Omaha Beach .bsf file
Posted: Sat Feb 01, 2020 11:36 am
On Omaha Beach, per the .bsf file (Battle Script File?), the two command teams both get deployed near-by each other in the trenches around the forward left bunkers. Also, the AT gun in the forward right AT bunker doesnt have much LOS to outside the bunker. The attached OmahaLanding.bsf file moves the second command team over to the right front, and it deploys the forward right AT gun 2 meters closer to the bunker embrasure so it starts the battle with better LOS to the beach.
FYI - TBF uses a location grid coordinate system much like the military. eg. 47500,34800 is 475 meters to the right of, and 348 meters up from, the lower left map corner. Unfortunately, the grid numbering on the overview maps starts in the top left so you've got to do a bit of subtraction for y values. And technically, TBF map coords are capable of locations to the exact centimeter.
Unit facing is specified by the digit following the map coord,. 0=N, 1=NE, 2=E, 3=SE, 4=S, 5=SW, 6=W, 7=NW
Left to its own devices the TBF AI uses little variation when it deploys friendly and enemy units. With a few tweaks this .bsf file could be adapted to specify user-selected deployments, facings and unit orders for initial battles in all scenarios. And sets of .bsf files could be swapped in to vary user-selected deployments to prevent the AI from using and re-using the same deployment in the first battle on every map.
Sample unit deploy code in a .bsf file:
{
// place command team 2 behind right AT bunker
PlaceUnit(id,47500,34800,0);
}
FYI - TBF uses a location grid coordinate system much like the military. eg. 47500,34800 is 475 meters to the right of, and 348 meters up from, the lower left map corner. Unfortunately, the grid numbering on the overview maps starts in the top left so you've got to do a bit of subtraction for y values. And technically, TBF map coords are capable of locations to the exact centimeter.
Unit facing is specified by the digit following the map coord,. 0=N, 1=NE, 2=E, 3=SE, 4=S, 5=SW, 6=W, 7=NW
Left to its own devices the TBF AI uses little variation when it deploys friendly and enemy units. With a few tweaks this .bsf file could be adapted to specify user-selected deployments, facings and unit orders for initial battles in all scenarios. And sets of .bsf files could be swapped in to vary user-selected deployments to prevent the AI from using and re-using the same deployment in the first battle on every map.
Sample unit deploy code in a .bsf file:
{
// place command team 2 behind right AT bunker
PlaceUnit(id,47500,34800,0);
}