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1990-09-10
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Energion Battle System
Section 2
User Interface
1
2.1 Main Window and Menu . . . . . . . . . . . . . . . . . . . . . 3
2.1.1 The Mouse Pointer . . . . . . . . . . . . . . . . . . . . . 3
2.1.2 The Title Bar . . . . . . . . . . . . . . . . . . . . . . . 3
2.1.3 Map Menus . . . . . . . . . . . . . . . . . . . . . . . . . 4
1) Main . . . . . . . . . . . . . . . . . . . . . . . . 4
2) Config - EBS configuration items. . . . . . . . . . . 8
3) Draw . . . . . . . . . . . . . . . . . . . . . . . . 9
4) Moves/View . . . . . . . . . . . . . . . . . . . . . 10
2.2 Edit Window and Menus . . . . . . . . . . . . . . . . . . . . 11
2.2.1 Title Bar and Gadgets . . . . . . . . . . . . . . . . . . . 11
2.2.2 Edit Menus . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.3 The Marker Window and Menus . . . . . . . . . . . . . . . . . 15
2.3.1 The Title Bar . . . . . . . . . . . . . . . . . . . . . . . 15
2.3.2 Marker Window Gadgets . . . . . . . . . . . . . . . . . . . 15
2.3.3 Marker Window Menus . . . . . . . . . . . . . . . . . . . . 17
1) Set Menu . . . . . . . . . . . . . . . . . . . . . . 17
2) Edit . . . . . . . . . . . . . . . . . . . . . . . . 18
2.4 Command Window . . . . . . . . . . . . . . . . . . . . . . . 18
2.4.1 Title Bar . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.4.2 Command Window Gadgets . . . . . . . . . . . . . . . . . . 18
2.4.3 Command Window Menus . . . . . . . . . . . . . . . . . . . 21
1) Display . . . . . . . . . . . . . . . . . . . . . . 21
2) Commands . . . . . . . . . . . . . . . . . . . . . . 22
2.5 Image Edit Window . . . . . . . . . . . . . . . . . . . . . . 23
2.5.1 The title bar always reads "Edit Images." . . . . . . . . . 23
2.5.2 Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . . 23
2.6 Time Window . . . . . . . . . . . . . . . . . . . . . . . . . 23
2.7 Count Window . . . . . . . . . . . . . . . . . . . . . . . . 24
2
2 - Menus
The EBS user interface consists of a series of windows, four of which
have associated menu strips, each of which may be extended with
user-configureable menus and items. The following discussion proceeds by
window, with the windows having associated menus first.
2.1 Main Window and Menu
The main window contains the current display of the map, filtered
through zooms with objects and markers. When in draw mode, this is the
window into which the user may draw.
2.1.1 The Mouse Pointer
Whenever there is a map loaded, the user may click anywhere on that map
and get a readout of the location in the title bar. Aspects of this readout
may be modified by various menu items discussed below.
When the pointer is displayed in the main window it is a crosshair
designed to allow careful selection of the individual pixel concerning which
information is desired. Whenever one clicks the left mouse button on a
marker, the location returned is the location of the marker vice that of the
exact pixel position. The only way to get at a pixel position under the
image of a marker is to turn that marker off before trying to point at the
location.
The mouse pointer must be distinguished from the two remote pointers,
so named because they can be addressed from another machine, which execute
mouse-click-like actions through EBS script commands. The first remote
pointer (called REM1 in scripts) also has the function of pointing at items
when information is being accessed through windows. The second remote
pointer (called REM2 in scripts) is the pointer automatically locked when
another machine is addressed. (See the section concerning and using EBS on
multiple machines).
2.1.2 The Title Bar
The title bar serves as a source of information in abbreviated form.
The InfoWindow, which is EBS's normal means of delivering information may be
turned on or off. If it is off, information which would be presented in
full in that window will be presented partially in the title bar.
1) Error messages. Normally EBS error messages are presented as a
number followed by a text string. If there is an error while the InfoWindow
is disabled, the number alone will be printed in the title bar, and the
screen will be flashed as usual. The errors may be accessed through the
list provided in this manual. The same section also lists the error number
groupings. An error number tells which subsystem of EBS generated the error
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as well as the specific error. For example, the 500 block of errors relate
to markers and marker editing, whereas error 501 means "No marker currently
defined" and is generated by attempting to access a marker when there is
none to access.
2) Terrain information. This information will include all terrains in
the pattern and the resulting values for cover and altitude. The title bar
will simply present a list of terrain names.
3) Location and Distance. The possible values for this are listed
under the menu options for distance. All distance and location information
is displayed in the title bar (as long as it will fit) whether the
InfoWindow is open or not.
4) Marker data. Information on the current marker displayed in the
title bar is limited to the location and label of the marker selected.
5) Window title. Prior to selection of any marker or pixel location,
the title bar will contain the title "Energion Battle System v1.00."
2.1.3 Map Menus
1) Main - This menu is part of all menu strips so that its items may be
addressed at any time. It contains the various windows which may be opened
or closed, draw mode information, files, turn execution and the all
important 'quit' command. (You have to sleep some time after all!)
a) Load - brings up the file requester to allow selection of a file
to load. There are three subitems:
1) Map - an EBS map file (.emap).
2) Units - an EBS unit file (.ebs).
3) Config - a configuration file (.cfg).
4) Scenario - a scenario file (.escn).
Files are selected by either double-clicking on the file name listed,
or single clicking to place the name in the requester in the lower portion
of the file requester and clicking on the "OK" gadget. The "CANCEL" gadget
returns without loading any file. The string requester in the upper portion
of the file requester is used to select directories, which may also be
selected by double-clicking on the name of the directory.
b) Save - save an EBS file, the first four selections and the file
requester used are identical to those used for "Load." When saving a
scenario file, one need not necessarily save all of the subordinate files.
