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       How to 'Flip' a Scenario
        
       Download Flip a Scenario instructions in Adobe™ Acrobat™ format 
      Unlike some other wargames, the AI is so complex in Armored Task
      Force that all scenarios cannot, by default, be played as either
      side.  However, it is a very simple matter, using the ATF Scenario
      Builder for anyone to 'flip' a scenario; that is, make the player
      forces into 'enemy' forces and the enemy forces into player forces, in
      order to play as the 'other side' in a scenario.. 
      The remainder of this topic discusses the particulars of 'flipping' a
      scenario, but, in general, the steps are as follows: 
      
        - Make a copy of the original scenario and save it.
 
        - Flip the friendly and enemy forces.
 
        - Flip the friendly and enemy obstacles.
 
        - Flip the friendly and enemy holes.
 
        - Flip the components, battle plans,
          and AI scripts.
 
       
      
       Make a copy of the original scenario:
      
 We want to begin by making a copy of the original scenario to edit, so that we
 do not alter the original scenario.  To do this, we will use the ATF
 Scenario Builder Wizard.  This topic assumes only that you have
 started the ATF Scenario Builder. 
       
      
       Flip Unit Arrays and Hierarchy Arrays:
      
       Now that you have copied the original scenario, you must 'swap' enemy and
       friendly units and hierarchies.  Units are stored in a 'Unit Array',
       saved with a file name ending in the extension '.unt'.  Hierarchies
       (companies and platoons) are stored in a 'Hierarchy Array' with a file
       extension of '.hra'. 
      
       The basic steps in 'flipping' units and hierarchies are: 
      
        - Remove all of the units from the enemy and friendly faction
 
        - Load the enemy units as friendly units.
 
        - Load the friendly units as enemy units.
 
        - Load the enemy hierarchies as friendly hierarchies.
 
        - Load the friendly hierarchies as enemy hierarchies.
 
       
         
      
       Flip the Obstacle Arrays:
      Obstacles (mines, wire, tank ditches, and road craters) are stored in
      'Obstacle Arrays'.  There are two types of Obstacle Arrays. 
      Friendly Obstacle Arrays, with an extension of '.fob', are used by the
      friendly faction in scenarios.  Enemy obstacle Arrays, with an
      extension of '.eob', are used by neutral (allied) and enemy factions in a
      scenario.  These file types are not interchangeable. 
      Luckily, however, the ATF Scenario Builder includes a utility to
      'convert' enemy Obstacle Arrays to friendly Obstacle Arrays, and vice
      versa. 
      The rest of this section provides detailed instructions for 'flipping'
      Obstacle Arrays.  But, in general, the steps are as follows. 
      
        - Convert the enemy Obstacle Array to a new friendly Obstacle Array.
 
        - Load the converted obstacles as the friendly Obstacle Array.
 
        - Convert the friendly Obstacle Array to a new enemy Obstacle Array.
 
        - Load the converted obstacles as the enemy Obstacle Array.
 
       
         
        
         | 1.  Select 'Enemy to Friendly' from the
          'Convert' sub-menu of the 'Obstacle Menu'.  | 
           | 
         
        
         | 2. Select the enemy 'Obstacle Array' file
          (extension .eob).  Note that if the original scenario has a battle
          plan, there may be more than one enemy Obstacle Array.  In
          this case (as in the example here), select the one that does not
          end in a number.  This is the 'base' enemy Obstacle Array, that
          is loaded when you load the scenario in the Scenario Builder. | 
           | 
         
        
         | 3. Specify a file name for the converted
          enemy Obstacle Array.  Do not overwrite the friendly
          Obstacle Array.  Select a new file name instead. | 
           | 
         
        
         | 4. Select 'Open' from the 'Obstacle' Menu. | 
           | 
         
        
         | 5.  Select the new, converted Obstacle
          Array (file extension .fob) that you just created. | 
           | 
         
        
         | 6.  Select 'Yes' to confirm this
          action. | 
           | 
         
        
         | 7. Select 'Friendly to Enemy' from the
          'Convert' sub-menu of the 'Obstacle' menu. | 
           | 
         
        
         | 8. Select the friendly Obstacle Array
          (extension .fob). | 
           | 
         
        
         | 9. Select a new name for the converted
          Obstacle Array.  Do not overwrite the current enemy
          obstacle array. | 
           | 
         
