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Old August 13th, 2003, 06:44 AM
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There are 9 messages in this issue.

Topics in this digest:

1. Re: Data File Questions...
From: Death Lynx <deathlynx@yahoo.com>
2. Re: Runtime modifying of Composition Groups...
From: "Mr. Green" <mach_5@rocketmail.com>
3. Re: Runtime modifying of Composition Groups...
From: "Alessandro Di Pinto" <alexdipinto@tiscalinet.it>
4. Re: Runtime modifying of Composition Groups...
From: "Mr. Green" <mach_5@rocketmail.com>
5. Re: Definition Files
From: Will Jones <kamero82@yahoo.com>
6. Re: Definition Files
From: "Mr. Green" <mach_5@rocketmail.com>
7. Re: Definition Files
From: Jan-Philipp Trommershäuser <Illuminati01_@hotmail.com>
8. Re: Definition Files
From: "Mr. Green" <mach_5@rocketmail.com>
9. Re: Data File Questions...
From: Rob Bowes <rob@wolflair.com>


__________________________________________________ ______________________
__________________________________________________ ______________________

Message: 1
Date: Tue, 12 Aug 2003 07:54:22 -0700 (PDT)
From: Death Lynx <deathlynx@yahoo.com>
Subject: Re: Data File Questions...


--- Colen McAlister <colen@wolflair.com> wrote:
> At 06:37 PM 8/5/2003 -0700, you wrote:
>
> Uh... ok, that's really weird. I'm not sure why
> that's happening... is
> there anything strange in the datadef file that
> would prevent more than one
> of a single item being taken? Anyone else have any
> ideas?
>
Finally found the problem...It was in the display box
for # available...apparently I somehow hit "0" as the
value for it...*shrug*...well, I now have most of the
files for the game system writen up...any advice as to
how to package it? Most are in self extracting
compressed files but I don't have anything which can
do that (at least to the best of my admitadely limited
Win XP knowledge)...Also where do I send it
afterwards? Thanks for helping me with those bugs...

=====


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Message: 2
Date: Tue, 12 Aug 2003 08:37:39 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Runtime modifying of Composition Groups...

You could just use Composition Rule Sets, like I did for my CSM file for
Iron Warriors, which you can download at the 40k maintainer's site here:

http://ab40k3.pids.net/modules.php?o...download&cid=5

Basically, you create a xbrk statements for the race for each scenario
where there are at least two fast attack choices that will reduce the FA
by 2 and increase the HS by one, and the user can select or deselect it in
the Roster | Composition Rule Set menu. The same thing could be done for
the Wordbearers. You need to make sure you add the -mode tag on the end
so that each xbrk only applies to the scenario you intend it to, such as
this attribute which can be selected in the Standard Mission scenario:

xbrk:"+1 Heavy
Slot"="HQ@1-2,Elit@0-3,Trp@2-6,Fast@0-1,Hvy@0-4,Othr@?"-mode=default

Mark

--- alex_di_pinto <alexdipinto@tiscalinet.it> wrote:
> Hi, i'm making some datafile for Warhammer 40K Codex Chaos and i found
> some problems...
>
> 1) How can i change only 1 composition group leaving the others
> intact?
>
> Ex. For Iron Warriors, I want an option to give me +1 Heavy support,
> -2 Fast attack, leaving other composition groups as they are.
>
> 2) It is possible to iclude some sort of condition?
>
> Ex. As above, I want +1 H.S., -2 F.A. but only if there are at least 2
> F.A.
>
> I need this also for Word Bearers, where i have to put 3 options
>
> - Swap 1 Elite for Troop
> - Swap 1 Fast Attack for Troop
> - Swap 1 Heavy Support for Troop
>
> So I need some sort of script that let me change these without
> modifying the others comp. groups.
>
> Any ideas? even other solutions for these are welcome...



=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

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Message: 3
Date: Tue, 12 Aug 2003 19:28:18 +0200
From: "Alessandro Di Pinto" <alexdipinto@tiscalinet.it>
Subject: Re: Runtime modifying of Composition Groups...

Yes, but i need to specify all other composition groups, not only those i
want to change...
For Word bearers it doesn't work! Because i have 3 options per scenario
(swap elite for troop, swap f.attack for troop, swap h.support for troop)
and if i choose the first i have compo groups like this 1-2 HQ, 0-2 elite,
2-7 troops, 0-3 f.attack, 0-3 h.support, if i choose the second i have
compos like this 1-2 HQ, 0-3 elite, 2-7 troops, 0-2 f.attack, 0-3 h.support,
but if i choose both two? I should have 1-2 HQ, 0-2 elite, 2-8 troops, 0-2
f.attack, 0-3 h.support but it doesn't work this way! I need a way to
perform a relative change, like +1 Troop, -1 Fast Attack; +1 Troop, -1
H.Support and so on...