A scenario file contains a limited number of definitions and the names of
the unit, configuration and map files associated with it. EBS will present
a requester for each file. If you select "Cancel" EBS will save "None" as
the filename for that file, and continue with the save. This is useful if
you wish to save a configuration file with a map, but not make a complete
scenario. You can then start EBS using 'EBS mapname.escn' and EBS will load
first the configuration file, then the map file. If you wish to include the
specific filename in the scenario file, select OK with the appropriate name
selected. If that file already exists, a requester will appear in the upper
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left hand corner asking you whether you wish to replace the file. If you
answer 'YES' the data currently in EBS will be saved over the file on disk.
If you answer 'NO' the old file will remain unchanged, but the correct file
name will be save in the scenario file. Thus, if you have a full set of
files defined and saved, and merely want to group them as a scenario, you
select their filenames, then answer 'NO' to the overwrite requester. This
is particularly useful with configuration files, which are likely to be
usable by multiple scenarios, and need not be constantly overwritten.
In addition, 'Save' includes an option 'Display'. This option saves
the current screen display, including all markers, exactly as shown. This
differs from the "Save IFF" option on the map edit window which saves only
the background map.
c) Refresh Map - If the map window is trashed by various means, such
as drawing chains of command, or use of the various drawing commands, this
will completely redraw the display from the base map maintained by EBS. If
you are using draw functions, this command should be used before the "Copy"
command (see below) if you wish to wipe out current work and return to the
start map, or after a copy if you wish to restore markers and objects to a
map after adding some new features.
d) Edit Window - opens the edit window using the last module type
and item, if possible. The edit window may be left open as desired, and the
module it is set to edit may be selected from the 'Edit' submenu for that
window.
e) Markers Window - opens the markers display and edit window. This
may also be left open as desired.
f) Command - opens the command window and activates the command menu
strip. This window is the only one which may be used during "LOCKED"
scenario execution.
g) Draw - turns on drawing functions. This item will be checked
when drawing functions are. It is a toggled command; selecting it again
turns it off. This must be on whenever you wish to use drawing functions.
h) Execute Turn - execute the current 'TurnInc' number of seconds of
combat.
i) Movement - forces the coordinate readout to follow all mouse
moves. This is automatically set by the freehand drawing functions. This
is also a toggle.
j) Clear - clear out all modules and maps, begin new editing
procedure. If there are unsaved modules, a requester will appear asking
whether you really wish to trash out all your work.
k) Options - the options requester, giving the following
configuration options.
1) CHECKLOS - If this option is not selected, lines of sight will
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be automatically good. This speeds up execution somewhat, and there may be
some scenarios in which lines of sight are irrelevant or even inappropriate.
2) PRIMARYSYSTEM - for multi-machine use. In EBS v1.0 this is an
option used only by scripts.
3) INFOWINDOW - Open the information window to display system
responses and information.
4) TIMEWINDOW - Display the current scenario time in the time
window.
5) COUNTWINDOW - Display the current SubCounter time in the count
window. The SubCounter is further discussed in the script language.
6) FILTERSELECT - Allows the user to select sectors on a map for
obscurement by clicking in the sector. Selections are toggled, i.e.
clicking again in the same sector turns the obscurement off.
7) FILTERON - Display the map with the filter on.
8) MARKSECTORS - Mark the sector boundaries and numbers.
9) MARKZONES - Mark the zone boundaries and numbers.
10) DOICONS - Save Icons with the EBS files.
11) COURSEPLOTTING - Attempt to plot a course for units around
impassable terrain. This slows the program down somewhat. If you are
having difficulties with speed, place no impassable terrain on the map, and
deselect this option.
12) POINTERS - Move the remote pointers to point at the current
attacker and the current target. The attacker will be shown by the REM1
pointer and the target by the REM2.
13) MARKERTOFRONT - Move the current marker to the front of the
display. If this is not selected, the current marker will be moved to the
back to reveal other stacked or partially stacked markers.
14) A2090SAVE - Sends EBS screen to the back of the pile while
saving files, which is useful for a 2090 hard drive controller when using
HIRES 16 color screens.
15) TURNMINUTES - EBS uses seconds to resolve combat. This is due
to its original purpose as a gamemaster aid for role playing games. If you
wish you can change this value to minutes. There are two effects: first,
the TimeWindow display will read in days, hours and minutes vice the usual
hours, minutes and seconds and second, any modules defined in seconds will
appear to be very slow. Make sure you have defined base movement rates and
decision review rates in the time unit you are using for your scenario. It
is especially important to change decision review times. For example, if a
squad of riflemen is designed to recheck targets every 5 seconds, and that
value is changed through this option to mean every 5 minutes there would be
a problem.
k) Scenario - Allows the selection of the following options for
scenarios:
1) LOCKED - run the scenario with users locked into legal
commands only.
2) FORCES - command is exercised by selecting strategies for
forces, rather than specific actions for units.
3) UNITS - command is exercised by selecting specific
destinations and targets for units.
4) VERBOSE - Normally, EBS only notifies the user about attacks
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and results. Verbose mode is mostly useful for scenario design. It gives
the reason for all failed attacks, even if that is only out of range.
Combined with HISTORYFILE, with 't:' assigned to the ram disk, it is also
costly in memory terms.
5) PHASES - Provides messages in the response area of the command
window indicating execution phases of EBS turns. If seconds/rounds are
going slowly, this helps give an indication of progress. Normally, it just
consumes processor time, however.
