Laser Squad Scenario Editor Manual

index:

Why did I write the editor?

Background to how scenarios work

Editor Basics

The Map editing screen

The Unit editing screen

The Item editing screen

The Team editing screen

The Scenario Details editor screen

The Terrain editing screen

The Generic Unit editing screen

The Generic Item editor screen

The Region editor screen

The Node editor screen

The Animation editor window

The Image editing windows

Text in Laser Squad

Why did I write the editor?

Welcome to my manual for the editor I've written for my version of Julian Gollop's classic game Laser Squad.

I've been addicted to Julian Gollop's games for almost 20 years. I started with Rebel Star and Rebel Star 2 (both of which I've also converted to run in Java). My brother and I played them so often that we could get through the 1 player game without a single player suffering damage, and gaining so many points in Rebel Star 2 that the game crashed when it tried to display the success screen! Then I found Laser Squad and avidly got all the scenarios available and would play them all. When I moved to university, I (and my house mates) would play UFO Enemy Unknown for hours on end. Since then I've had less time but have enjoyed playing X-Com Terror from the deep, X-Com Apocalypse, and most recently UFO Aftermath.

There were turn based strategy games before Julian Gollop and his brother wrote their games. The thing that Julian Gollop brought to turn based games were good graphics and playability. Rebel Star was voted the second best game ever by a spectrum magazine (I forget which one). Not until the real-time games appeared did the genre offer something new.

Laser Squad was modular. It came with 3 original scenarios (The Assassins, Moonbase Assault, and Rescue from the Mines). There were 2 expansion packs: first The Cyber Hordes, and Paradise Valley, followed by The Stardrive and Laser Platoon. These had different objectives, gave the opponent different strengths and weaknesses. Nuno Barros was able to figure out enough of the scenario files to write an editor for the spectrum, that was used by Johan von Nameh to modify Moonbase Assault into a 2 player scenario called Return to Moonbase which I have included with my version of Laser Squad. When I converted Laser Squad from it's Spectrum version to run in Java which is an object-orientated language I was struck with the possibility that I could expand what the available scenarios had offered. As it's written for a more advanced computer than the spectrum, my version allows for 32 by 32 pixel pictures with 32 bit colour that can be animated, more than the original number of units, terrains, items, and even teams. The original maps were 80 by 50 squares, but my version can handle any size (within reason and memory constraints).

The scenarios are a bit too complex for the average person to edit by hand so I've writen an editor to allow people to create their own basic scenarios as Nuno Barros had. This is a huge task (the editor source code is almost 3 times as big as Laser Squad itself), and I'd be very surprised if I've found all the bugs yet (I'm still finding bugs in my version of Laser Squad). It was languishing when Linden Clarke E-Mailed me enthusiastically, with lots of ideas for new scenarios and features. I pushed ahead and now I have an editor fully capable of editing scenarios although it's by no means fully tested and I consider it a working Alpha release.


Background to how scenarios work

In Laser squad there are three basic things: terrains, items, and units. They all have various attributes that define how strong, fast, agile, tough, heavy etc. they are. These attributes affect how they interact. In addition there are events that happen at the start of the game, at the end of a turn, when you move a unit, if a unit dies, when you pick up or drop an item. Some things (items and units) have generic versions as well as individual ones (a generic gun for example will say how strong it is, how accurate it is and what it looks like where as an individual gun will know how much ammunition it has left).


Editor basics

The editor opens up by default into the map editing screen. Across the top of the editor window is the menu bar.

Certain windows allow you to double-click on something. This will close the window selecting what you just double-clicked on.

In the File menu are options to load or save a scenario project that you are working on (scenario project files hold the information in an inefficient, but complete way). There are options to export or import scenarios (these are the .class files that the Laser Squad game uses for each scenario). New scenario creates a new, blank scenario with an 80 by 50 map. Exit does just that.