        
         | 10.  Select 'Open' from the 'Obstacle'
          menu. | 
           | 
         
        
         | 11. In 'Files of Type', select 'Enemy or
          Neutral Obstacle Array (*.eob)' to list all of the enemy Obstacle
          Arrays (extension .eob) in the 'Data' sub-directory of your ATF
          install directory. | 
           | 
         
        
         | 12.  Select the new, converted Obstacle
          Array (file extension .eob) that you just created. | 
           | 
         
        
         | 13.  Select 'Yes' to indicate that you
          want to load this as the enemy Obstacle Array (as opposed to the
          neutral or allied obstacle array). | 
           | 
         
        
         | 14. Select 'Yes' to confirm this
          action. | 
           | 
         
             	   
      
       Flip the Hole Arrays:
      Vehicle and dismount holes are stored in 'Hole Arrays'.  Each
      faction has its own Hole Array, but they are completely interchangeable
      (i.e. there are not separate enemy and friendly formats, as with Obstacle
      Arrays). 
      The rest of this section provides detailed instructions for 'flipping'
      Hole Arrays.  But, in general, the steps are as follows. 
      
        - Load the enemy holes as the friendly Hole Array.
 
        - Load the friendly holes as the enemy Hole Array.
 
       
         
     
         | 1.  Select 'Open' from the 'Hole' menu. | 
           | 
         
        
         | 2.  Select the enemy Hole Array. | 
           | 
         
        
         | 3.  Select 'Friendly' and 'OK' | 
           | 
         
        
         | 4.  Select 'Open' from the 'Hole' menu. | 
           | 
         
        
         | 5.  Select the friendly Hole Array. | 
           | 
         
        
         | 6.  Select 'Enemy' and 'OK'. | 
           | 
         
        
         | 7.  Select 'Yes' to confirm this
          action. | 
           | 
         
              	   
      
       Other changes:
      As we mentioned at the outset, the AI in Armored Task Force is
      more complex than in many other wargames.  As a result, simply
      swapping files is not sufficient to 'flip' most scenarios. 
      In addition to the steps above, the following, additional changes must
      be made to flip a scenario. 
      
         
        
         | 1.  Select 'Enemy' from the 'Delete'
          sub-menu of the 'Battle Plan' menu. | 
           | 
         
        
         | 2.  Highlight a battle plan and 'OK'. | 
           | 
         
        
         | 3.  Select 'Yes' to delete the battle
          plan. 
           Repeat steps 1-3 until all battle plans have been removed. 
          You can now add new enemy battle plans for the 'flipped'
          scenario.  For more, click here. 
          | 
           | 
         
        
         | 4.  Select 'Edit Friendly' from the
          'Mission' sub-menu of the 'Component' menu.
           You will need to change the 'Global Direction', win and loss text,
          and victory conditions to reflect the objectives for the 'new'
          friendly (player controlled) force.  To see more, click
          here. 
          Make sure you also change the 'Global Direction' in the neutral and
          enemy Mission components.  | 
           | 
         
        
         | 5. To continue, you will need to save the
          scenario.  Select 'Save' from the 'File' menu or toolbar. | 
           | 
         
        
         | 6. Close the ATF Scenario Builder by
          selecting 'Exit' from the 'File' menu or the 'Close' button at the
          top-right of the main window. | 
           | 
         
        
         | 7. Using Windows Explorer, change the name
          of the Maneuver Graphics (the friendly .gra file) to the name of the
          Enemy SITTEMP (the enemy .gra file).  Then do the reverse,
          changing the Enemy SITTEMP file name to that of the Maneuver Graphics.
           When you are done, restart the ATF Scenario Builder. 
          You will find that the Enemy SITTEMP is now displayed in blue, as the
          Maneuver Graphics, and the Maneuver Graphics are now displayed in Red,
          as the Enemy SITTEMP. 
          Additional editing to the graphics may be required.  For
          information on how to do this, click
          here.  | 
           | 
         
        
         | 8. Finally, you might need to create Faction
          AI for the 'new' enemy (opposing) units and hierarchies.  Select
          'Enemy...' from the 'Create' sub-menu of the 'Faction AI' sub-menu of
          the 'Hierarchy' sub-menu of the 'Unit' menu (phew!).
           For more information on creating a Faction AI script, click
          here.  | 
           | 
         
                	   
      Next step : Open a Database for
      Editing  |