6) ZOOMTOBATTLES - This is a major system slowdown, which zooms
the map in on each pair of units engaged in combat as they fight. It gives
a much more detailed view of the battle, but takes up a great deal of time.
7) HISTORYFILE - maintains a history of messages, including
combat results. It gives the normal combat messages, and all the messages
included in the verbose mode.
8) STOPAFTERBATTLE - EBS pauses after each battle and awaits a
mouse click in the Information Window. If the Information Window is not
selected, this option will not function.
9) INITIATEONLOAD - EBS will automatically initiate the scenario
setup when it is started, preventing any editing before play.
10) POINTOFVIEW - This should normally be selected. It presents
to the player only those units which he can see from the point of view of
the currently selected attacker. Markers will be present for those known
about, and EBS draws a circle around any unit to which the selected attacker
has a line of sight. This can slow down map redisplay after a new unit is
selected.
11) EXACTMOVE - This is a slowdown option, though it may
occasionally useful. Normally EBS only checks alternate pixels when
calculating routes for movement. When this is selected, it will check every
pixel on the route. For any but the most complicated maps, you need not
select this option. Movement calculation is significantly slowed, but EBS
may find passage through some narrow gaps which the normal mode might miss.
l) About - Information on EBS Copyright, address for ordering, phone
number of the support BBS and your registration number if this is a
registered copy.
m) Quit - Exit EBS (after hours of fun).
7
2) Config - EBS configuration items.
a) InfoWindow - enable or disable the information window displays.
The information window displays marker data, locations in detail, error
messages and unit status reports as well as terrain readouts. When it is
disabled, abbreviated forms of these messages are displayed in the title
bar.
b) TimeWindow - display current time readouts in a time window.
This window displays current EBS time, elapsed time and subcounter time if
there is one. Time is displayed in hours, minutes and seconds. The time
displayed here is EBS scenario time, not real time.
c) CountWindow - display the current subcounter time in seconds in
the configured large font. The large font is set by default to ///***///
but you can use the 'set largefont' command to reset the value. A window
of the appropriate size is opened, and the seconds value only displayed in
the specified font.
d) Scenario - Sets scenario mode on. This is turned off by
finishing, or by quitting from a scenario.
e) Distance Mode - EBS may display the distance between the last two
points selected on the map as well as the location of the last one selected.
The distance mode specified what distance information should be displayed.
Distance is always displayed in the unit specified for the currently
selected map.
Distance modes are:
1) Current - display just the distance between the last two
points.
2) Total - display the total distance between the last 10
points selected. The number of points used may be reset with
the 'set' command.
3) COM Plot - plot a complemented line between the points as
they are selected, up to the maximum of 10 (unless reset).
The excess lines are automatically erased, and all lines will
be erased by selection of "Clear Total."
4) JAM Plot - same as COM Plot except that lines are not
erased.
5) Clear Total - zeroizes distance and total distance, clears
lines if applicable, and restarts the point count. Plot and
other distance modes are unaffected.
Having no distance modes set results in no distance display.
f) Mod Display - subitems allow rotation of a tactical map and
setting interstice and plane values. When the map is rotated, the 'y' axis
is replaced by altitude, and viewed from the maximum 'y' value. Markers are
displayed in correct 'x' and altitude location. The map area is colored
fully in object color. When you set an interstice, the map is colored in
object color and all markers on that interstice are displayed in proper
'x/y' or altitude location. Rotation value is applicable on the interstice
and other planes as well. When a plane is selected, the map is filled with
the default color of the plane terrain, unless a map is available for that
plane, in which case it is loaded and displayed.
g) Zoom (Gadgets) - places the zoom gadgets in the upper left and
right hand corners of the map. Zoom is one point at a time using these
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gadgets.
h) Set Zoom - brings up a string requester in which to enter zoom
values from -80 to +80. Zero, one and minus one all set a normal map, other
values set a divisor for each axis of the map display. Values greater than
about 25 and less than -25 are not usually too valuable. As an example, on
a map 640x400, a -80 zoom will show an area of 8 by 5 pixels on the normal
map. This can still help distinguish markers which are very close.
i) Normal Map - Sets the zoom value directly to one.
**************************************************************************
**** NOTE: The following two commands should be considered test only ****
**** They require a program which has a rexx port, and can transmit ****
**** commands to the other machine. See the definition information ****
**** on a port. ****
**************************************************************************
j) DrawLock - if there is a current port open via rexxmit, or
directly attached to another EBS on the same machine, echoes all draw
commands to the other EBS.
k) PointerLock - locks the pointer on another EBS to the mouse
movement on your EBS in a way similar to DrawLock with draw commands.
3) Draw
EBS draw commands are not designed to replace a good graphics editor,
or even a very small not-so-good graphics editor. What they ARE designed
for is touching up maps, or entering terrain patterns in areas. EBS brushes
can be set to terrain values to ease the process of entering difficult
combinations. This can be done during the process of a game, when EBS is
used as a tactical display, or to polish up a scenario design. Draw
commands can be undone using the "Refresh Map" option until they are copied
to the source map. Judicious use of these two options can make drawing
workable.
EBS draw commands may also be echoed to another EBS, even on another
machine via REXXMIT and the DrawLock command. When DrawLock is selected, the
draw command on EBS will wait for the command to be finished on the other
EBS before returning. This wait should not be long. If a problem develops
in the link, shut down REXXMIT first, then the draw function will return.
a) Circle - draws an outline circle in the current center color of
the terrain pattern (see Edit Brush below). After selecting this menu
option, click once on the map, and a complement circle will begin to follow
your mouse pointer. Click once when the circle is the correct size.