The View menu lists the various components to a scenario. Selecting one of these will display those components in the main part of the editor window. Generally speaking the editing happens on the left and you select from the right. Some of the windows are quite intricate so you'll find information about them in their own section.

Options allows you to set how the editor works. The Import Images option specifies if the editor adds images it comes across when it imports a .class file to the pool of images you can use in the editor. This will take a while to do especially if you already have a lot of images in your image pool and if you aren't importing any scenarios created by someone else for the first time, then why slow down the editor (so you can switch this off). The Remember State option informs the editor that it should remember where it was on the screen and if it was maximised, normal size, or minimized and to set itself up the same way the next time the editor starts up.

When the editor starts up or shuts down there will be a delay as it loads up or saves all the images it come into contact with and that you may want to use in creating your scenario. (You can alter this with the Import Images option.)

The editor comes as a .jar (Java archive) file. If your system doesn't run it when you double click (or the equivalent on other systems) on the jar file then you'll need the following command:

java.exe -jar LaserSquadScenarioEditor.java

You may have to specify where the java.exe file is and where the LaserSquadScenarioEditor.jar file is. In Windows you can create a .bat file (eg Editor.bat) that contains the above text so that if double clicking the .jar file doesn't get the editor running then double clicking the .bat file will.

You can also tell your operating system what to do when you double click the .jar file. In Windows you do this in the Folder Options window (either Tools->folder options in explorer window, or start->control panel->Appearance and Themes->Folder Options). Select the "File Types" tab. If jar isn't listed in the extensions, click on the "New" button and type "jar" in the file extension box, then click "Ok". Scroll down the list of file types until you find the jar extension and highlight it. Now click on the "Advanced" button. Click on the "new..." button and type in "run" into the action window, and using "browse" select either java.exe or javaw.exe before clicking on "Ok" (javaw.exe won't open a window for background text where as java.exe will, but there's no other difference I've discovered). You may need to search for these files, they are in the bin directory of your Java runtime directory, where this is varies. On my computer it's "C:\Program Files\Java". Now select the run option and click on "edit...". in the application used to perform action window you will have something like

C:\Program Files\Java\bin\java.exe "%1"

I'd recommend putting quotes around the file name of the .exe file. You'll also need to add "-jar" between the file name and the "%1". You should now have:

"C:\Program Files\Java\bin\java.exe" -jar "%1"

Almost there. Click on "Ok", then "set default", then "Ok". You can now close the Folder Options window by clicking "Ok".
If you now double click on LaserSquadScenarioEditor.jar it should now automatically run.

You can get the editor to open a scenario project by double clicking on the .scenario file. To do this you need to specify that the .scenario file should be opened by the editor. In Windows you do this in the File Types tab of the Folder Options window (see above). create "scenario" as a new extension just as above. Then edit it using the "Advanced" button. Click "New...", enter "open" into the Action box. When you click Browse, select either java.exe or javaw.exe (as above). Click "Ok".

Now select the edit option and click on "Edit...". You'll have something like this in the Application used to perform action box:

"C:\Program Files\Java\bin\java.exe" %1

Add "-jar" and then LaserSquadScenarioEditor.jar file's full path name in quotes, followed by "%1". It should now look something like:

"C:\Program Files\Java\bin\java.exe" -jar "C:\Program Files\LaserSquad\LaserSquadScenarioEditor.jar" %1

Click "Ok", and close the Folder Options window. When you double click on a .scenario file it should start up the editor and load the .scenario file.


The Map editing screen

Image of Map Editor View

On the left is the display of the map. To move what part you're viewing simply use the scroll bars to move to the bit you're interested in. As you move your cursor around you'll see a red square which highlights which square your cursor is currently over. Top right is the current X and Y position of the cursor and in the box below is the name of the terrain at this location. Below this is a button to change between target and normal game play views. Finally in the bottom right is a list of all available terrains (listing their normal picture, their targeting mode picture and their name). One of these will be highlighted. Clicking on a terrain in this list will change which terrain you're highlighting.