----- Original Message -----
From: "Mr. Green" <mach_5@rocketmail.com>
To: ab@support.wolflair.com
Sent: Tuesday, August 12, 2003 5:37 PM
Subject: Re: [AB] Runtime modifying of Composition Groups...


> You could just use Composition Rule Sets, like I did for my CSM file for
> Iron Warriors, which you can download at the 40k maintainer's site here:
>
>
http://ab40k3.pids.net/modules.php?o...file=index&req
=viewdownload&cid=5
>
> Basically, you create a xbrk statements for the race for each scenario
> where there are at least two fast attack choices that will reduce the FA
> by 2 and increase the HS by one, and the user can select or deselect it in
> the Roster | Composition Rule Set menu. The same thing could be done for
> the Wordbearers. You need to make sure you add the -mode tag on the end
> so that each xbrk only applies to the scenario you intend it to, such as
> this attribute which can be selected in the Standard Mission scenario:
>
> xbrk:"+1 Heavy
> Slot"="HQ@1-2,Elit@0-3,Trp@2-6,Fast@0-1,Hvy@0-4,Othr@?"-mode=default
>
> Mark
>




__________________________________________________ ______________________
__________________________________________________ ______________________

Message: 4
Date: Tue, 12 Aug 2003 10:46:43 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Runtime modifying of Composition Groups...

I think the only other way to do it is using the acmp attribute in an
option. You could assign options to core units that lower the actual
troop unit count by one so that AB thinks there are fewer units than there
are, like "acmp:Trp-1u". So if you had 8 troop units and two of them had
this option checked, AB would count only 6 troop units.

You would still need some kind of check to make sure you don't take the
option more times than you are allowed (ie, more times than you have
unused elite/fast/heavy choices) and I can't really think of an easy way
to do that off the top of my head.

There is no way that I know of to dynamically change composition groups at
runtime the way you are proposing to.

Mark


--- Alessandro Di Pinto <alexdipinto@tiscalinet.it> wrote:
> Yes, but i need to specify all other composition groups, not only those
> i
> want to change...
> For Word bearers it doesn't work! Because i have 3 options per scenario
> (swap elite for troop, swap f.attack for troop, swap h.support for
> troop)
> and if i choose the first i have compo groups like this 1-2 HQ, 0-2
> elite,
> 2-7 troops, 0-3 f.attack, 0-3 h.support, if i choose the second i have
> compos like this 1-2 HQ, 0-3 elite, 2-7 troops, 0-2 f.attack, 0-3
> h.support,
> but if i choose both two? I should have 1-2 HQ, 0-2 elite, 2-8 troops,
> 0-2
> f.attack, 0-3 h.support but it doesn't work this way! I need a way to
> perform a relative change, like +1 Troop, -1 Fast Attack; +1 Troop, -1
> H.Support and so on...


=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

__________________________________
Do you Yahoo!?
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__________________________________________________ ______________________
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Message: 5
Date: Tue, 12 Aug 2003 11:51:49 -0700 (PDT)
From: Will Jones <kamero82@yahoo.com>
Subject: Re: Definition Files

Yes, I uncompiled the tutorial definition file and viewed it in wordpad. I made minor changes to the stats, just to see if it would work, and saved it. When I booted up the tutorial army on armybuilder the changes didn't take place. After I make changes to a definition file in wordpad do I have to save it as something specific or re-compile it or something? If so, how do you do that?


Colen McAlister <colen@wolflair.com> wrote:At 12:56 AM 8/12/2003 +0000, you wrote:
>Hello there. I was wondering if you can help me out. How do you
>create or edit definition files?!?
>
>Thanks for your time

You can edit them simply using Notepad, or another text editor. To create
them, we recommend that you take another definition file as a starting
point (for example, the tutorial game system definition file) and base
yours off that.

The ABCreator tutorial has some short instructions for how to review the
contents of a definition file.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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__________________________________________________ ______________________
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Message: 6
Date: Tue, 12 Aug 2003 11:59:11 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Definition Files

You must convert it back to a definition file using 'abdef.exe', in the
same way you used 'abundef.exe' to convert the original definition file to
a text file.