Continue drawing circles in this fashion until another option is selected.
b) Box - draws an outline box using the center color of the current
terrain pattern. Click on a point and a shadow box will begin to follow the
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mouse pointer. Click again when the box is the correct size.
c) Filled circle - same as circle, except the circle is filled in
the same color as the outline.
d) Filled box - same as box, except the box is filled in the same
color as the outline.
e) Color - freehand draw in a single color.
f) Pattern - freehand draw in the current terrain pattern. g) Line -
draws a single color line in the center color of the current terrain
pattern. Click on the map once, and a shadow line will begin to follow the
mouse pointer; click again when the line is in the proper position.
h) Pattern line - draws a line in the terrain pattern, in the same
manner as a single color line.
i) Pattern box - draws a box (see Box) and fills it with the current
terrain pattern.
j) Copy - copies your current drawing efforts to the "real" or
"background" map which EBS sees as reality. Once this command has been
completed, you cannot undo draw commands.
k) Edit Brush - this brings up a requester with an "OK" gadget, a
"CANCEL" gadget, and a group of nine colored gadgets in three rows. Each of
these gadgets represents a pixel in the terrain pattern for the brush in use
by EBS. It also has a number printed in it, which is the terrain number,
from 1 to 32 which the current color in the gadget represents. Each time
you click on a gadget it cycles to the next terrain type and color. If you
are in DrawLock mode, it will also set the locked EBS's RemoteColors (see
DRAW in the script documentation).
4) Moves/View
a) Move Unit - Moves the current unit that one second toward its
current destination. If the unit has no movement module, no destination, or
RETREATING or DEFENSIVE flags set, the command may return an error. No
error will result with DEFENSIVE if the movement is within the allowable
movement of the unit under that mode.
b) Grid - Turns the current grid on.
c) Circles - Turns the ranges for the current weapon on.
d) Set Ranges - displays a requester allowing you to
select the current weapon for purposes of displaying
ranges.
e) Set Grid - displays a requester allowing you to select the
current grid.
f) REM1 On - turns on the first remote pointer.
g) REM2 On - turns on the second remote pointer.
10
h) REM1 to C - moves the first remote pointer to the current location.
i) REM2 to C - moves the second remote pointer to the current
location.
j) Get Terrain - gets the terrain values from the pixel position of
the current location.
k) Point Marker - displays a requester of markers, then moves the
first remote pointer to the marker selected.
l) Calc Move - this has three subitems, one for the mouse, and one
for each of the two remote pointers. Each pointer has a series of locations
associated with it based either on mouse clicks, or simulated clicks via the
script language (for the remote pointers). This calculates the time which
the current unit would take to traverse the distance from the first location
through the various intermediate locations to the current location, assuming
a speed 100% of base.
m) Change Map - Select a new map for display.
2.2 Edit Window and Menus
The edit window and menus control the module and map editor. A single
window, with slight variations, is used for all module editing functions.
The only module not edited through this menu is the marker, which has its
own dedicated window.
2.2.1 Title Bar and Gadgets
The title bar for the edit window contains the name of the module which
it is currently configured to edit. When the window is active, its menu
strip is displayed.
The edit window consists of one string gadget and several other gadgets
used for selecting modules and items to edit. All entries are provided
through the single string gadget, and the current value of the item being
edited is displayed there. EBS disables any gadgets which are not
applicable; only the "NEW" gadget is active when there is no module, and the
"NEW" and "DELETE" gadgets are disabled when editing the terrain table,
which is of a fixed length.
The first row of the edit window displays the name of the module which
is being edited. To the left of this label, there is a "<<" which is a
gadget used to select the previous module in the list. On the right is a
">>" which is a gadget to select the next item on the list. Selecting past
the end of the list results in selection of the first item in the list;
selecting prior to the first selects the last. The line will be blank if
there is no module in the list for the module type selected; thus, if there
are no movement modules defined, nothing will be printed here, and only the
"NEW" and "QUIT" gadgets will be enabled.
The second row of the edit window displays the name of the item
currently displayed in the string gadget, and which will be changed by entry
there. This name is identical to the key word used for the 'set' and 'get'
11
commands in the script language, and may be useful as an aid to designing
scripts. There are some items normally maintained by the system which
cannot be edited here, but you may still 'set' and 'get' them through
scripts, which go to less effort to protect you from doing useless or even
dangerous things. On the right and left you find the "<<" and ">>" gadgets
which are used in the same manner as those on the first line to select items
for editing. Items are displayed in a loop.
The third line is a string gadget. This extends the full width of the
window. It is capable of editing strings up to 45 characters in length. I
do not recommend that labels that long be used for module labels, but script
commands allow use of even longer labels. There is no difficulty editing
these modules through the Edit Window, but if the label itself is edited,
only the first 45 characters will be displayed, and the resulting label will
be 45 or less characters in length. You must hit <return> while the string
gadget is active to place any changes in the module. You can cancel edits
prior to hitting <return> by simply selecting a different module or item
using the "<<" or ">>" or by selecting the "CLOSEWINDOW" or "DELETE"
gadgets. After hitting <return> the new value will be entered in the string
gadget.
This is as good a place as any to introduce the error checking. It
will pay to watch the value returned as erroneous entries may result in
changes in the value you entered. These errors will also produce an error
message with screen flash. Most commonly, there may be limits to numerical
values due to either the rule system or the size of variables into which
they may be entered. In all cases where there are no necessary limits, EBS
allows the scenario designer the full value range allows by the variable.