If you click on the map that square will change to whatever terrain is highlighted in the list of terrains in the bottom right. This is how you change what terrain is where on the map. You can also drag an area. The red box indicates the area that will be changed to the terrain currently selected when you stop dragging.

If you right click on the map editor you'll get a pop-up menu that allows you to change the size of the map and determine if items are shown on the map.

Insert Row will open a window that allows you to say where you wish to insert a row into the map. It defaults to the row that you had the mouse over when you opened the pop-up menu, but you can select any row. All rows below will be moved to make room. Insert Column works in the same way but for vertical columns. The new row or column will be filled with the currently selected terrain.

Remove Row and Remove Column are similar to the insert options but in reverse.

View Items and Hide Items specify whether the editor should show items or not when you're editing the map. Where items are placed on the map is done in the Item Editor. Changes in the Map editor won't affect an item at that location.

The Unit editing screen

Unit Editor view
Unit Name Unit Type Item Held Edit Equipment Teams Death Effects Autodeploy Area Unit statistics Set to Max Levels allowed on Terrain Band User defined flags Start Round Unit Flags Victory Points Morale Value Unit Armour Unit Behaviour Flags Edit Target Terrains Patrol Route Region Value Minimum Aimed Range Minimum Snap Range

This screen allows the user to edit the units involved in the game. The only units not listed here are the ones that are created during an event. All other units are listed in the bottom right. A red box highlights the currently selected unit. In the top right are 3 buttons that Adds a new unit, copies the currently highlighted unit, or deletes the currently highlighted unit.

Unit name is fairly self explanatory. As Laser Squad requires that it be all capitals, and no more than 2 lines or 8 characters, the editor may change/ignore what you type.

The unit type displays what type of generic unit this unit is. This will affect what the until looks like as it turns, holds various items, dies, and what the unit becomes when it dies. Click in the unit type box to get a window allowing you to change what type of unit this unit is.

Item held is just that. For units that are automatically deployed, if you want them to hold something (so they can use it) make sure it's selected in this box. Clicking on this will offer you a pull-down list of all items held by the unit.

Clicking on the Edit Equipment button pops up a window that allows you to edit the items held by the unit. On the right is a list of all items that the unit has in their possession. A red box highlights the currently selected item. On the left you can edit the currently selected item. Clicking on the box showing the generic item details (map picture, targeting picture, name of item) allows you to change what type of item it is. Underneath you can edit the amount of ammo a weapon has or the delay until it goes off. Remove deletes the currently selected item, add item adds a new one (a window will pop up to allow you to select what type of item it is).

If you click on "Ok" it will save the changes. Cancel will close the window without saving the changes.

Unit Item Iditor

Team is a pull-down menu that allows you to select the team that the currently selected unit will play for.

The Death Effects button will open up the Effects editor so that you can define any special events that happen when the unit dies.

The Autodeploy Area button will open up a window that allows you to define the area that a unit is automatically deployed in. For most human player units, this is ignored and the player gets to chose where the unit starts the game as defined in the deployment map. Some human player units (the aliens in the Paradise Valley game for example) and all computer controlled units are automatically deployed. Where they are deployed automatically is controlled in this window. There will be a red box somewhere in the map that shows the area inside which the unit will be deployed. You can click on the edge of this red box and drag it to cover the area you want the unit to deploy in. Click "Ok" to save any changes, and "Cancel" to ignore any changes.

Next come the unit statistics. Have a look at the various units to gauge what these values ought to be.