Mark

--- Will Jones <kamero82@yahoo.com> wrote:
> Yes, I uncompiled the tutorial definition file and viewed it in wordpad.
> I made minor changes to the stats, just to see if it would work, and
> saved it. When I booted up the tutorial army on armybuilder the changes
> didn't take place. After I make changes to a definition file in wordpad
> do I have to save it as something specific or re-compile it or
> something? If so, how do you do that?
>
>
> Colen McAlister <colen@wolflair.com> wrote:At 12:56 AM 8/12/2003 +0000,
> you wrote:
> >Hello there. I was wondering if you can help me out. How do you
> >create or edit definition files?!?
> >
> >Thanks for your time
>
> You can edit them simply using Notepad, or another text editor. To
> create
> them, we recommend that you take another definition file as a starting
> point (for example, the tutorial game system definition file) and base
> yours off that.
>
> The ABCreator tutorial has some short instructions for how to review the
>
> contents of a definition file.
>
>
> --
> Colen McAlister (colen@wolflair.com)
> Lone Wolf Development
> www.wolflair.com
>
>
>
> Yahoo! Groups SponsorADVERTISEMENT
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> To unsubscribe from this group, email
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>
>
>
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>
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>
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=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

__________________________________
Do you Yahoo!?
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__________________________________________________ ______________________
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Message: 7
Date: Tue, 12 Aug 2003 22:56:40 +0200
From: Jan-Philipp Trommershäuser <Illuminati01_@hotmail.com>
Subject: Re: Definition Files

is there a way that you don't annoy me anymore by sending some mails more than one time please?
----- Original Message -----
From: Will Jones
To: armybuilder@yahoogroups.com
Sent: Tuesday, August 12, 2003 8:51 PM
Subject: Re: [AB] Definition Files


Yes, I uncompiled the tutorial definition file and viewed it in wordpad. I made minor changes to the stats, just to see if it would work, and saved it. When I booted up the tutorial army on armybuilder the changes didn't take place. After I make changes to a definition file in wordpad do I have to save it as something specific or re-compile it or something? If so, how do you do that?


Colen McAlister <colen@wolflair.com> wrote:At 12:56 AM 8/12/2003 +0000, you wrote:
>Hello there. I was wondering if you can help me out. How do you
>create or edit definition files?!?
>
>Thanks for your time

You can edit them simply using Notepad, or another text editor. To create
them, we recommend that you take another definition file as a starting
point (for example, the tutorial game system definition file) and base
yours off that.

The ABCreator tutorial has some short instructions for how to review the
contents of a definition file.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com



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Message: 8
Date: Tue, 12 Aug 2003 14:24:34 -0700 (PDT)
From: "Mr. Green" <mach_5@rocketmail.com>
Subject: Re: Definition Files


Try to be a bit more constructive there, Jan-Philipp, it was probably an
accident or possibly even just a glitch in Yahoogroups. If you don't want
to receive email feel free to leave the mailing list- no one's forcing you
to be here.

Mark

--- Jan-Philipp_Trommershäuser <Illuminati01_@hotmail.com> wrote:
> is there a way that you don't annoy me anymore by sending some mails
> more than one time please?
>
> ----- Original Message -----
> From: Will Jones
> To: armybuilder@yahoogroups.com
> Sent: Tuesday, August 12, 2003 8:51 PM
> Subject: Re: [AB] Definition Files
>
>
> Yes, I uncompiled the tutorial definition file and viewed it in
> wordpad. I made minor changes to the stats, just to see if it would
> work, and saved it. When I booted up the tutorial army on armybuilder
> the changes didn't take place. After I make changes to a definition file
> in wordpad do I have to save it as something specific or re-compile it
> or something? If so, how do you do that?



=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

__________________________________
Do you Yahoo!?
Yahoo! SiteBuilder - Free, easy-to-use web site design software
http://sitebuilder.yahoo.com


__________________________________________________ ______________________
__________________________________________________ ______________________

Message: 9
Date: Tue, 12 Aug 2003 18:13:51 -0700
From: Rob Bowes <rob@wolflair.com>
Subject: Re: Data File Questions...

You need to do two things. First, package up the files using the ABExport
tool. This creates a file that AB can directly import. Second, contact
helpdesk@wolflair.com with the details to setup an author account for you.
You'll need to include the game system, publisher, publisher website, plus
your name and email address.

Thanks, Rob

At 07:54 AM 8/12/2003 -0700, you wrote:
>Finally found the problem...It was in the display box
>for # available...apparently I somehow hit "0" as the
>value for it...*shrug*...well, I now have most of the
>files for the game system writen up...any advice as to
>how to package it? Most are in self extracting
>compressed files but I don't have anything which can
>do that (at least to the best of my admitadely limited
>Win XP knowledge)...Also where do I send it
>afterwards? Thanks for helping me with those bugs...


---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (559) 658-6995
Lone Wolf Development www.wolflair.com



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