The following limits are common:
-128 to 127 [character variable]
0 to 255 [unsigned character]
-32768 to 32767 [short integer]
0 to 65535 [unsigned short integer]
Numbers below the minimum will result in the minimum; those above the
maximum result in the maximum.
When the entry calls for the name of a module, and the name entered
does not occur in the appropriate list, the list requester is displayed,
allowing selection of the desired module.
Flags are validated by checking the list of possible flags. An invalid
value will be ignored. Select the "Options" gadget to get the options
requester for a module while editing it.
The fourth line lists the current subitem. Certain items in modules
have lists of subitems, such as the 32 movement multiples, each of which
represents an item in the terrain table. If subitems are appropriate, this
line lists either the label (weapon ranges, movement multiples, etc) or the
number (armor values) when there are no labels available. The "<<" and ">>"
gadgets are available on this line as well, and work in the same manner as
12
in the other lines.
The "DELETE" gadget removes the selected module from its list, and
updates other information as appropriate. If the module has been modified
since its last save, or is in use by a unit or other module, a requester
will be displayed, asking if you really want to delete the module.
The "NEW" gadget creates a new module, copying all values possible from
the currently selected module. The name will have a -n where 'n' represents
a number based on a one-up count of modules created from that module which
have not yet been renamed. Any time a module gets renamed, that number will
be reused.
The "OPTS" gadget displays the options requester for the module you are
currently editing.
In addition, when terrain editing is in progress, there will be a
square painted to the right of the "NEW" gadget in the color of the current
terrain type.
When the module selected for editing is a map, there are two additional
rows of gadgets and the window is double the height of the normal editing
window. These gadgets perform the following functions:
"CHECK CENTER" - click on the exact center of an "orange peel" map
immediately after selecting this gadget to point to the exact center. The
correct center for a HIRES INTERLACED map is set automatically by EBS. This
has no function in other map types.
"SET SCALE" - closes all windows other than the main map. Click on the
upper left corner of the map, and a shadow box will follow the mouse
pointer. Click again on the lower right corner of the map. If the length
and width values of the map have been properly set, the scale values like a
pixx and pixy will be correctly set for 'square' and 'tactical' maps.
"GADGET SIZE" - sets the size of the area on which one may click to get
map information. This would normally be the same size as the map, and if it
is not otherwise set, this value will be assumed. If you want part of your
map to be there 'only for viewing pleasure' select a smaller portion with
this command.
"LOAD RAW" - displays a file requester for selection of
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an IFF file for use with this map definition.
"SAVE IFF" - saves the currently displayed map as an iff file. A file
requester is displayed to allow selection of the file name, using the
currently defined filename from the map definition as a default. Whatever
file name is chosen here will be entered as the IFFFILE in the current map
definition.
"INIT MAP" - resets the various scale values after you have changed the
size or start points for a map. Click on this gadget any time you have
changed the dimensions of the map. It doesn't hurt to click it any time you
are unsure. The map is automatically initialized any time you change the
map type.
2.2.2 Edit Menus
The first menu connected with the edit window is identical to that of
the main menu. Other menus follow:
1) Maps - this is an assortment of commands which you may need to use
while editing various modules.
a) Delete Map - Displays a list requester asking for the title of
the map to delete.
b) New Map - This creates a new map definition which is a
subsection of the current map. Immediately after selecting this option,
click on the upper left hand corner of the area you wish covered by the new
map, then move the mouse cursor to the lower right corner and click again.
A requester will then be displayed in the edit window, asking for a title
for the new map. Enter a name for your new map. This creates the
definition, but does not provide an IFF file. This can either be entered
separately, or created with the Reproject option.
c) Tac Map - This also creates a new map definition which is a
subsection of the current map, but the new map will be of type 'T', measured
in XY distance from the lower left corner. Remember that taking large
square sections from the surface of a globe results in distortion.
d) Reproject - Takes terrain/color data from a source map and prints
it on a target map. Usually the target map is smaller, so you will get some
blockiness in the color. The map can be touched up with the draw commands.
Two list requesters will be displayed, first to select the source map, then
to select the target map. You must have a previously created map definition
for this command to function.
e) Subdivide Units - Takes a single large unit and divides it up
into smaller units, creating the full chain of command in the process.
Three string requesters are presented in the process, the first to ask how
many units you wish to divide the larger unit into, the second for a spacing
in pixels over which to spread them around the "mother" unit (markers are 16
pixels wide, so this is the default value), then one to ask for the size of
the HQ unit. EBS truncates values on dividing, but guarantees a minimum of
one member for each unit, so numbers resulting can be one or two off. Units
may be moved to more useful positions following the subdivide operation.
f) Init Units - Initializes system values, allowing you to examine
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actual values entered, as well as allowing you to perform individual moves
and attacks for testing purposes. Without some of these values initialized,
certain units will not be functional at all.
g) Copy Unit - Copies the attack chain from one unit to another.
This command copies the entire chain exactly. This is useful when you want
to transfer a complex attack chain to a new unit rather than recreating the
definitions.
h) Scale - This option may be toggled, and selects scaling for range
and location values. Normally, all values in EBS are entered in
centimeters. This may not always be convenient, and so the map definition
provides the capability to scale all these values in displays. This option
uses this display scaling value in the editor. Note, however, that you
cannot enter a value more accurate than the display unit when this option is
selected, thus, if your map unit is "yards", you cannot set a unit to move 2
1/2 yards per second without either turning off the Scale option and
entering the value in centimeters or changing the unit to a smaller one.
i) Degrees - Lat/Long values are entered in seconds. This, again,
may be inconvenient, so this option allows entry of all values in whole
degrees.
2) Edit - this is simply a list of modules to edit. Selection results
in the edit window being configured for the module selected, with the most
current module values displayed.
