
-----------
I will give whatever support I can to this game and any other doors I create.
Due to the low cost of the game(s), I cannot give voice support but will answer
any messages addressed to me in the following ways:
1) The Phoenix BBS doors support conference:
Node 1 : (954) 572-6086
2) FidoNet netmail:
Jan Ferguson
1:369/101
3) InterNet address:
Jan Ferguson
phoenix@safari.net
4) FAX :
Jan Ferguson
(954) 572-8295 and/or (954) 572-6086 (via BGFax)
5) You can also write me a letter and address it to:
Jan Ferguson
Phoenix Data Systems, Inc.
2950 N.W. 106 Avenue, Suite #6
Sunrise, Florida 33322-1032
Thanks for taking the time to evaluate COP SQUAD, and please register it which
will give me the opportunity to upgrade COP SQUAD and also write other BBS door
games and utilities.
SPECIAL NOTES
--------------
Player Editor :
---------------
The PLAYER EDITOR is primarily a tool for sysops to use whenever a user
complains that a power failure (or any other unexpected disaster) prevented
them from finishing their game. If the game does not exit normally, their
current score or other accomplishments may not have been recorded to disk.
If you want users to actively play this game (and experience shows they WILL
play these types of games), it is HIGHLY RECOMMENDED that you do not use the
player editor to alter your own score or game position unless a problem, as
described above, occurs.
This is simply an observation and recommendation and by no means is meant to
infer that it would be used by ANY registered sysop to deliberately win the
game. I just felt morally obligated to mention it in this document.
Another note on the PLAYER EDITOR which is extremely important. *DO NOT* run
the Player Editor while a user is playing the game! The Player Editor does an
automatic purge/rewrite routine when it exits. It will re-arrange any user
record numbers when it does this and the current player's data will be written
on top of some other user's record (automatically deleting by overwriting the
other user). When it does all the purging and rewriting it also opens and
closes data files as IT NEEDS TO! Untold of atrocities can occur while someone
playing the game and you are opening and closing data files.
INSTRUCT.TXT and P_&_P.TXT files:
---------------------------------
You may notice that these files have extra lines in various places when viewed
through a text editor. *DO NOT* (repeat), *DO NOT* alter these files. Even
though they are text files, they are formatted to be read by an internal text
viewer which takes into account the 24th and 25th lines in many comm programs.
If you change their formatting, portions of the file will not be able to be
read by your users and they might miss out on valuable information which can
be used in their playing/enjoying the game.
BRIEFING ROOM BULLETINS
-----------------------
Effective with version 1.02 the sysop can define up to 9 custom drawn bulletin
board screens for use in the Briefing Room's [B]rowse the bulletin board
selection. If you do not add any screens the program will use one of the two
default hard-coded bulletins. After you add ANY screens, that screen will be
included in the RANDOM generation of the screens. In other words, your
screen(s) will be chosen randomly from the possible 11 screens available (user
defined maximum of 9 plus the two hard-coded).
To include you own screens use an ANSI drawing program and make the screens to
following specifications:
* Maximum width of 78
* Maximum length of 20
* DO NOT use animation
Name the screen BULLSCR.00x (where "x" is the number of the screen. For
example, if you drew two screens you might name them BULLSCR.001 and
BULLSCR.002 . However you could have also named them, BULLSCR.003 and
BULLSCR.007. As long as the final value in the extension of the file name is
a 1 through 9 the screen will be included in the random showing of the
screens in the [B]rowse the bulletin board selection.
ACKNOWLEDGEMENTS
-----------------
Thanks to the following people who helped immensely with the development of
this game...
My wife, Christine, for her love and support.
My beta testers throughout the country.
ANSI artists : Mike Kirkpatrick
Carlos Gahette
Bob Manapeli
John Sprague
Randy Hunt and Mark Goodwin for RmDoor (used in the creation of this door).
My BBS users for some great ideas.
Anyone else I might have missed but who was instrumental in this game's
development....."Thank You!"