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How to Create a Building
The Star and the Crescent adds discreet buildings to the Armored
Task Force Engine. Buildings have the following attributes.
- They are opaque (at a level set in the base 'view modifier' factor)
to vehicles and teams outside the building.
- They obstruct movement (at a level set in the base 'movement
modifier' factor) to vehicles and teams moving from outside to inside
the building.
- They allow units (types specified in the 'Structure' attribute) to
enter them.
- Units inside the building receive an altitude bonus, set in the
'Structure' attribute.
- Units inside the building receive direct and indirect fire
protection (at a level set in the 'Structure' attribute)
- Units inside have their apparent 'size' modified (when viewed from
units outside) by a factor set in the 'Structure' attribute.
NOTE: The Star and the Crescent is a battalion-level
combat simulation. It is not designed to simulate squad-level
combat. As such, extremely fine levels of terrain will be ignored by
the simulation. For a building to have any effect in the simulation,
it must be at least 100m X 100m in size. If you have smaller
buildings, group them together and put them in an 'Urban Level 1' terrain
object, that generalizes buildings to an area effect on movement and
vision.
This topic, of course, assumes that you have opened a map for editing
in The Star and the Crescent Power Toolkit, using the steps described in
Add terrain to a map.
Create the Building Terrain Type
A 'building' in The Star and the Crescent is a terrain object
with a terrain type that contains the 'Structure' attribute. To
create a new building, the first step is to create a terrain type with the
'Structure Attribute'
1. Select 'Add' from the 'Terrain Types' sub-menu of the 'Map' menu. |
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2. Fill out the 'Terrain Type' dialog. See Add
terrain to a map for details on this. Two settings have
slightly different meanings in Buildings. Vision Reduction.
This is the degree to which the building reduces vision for units outside
of the terrain attempting to look through it. Move
Reduction. This is the degree to which the building slows
movement for units moving through it that are not specified as units
capable of occupying the building. To add the 'Structure' capability
to the terrain type, select 'Add' from the 'Capabilities' portion of
the dialog. |
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3. Select 'Structure' and 'OK'. |
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4. Fill out the 'Structure Terrain Type Attribute' Dialog. Accept...
These are the types of units that can occupy (e.g. gain benefit
from) the building. If a type is not checked here, none of the
other settings for that type of vehicle are used. Can Shoot?
Which unit types can fire out of this building type. Indirect Fire
Modifier. The fraction by which indirect fire lethality is
reduced for occupants. Direct Fire Modifier. The
fraction by which direct fire lethality is reduced for occupants. Size
Modifier. The apparent size reduction for units inside the
structure when viewed from outside. Altitude Bonus. How
much higher (above ground level) units occupying the structure are
than those outside the building. Select 'OK' when you are done
filling out this window. |
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5. Select 'OK' to finish creating this terrain type. |
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Add a Building to the Map
Once you have created a terrain type for the structure, you add a
building to the map in the same way you would add any terrain
object. See Add terrain to a map
for more.
1. Select 'New' from the 'Terrain' sub-menu of the 'Map'
menu. |
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2. Select the name of the 'Structure' terrain type you just
created, and 'OK'. |
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3. Left-click for each corner of the building. Again,
for the building to behave as intended in the engine it must be at
least 100m X 100m. |
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4. Right-click, when finished, to complete the addition of the
building. |
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Next Step: Add a 'Game Year Rule' to a
scenario |