3) Options - a list similar to 'Edit' which presents a Options
Requester for the current module (as displayed in the edit window).
2.3 The Marker Window and Menus
2.3.1 The Title Bar
The Marker window title bar always contains the word "Markers" along
with the close gadget and back/front gadgets.
2.3.2 Marker Window Gadgets
GADGET TYPES: The leftmost two rows of gadgets are used to turn
markers on or off as groups. When you click on any one of these gadgets,
all markers sharing the same image are toggled, unless they were
individually set to a different state earlier. If you click on one of these
gadgets twice, you will guarantee that all gadgets in that group will be
brought into line.
There are two columns of gadgets, each containing six gadgets. The
gadget in the lower right corner of this group contains the word "ALL."
Click on this gadget to turn all markers on or off. Again, if some markers
have been individually set, clicking twice on this gadget will bring set all
markers to the same state.
STATUS GADGETS: In the upper right area of the window, there are two
rows of four gadgets each. These are, in order:
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ON/OFF: Turns the currently selected marker (the one whose label is
shown in the string gadget below) on or off. It reads "ON" if the current
marker is on and "OFF" if it is off.
PIXEL: Selecting this gadget allows the user to set a location for
a marker by clicking on the map. First select the "PIXEL" gadget. The
marker window and all other extra windows will be closed. Click at the
location desired. The map will be redrawn with the marker located where you
just clicked. Markers may be freely relocated by several methods, but this
is one which maintains the integrity of a unit's location and movement data.
When using EBS to play a military scenario, use this method to move a unit
in a way not covered by the normal turn execution.
NEW: Creates a new marker at the current location (see EBS
Variables) and of the type of the current marker. If there is no current
location, the location will be random X and Y and zero altitude. If there
is no current marker, it will be of type 10, displayed as a small, 5 pixel
by 5 pixel square on a default EBS. The new marker will be named "New" or
"Newn" with 'n' representing a number if the word "New" has already been
used. Note that labels for EBS modules must be unique.
NEXT: Sets the current marker to the next marker in the list. If
the current marker is the last one, it will be set to the first marker.
This list includes all markers on all maps in the system.
COLOR: Clicking on this gadgets cycles the color of the current
marker through the available colors on the current map. The resulting color
is displayed as the color of the gadget.
TYPE: Select this gadget to change the type of the current marker.
After selecting this gadget, select one of the gadgets on the left hand side
of the marker window as the type for the marker. (Do not select the "ALL"
gadget--it will be disabled.)
DEL: Deletes the current marker from the list.
PREV: Sets the current marker to the previous marker in the list.
If the current marker is the first one, it will be set to the last marker.
In the are of the window immediately below these gadgets, the label of
the map on which the current marker will be displayed is shown. Below that
are six string gadgets, used for setting values associated with the marker.
Above these six gadgets, the label for the current map is displayed. All
markers are associated with a map.
LABEL: Sets the unique label for the marker. These labels must
conform to EBS rules for markers.
NAME: Allows a name to be associated with the marker. Since labels
may be printed on the map beside the marker, you may wish to use
abbreviations in the label and print the full name in this field. The name
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field is not restricted as to length when set through the script language,
but the maximum length which may be set through this gadget is 79
characters.
NOTE: A note associated with the marker. Maximum length set
through this gadget is 1024 characters.
**Note: The following three gadgets allow changing the location of
a unit without handling the movement/course values for the unit. Don't use
these gadgets to change the location of a marker with an associated unit
while testing or playing a scenario in the open mode.
Y or LAT: Depending on the type of the current map (not the map on
which the marker is displayed, this will set the latitude or the Y
coordinate of the location of the marker.
X or LONG: Also dependent on the type of the current map. Sets the
longitude or the X coordinate of the marker's location.
ALT: Sets the altitude or the Z coordinate of the current marker's
location.
2.3.3 Marker Window Menus
Besides the standard first menu, the marker window has two menus
associated with it.
1) Set Menu
a) Map -- Displays a list requester in which you may select the
name of the map on which you wish the marker to be displayed. Locations
will be converted as much as possible, but check the locations of moved
markers carefully. This modifies the marker list of both maps, so the
marker which is moved will not be saved under the file associated with its
old map. If you wish the marker to exist on both maps, duplicate it first.
b) Unit -- Displays a list requester of available military units.
Select one to be associated with the marker.
c) Objective -- Displays a list requester allowing choice of an
objective to be associated with the marker.
d) Supply -- Displays a list requester allowing choice of a supply
module to be associated with the marker.
e) Location -- Sets the location of the marker to the current
location. This is done "legally" with reference to unit movement if there
is a unit or supply module attached to the marker.
f) Plane -- Displays a string requester asking for the plane value
you wish for the location of the current marker.
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g) Interstice -- Displays a string requester asking for the
interstice value you wish for the location of the current marker.
h) Edit Images -- Opens the image editing window, allowing you to
edit any of the default images for markers or configure a marker for its own
image and edit that one. For a full description, see below under Image
Editing Window.
2) Edit -- Allows editing certain modules attached to the marker, or
setting the marker flags.
a) Objective -- Opens the Module editor window (see above) on the
objective attached to the current marker.
b) Supply -- Opens the Module editor window on the supply module
attached to the current marker.
c) Script -- Displays a string requester asking for a script and
arguments to be attached to the current marker. For details on scripts see
the section on the EBS Script Language.
d) Options -- Displays the options list for the current marker
using the options requester. Selecting these items impacts what information
about the marker will be displayed on the map.
