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How to Add a Vehicle to the Database
A vehicle object in the database contains all of the data defining a
vehicle type, including its special capabilities, its starting ammo,
its speed and dimensions. Each unit in the game refers to a vehicle
in the database and derives its capabilities from the vehicle object
in the database.
We are going to build a UH-60L by copying an OH-58D to a new vehicle
object and changing its attributes. You can also make a vehicle by
starting from scratch, but you must then manually input all of the
Kill Odds data for every weapon in the game. This is not the preferred
method for creating a vehicle.
Create a vehicle:
We are going to build a vehicle by copying an existing vehicle to a
new vehicle object. Then we are going to edit the copied vehicle to
reflect the properties we want it to have.
1. Select the 'Copy...' function from the 'Vehicle' sub-menu of the
'Database' menu in the ATF Power Toolkit. |
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2. Select the vehicle you wish to copy. Ideally, you select a vehicle
which has similar vulnerabilities to direct fire weapons. Kill Odds
are time consuming to edit, so if you can start with a close match,
you will save time. |
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3. Select 'No'. |
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4. Select a name for your new vehicle. |
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5. Fill in the edit boxes for the vehicle data.
Finally, we delete the old weapon and click 'Add' to add a new
weapon to the vehicle. |
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6. Go back to the image for your new vehicle in whatever drawing
program you prefer and try to identify the location of weapons on the
image. This is the place from which weapons bursts will be
shown when the vehicle is firing. On a tank, this might be the
turret muzzle, but on our aircraft, this is the door gun.
The value you need is from the center of the vehicle (with up being
the positive Y axis and right being the positive X axis). In other words, you need to subtract the coordinates of the center from
the coordinates of the weapon location and then multiply the Y value
by -1 (huh?). This number will be input into the Flash Offset X,
and Y for the aircraft. Right now, flash graphics are not
implemented. But this may change someday as the Armored Task
Force game engine is upgraded, so it is a good idea to input this
value so that your vehicle and database will remain 100% compatible
when the engine is upgraded. |
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7. We were presented with this dialog when we selected the 'Add'
button from the vehicle dialog. If this were a vehicle with a
turret, we would add the weapons to the turret, not here, unless they
were connected to the chasis of the vehicle, but our aircraft does
not have a turret.
Click on the 'Weapon' button and select the weapon, then fill out the
form.
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Ammo. Total number of rounds the vehicle carries as its
basic load for this weapon.
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Left, Right Limit. These numbers describe the left and
right extent of the weapons traverse. Enter -99 if there is
no limit. Directions are described with zero being straight
ahead and 0 to -3200 being to the left of straight ahead and 0 to
3200 being right of straight ahead. Our door gun only fires
to the right of the aircraft.
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Flash Offset X, Y. This is the number we just got from
the image in the last step.
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Suppression Radius. This is the radius that can be
suppressed on the ground with this weapon when the unit has the
'Suppress' SOP set.
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Percent Infra-Red. A value from 1-200. This is how
well the vehicle sees in infrared (used when looking through
smoke).
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Percent Night Vision. A value from 1-200 describing how
well the vehicle can see during limited visibility (night).
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Co-Axial. If checked, this weapon is fixed to either the
chassis or the turret of the vehicle which it is a part. If
this is the case, the vehicle or turret will be rotated when the
weapon engages targets.
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Shoot Moving. If checked, this weapon can be fired while
the unit is moving.
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8. We are going to delete the special attributes that do not apply to
our aircraft. Then, we select the 'Rotary Wing' item and select
'Edit' so that we can tailor it to our aircraft. |
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9. First we fill out the form:
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Altitude. The height above ground level at which
the vehicle flies while moving normally.
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Sprint Altitude. The altitude at which the aircraft flies
when sprinting.
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Defilade Altitude, Defilade Popup. If defilade popup is
checked, then when the vehicle is in defilade, it will fly at the
'Defilade Altitude'.
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Land When Stopped. Self-explanatory. This needs to
be checked if we have troop carrying aircraft (which we do).
Now we are going to change the propeller graphic... |
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10. Select the UH-60L propeller graphic that you drew using your
favorite drawing application. |
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11. After we click 'OK' on the Rotary Wing Attribute dialog,
we are going to select the 'Add..." button and select 'Personnel
Carrier' so that our aircraft can carry soldiers. We simply fill out
the form.
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Time to Open. The amount of time required to open the
vehicle to accept dismounts. This is most applicable to
APC's and other vehicles with large, heavy back ramps.
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Time to Mount. How much time, per dismount team, is
required to load the aircraft with the team and its equipment.
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Time to Dismount. Time to unload all of the dismount
teams aboard an aircraft.
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Time to Close. After mounting or dismounting is complete,
how long it takes to close the carrier.
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Max Number of Dismount Teams. Self-explanatory.
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Open Graphic Piece. You can create a separate graphic
piece to display the vehicle while it is open and specify it here.
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12. Now we will specify the graphics which represent the vehicle on
the map. First, we will specify the NATO icon which represents
the vehicle by selecting the 'NATO Piece' button... |
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13. ...And specifying the rather generic 'Friendly Aviation Blue'. |
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14. Now we are going to pick the graphic piece we created so that,
when we have selected 'Vehicle Icons' in our 'View Options' window,
our new graphic piece will be displayed. Select 'Graphic Piece'
and then select the 'UH-60L' graphic that we created in the previous
topic. |
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15. If you wish to change the vulnerabilities of the vehicle to
direct fire weapons, you can do so by selecting 'Kill Odds'.
You will be presented with the 'Weapon Kill Percentages' dialog which
allows you to change the pK (percent kill, odds a weapon will kill
the vehicle if hit) for each weapon in the database.
pK is separate from pH (percent hit, the odds a weapon will hit a
vehicle). pH is based on a complicated algorithm and can not be
directly edited in the database. It relies on vehicle movement,
visibility, weapon magnifications, and many other factors.
Here is how to use the dialog.
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Front, Back, Left, Right. These are the odds (from 1-100)
that a hit on this facing with the specified weapon will destroy
the vehicle.
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Top. This value is not currently implemented, but it is a
good idea to fill it in so your database will continue to be
compatible when the Armored Task Force game engine is
upgraded, later.
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Back, Next. Cycle through all of the weapons in the
database.
You can also edit these values by using the 'pK List' functions,
'Import' and 'Export'. With these functions and a program like
Microsoft Excel*, you can export all of the current database values,
edit them in a tabular format, save them as a comma-separated value
list, and import them back into the game.
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16. You can also edit the vulnerability of your vehicle to indirect
fire, by selecting the 'IF Effects' button.
These are base pK's (percent kills, odds, from 1-100, that a vehicle
will be killed) used if the vehicle is within the blast radius of an
indirect fire impact. They are modified by the caliber of the
weapon (a rocket will have higher odds than these, while a mortar
will have lower odds). The base value here is for a U.S. 155mm
round.
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HE. High explosive rounds.
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DPICM. Dual-purpose, improved, conventional munitions (bomblets).
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NUKE. Nuclear rounds.
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PGM. Precision guided munitions (laser guided, 'smart'
munitions.
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CHEM. Chemical munitions effects. The odds the
vehicle will die when first entering a chemically contaminated
area.
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Next step : Save a Database |