2.4 Command Window
2.4.1 Title Bar
The command window title bar is used as a prompt for entry in the
command gadget, which occupies the width of the window on the first line.
Normally it will read "Command?" indicating that the window is prepared to
receive commands entered in the EBS script language. Selecting certain
other command window gadgets will result in a change of the prompt. If
there is any other prompt than "Command?" EBS is waiting for input resulting
from selecting one of these other gadgets. Entering a command may result in
invalid input.
2.4.2 Command Window Gadgets
COMMAND: The first line of the command window contains a string gadget
in which EBS Script Language commands may be entered one at a time. If
possible, responses are returned in the bottom portion (two lines by 32
characters) of the command window. If the response will not fit in that
area, it is returned in the information window (if that is enabled) or
truncated to the space provided.
To the left of the command line is a gadget labelled "<"; to the right
there is one labelled ">". These gadgets are used to select the next or
previous commands entered. EBS maintains a command history of the last 20
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commands. Each new command entered, provided it is not identical to the
previous command, is entered in the command history. If there are more than
20 commands, the oldest command is dropped from the list. To get the
previous command in the list, select the "<" gadget; to get the next command
select the ">" gadget. The command history loops.
The remainder of the window is divided into three zones: the
controlled unit zone, the target unit zone and the response zone. I have
already described the response zone above. If there are no units defined,
or none are ready to command, such as when EBS is in use as a mapping
facility, this portion of the window will be disabled, and the statement "No
unit/force defined or ready to command." The window may still be used for
entering EBS script commands, such as unit definitions.
The controlled unit zone contains information about a unit being
commanded by the player. It contains seven lines of information and 8
gadgets. It is the left hand portion of the window.
LINE 1: Contains the label "UNIT:" followed by the first 11 characters
of the name of the unit currently commanded. This line is also a gadget.
Click on the line and EBS will present you with a list requester allowing
you to select a unit from the current force to command. After you have
selected a unit, the window will update to reflect information concerning
the new unit.
LINE 2: Contains the label "NUMB:" followed by the number of members
in the current commanded unit. This line is not a gadget.
LINE 3: Contains the label "STAT:" followed by the percentage of the
current unit's members which can function. This line is not a gadget.
LINE 4: Contains the label "MORL:" followed by the current morale
status of the unit. This value may be greater than 100%; it depends on the
value entered in the tactics module for the unit. This line is not a
gadget.
LINE 5: Contains the label "ATTK:" followed by the name of the attack
currently selected by the current unit. Selecting this gadget cycles
through the unit's list of available attacks. When EBS reaches the end of
the list, it cycles back to the first attack again.
LINE 6: Contains the label "FORC:" followed by the number of the
current unit's force. If you select this gadget, EBS will present a list
requester, allowing selection of a force to command. Once selection is
made, the first unit of that force will be presented as the unit commanded.
If EBS is in Scenario mode, with passwording, the user will have to enter a
password before EBS will allow command of the force.
LINE 7: Contains either the words "No destination" or the X and Y
coordinates of the units next destination. If there is no destination,
selecting this gadget sets the unit's destination to the current location.
If there is a destination set, selecting the gadget will clear that
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destination.
Below LINE 7 there are four boxes, labelled PREV, NEXT, SPEED and LOS.
PREV: Selects the previous unit in the current force for commands.
NEXT: Selects the next unit in the current force for commands.
SPEED: Changes the prompt in the title bar of the command window to
"Speed?" and awaits a speed input for the current unit. It sets the
contents of the command gadget to the current speed of the unit. You can
perform other commands prior to entering a speed, including changing the
current unit by selecting PREV or NEXT, but the contents of the command
gadget becomes the speed next time you hit <Enter> while in that gadget.
Hitting <Enter> while the gadget is empty will abort the speed setting
process.
LOS: It the current attack has a target, selecting this gadget will
trace a line of sight from the current unit as far as possible toward the
target unit.
To the right of the controlled unit zone is the target unit zone. This
zone contains information concerning the controlled unit's target and the
attack on it. All information presented here is from the viewpoint of the
attacking unit, and so will vary in accuracy according to the attacker's
abilities.
LINE 1: Contains the label "TGT:" and the name of the controlled
unit's current target. It is not a gadget.
LINE 2: Contains the label "STA:" and shows the current status of the
target.
LINE 3: Contains the label "FRC:" and shows the number of the current
target force. Select this gadget for a list requester allowing selection of
the target force. After a force is selected, the first unit in that force
will become the target of the current attacker.
LINE 4: Contains the label "ENE:" and shows the relation of the
selected target force to the current attacker. Values may be FRIEND,
NEUTRAL, ENEMY, and FANATIC (fanatical enemy). Attacking friends is
possible, but normally undesirable. This line is not a gadget.
LINE 5: Contains the label "ETG:" and shows the name of the unit the
enemy unit is attacking. This line is not a gadget.
LINE 6: Contains the label "RNG:" and shows the range to the target in
the unit of distance measurement defined for the current map.
LINE 7: Contains the label "ASG:" and shows the number of unit members
which are assigned to attack this particular target. Selecting this gadget
will change the prompt in the title bar to "Troops Assigned?" and enter the
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current number in the command gadget. Handling this value is similar to the
values for the speed; you can perform other commands prior to responding,
but your response applies to the current attack of the current unit at the
time you hit <Enter> in the command gadget. Hitting <Enter> on an empty
command gadget aborts the command.
Below this are four boxes, labelled PREV, NEXT, NONE and CTGT.
PREV: Selects the previous unit in the target force.
NEXT: Selects the next unit in the target force.
NONE: Clears the target from the current attack of the current unit.
CTGT: Makes the current target the target of the current attacker.
(See section on EBS variables.
2.4.3 Command Window Menus
The command window has two menus associated with it, other than the
standard main menu.
1) Display - contains a list of information items to display
concerning units.
a) Chain of Command - displays the current unit's immediate
superior and any direct subordinates. Display is by drawing complemented
lines from marker to marker, so the display may be toggled by reselecting or
erased by refreshing the map.
b) Ranges - Displays circles around each unit in the current force
representing the five ranges of the current attack for each one. These
circles may also be toggled by reselecting the option.
c) Destinations - Draws complemented lines from each unit in the
current force to their current destinations.
d) Targets - Draws complemented lines from each unit in the current
force to their current targets. Lines are drawn to main targets, not to
targets of each individual attack.
e) Zones of Control - Draws a complemented circle around each unit
in the current force, showing its zone of control.
f) Unit Status - Displays a standard unit status listing on the
current unit. All items in this status display are labelled, with the
exception of the last row, which contains status statements about the unit.
These are described in detain in the unit definition section of the manual.
g) Force Status - Displays a standard force status listing on the
current force. All items are labelled with the exception of the last line
which contains a series of status statements concerning the force and its
21
current strategy. All facts about the force's enemies are filtered through
its capabilities.
h) Unit View - Displays a map limited by the knowledge of the
current unit. When in the Scenario and Locked mode, the Refresh Map command
uses this command, but from the view of the highest ranking unit on the map.
i) Open Player - Displays a dialog including password if active to
begin actions for a new player.
j) Turn Increment - Displays a string requester in which to enter
the number of time units (normally seconds) you wish EBS to execute before
updating the display and returning control of the program to you. This
applies only when Scenario mode is not active. During Scenario mode, EBS
executes actions until user input is needed, then it updates the display and
returns control to the user.
k) Game Summary - Displays the results of the scenario if it were
stopped at the moment. Following the end of a scenario, it may be used to
redisplay the results.
l) Marker Opts - Allows you to set the options for the current
marker permanently (or until next time you set them). This differs from the
next menu item in that this marker will be continuously displayed with the
options selected here, rather than only when it is the current marker.
Displays the options requester.
m) Current Marker Opts - Sets the options concerning display of
information on the current marker. These options are applied to each marker
as it is selected and becomes the current marker. Clicking twice on a
marker will toggle any of the complemented items drawn.
n) Static Attacks - Draws in the effect areas of all static attacks
displayed on the map in complement mode.
o) Smoke - Draws in any smoke on the map in complement mode.
2) Commands
This menu lists specific commands which may be given to units
commanded.
a) Set HQ Speed - Sets speed of a HQ unit and of all its
subordinates. Speed is entered through a string requester displayed in the
command window.
b) Seek Speed - Instructs all units using the current movement
module to try to move through terrain allowing the maximum speed. If
intelligent movement was not enabled, it is automatically enabled with this
command. [Design note: Always create separate movement modules for any
units which may need to be separately instructed to seek cover or speed,
even if all other aspects of movement are identical.]
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c) Seek Cover - Instructs all units using the current movement
module to try to move through terrain with the maximum cover possible. See
note under 'b' above.
d) Limit Deviation - Instructs the current unit not to deviate more
than 45 degrees left or right to fulfill the movement conditions set by 'b'
or 'c'.
e) Close Course - Allows deviation up to 90 degrees left or right
to fulfill movement conditions.
f) Free Movement - Allows deviation up to 135 degrees left or right
to fulfill movement conditions. Note that this usually results in a unit
being unable to leave cover at all.
g) Manual Movement - Removes all intelligent movement options from
the current movement module.
h) Automate Force - Displays a list requester of forces and then
toggles all units in the selected force to or from computer control.
i) Automate Unit - Displays a list requester of units and toggles
the unit selected to or from computer control. This option allows computer
playing of parts of a force under overall command of a human.
j) Mount Transport - Displays a list requester of units to be
transported, followed by one for transport units. Initiates movement and
mounting of the two units.
k) Destination - Has three submenus for selection of the
interstice, plane and altitude of the current unit's destination.
l) Target Chase - Instructs the current unit to chase its target.
Destinations are automatically updated in accordance with the target's
movement.
2.5 Image Edit Window
2.5.1 The title bar always reads "Edit Images."
2.5.2 Gadgets
In the upper left hand corner are two gadgets, one labelled '<', one
labelled '>'. Between these is the normal label for the image currently
edited. Selecting the '<' gadget selects the previous image, selecting the
'>' gadget selects the next image. In the drawing area to the right is a
magnified display of the current image. Below this listing are gadgets
labelled 'MRK' and 'CAN'. Below the 'CAN' gadget is a small rendering of
the image in actual size.
Draw the image in the drawing area. Each pixel of the image is toggled
23
by clicking with the mouse. EBS marker images have only two colors, and the
display in this window will show only on and off. To accept your current
drawing of the image either select another image to edit or close the
window. To cancel, select the 'CAN' gadget.
To create and edit an individualized image for the current marker,
select the 'MRK' gadget. If this gadget is already highlighted, the current
marker already has an image, and the word 'MARKER' is included in the list
of images to be edited.
In a configured EBS, the names of the images may not conform to the
names presented in the list.
2.6 Time Window
The time window displays current game/scenario time in HH:MM:SS format,
if TURNMINUTES is not selected in the Scenario Options, otherwise it
displays time in DD:HH:MM format. It is always brought to the front of the
display on a refresh of the map.
2.7 Count Window
The Count Window displays the current SubCounter value in seconds. It
is displayed in a configurable font and size. These values may be set
through the EBS script language. The default font is diamond.20.
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