Strength
A unit can't carry more weight than it's strength. In close combat strength can increase the damage done by a unit.
Agility
The accuracy of throwing depends on a unit's agility. The accuracy of hitting in close combat is affected by the attacking unit's agility and the defending unit's agility.
Size
How big a unit is. You can't get units with a total size of more than 20 into the same square.
Fatigue
How tired a unit is. As you do stuff it increases, as you rest it decreases. You can define how fatigued a unit is at the start of the game with this statistic.
Weapon Skill
This value affects ranged combat only. Combined with the skill factor of a weapon the accuracy of firing can be increased.
Hand Damage
How much damage a unit can do in hand to hand combat.
Toughness
The tougher the unit, the less damage it suffers when hit.
Max Carry
The total size of items that a unit can carry. This will change as a unit carries armour.
Action Points
This is how many action points a unit starts each round with before deductions for being burdened and fatigued.
Constitution
This represents how much damage a unit can take before being killed. Max is the maximum level and cur is the current value.
Stamina
This represents how well a unit can do things before having to rest. Max is the maximum level and cur is the current value.
Morale
Morrale represents how brave a unit is. If it falls too low, the unit may panic. Max is the maximum level and cur is the current value.

The Set to Max button sets the current Constitution, Stamina, and Morrale to their maximum values.

Edit Levels Allowed on specifies which levels a unit can be used on. The pop-up menu that appears when you click on this button lets you specifies if the unit is used on that level.

Terrain Band specifies which terrain band a unit uses to calculate what terrains it can or cannot move across and how much Action Points it takes to cross such a terrain. See the TerrainBand section in the Terrain Editor and the Number of Terrain Bands section in the scenario editor for more information.

Edit User Defined Flags allows the user to set flags asociated with this unit before the game starts. This is usefull for events.

Start Round specifies the round on which a unit is autodeployed in the game.

Can be Equiped specifies if the unit can be equiped at the start of the game. For example in the assassins 2 player you can't equip the combat droids. You're stuck with the weapons they are created with.

Can't Pickup or Drop specifies that a unit can't pickup or drop an item! This is useful for units that have items fixed to them.

Can't Change Item specifies that a unit can't change what they are holding.

Manual Deploy specifies that a unit if in a human team is manually deployed by the player rather than autodeployed.

Items Lost With Unit specifies that if a unit is killed it's items are destroyed rather than droped with the corpse.

No Morrale Loss specifies that a unit is imune to morrale loss.

Victory Points specify how many victory points a team gets if the unit is killed. There is one entry per team.

Morral Value specifies the change in a team's morral if the unit is killed.

Armour specifies the unit's natural armour values and weight.

The unit behaviour flags come into play for computer controlled units and alows you to specify how they behave and react:

Ignore Armour burdon in Threat When a unit is moving cautiously or has seen an enemy unit it will try to ensure that it can't be shot at in a square it's about to move into. Units without enough action points to use opportunity fire can be ignored. If the computer unit wants to subtract an enemy unit's armour burdon from the number of action points it needs to have opportunity fire before calculating if it's a risk, use this flag.
Ignore Items carried in Threat When a computer unit is trying to figure out what the biggest threat is, it generates a total for each enemy unit. Use this flag if the computer unit doesn't care what an enemy unit is carrying.
Patrol in-cautiously Use this flag if you don't want the computer unit to reserve Action Points for opportunity fire.
Always reserve APs Use this flag if you want the computer unit to always reserve enough Action Points for opportunity fire regardless of having seen an enemy.
Move Cautiously Use this flag if you want a computer controlled unit to check if there is an enemy unit that it remembers that can opportunity fire (is facing, has line of sight, and has enough Action Points) against the computer controlled unit before it moves into a square.
Patrol rather than find threat This flag indicates that the computer controlled unit should stick to it's patrol route rather than headding towards the biggest threat. Such a unit will still deviate from it's patrol route if it actually sees an enemy.
Attacks Nearest Visible Enemy This flag will indicate that the computer controlled unit should close with it's nearest visible enemy and engage it in hand-to-hand combat.
Weapon Auto-reloads Use this flag to specify that a unit has unlimited ammo. It's weapon will automatically reload at the start of it's turn. this only applies to computer controlled units. It doesn't need to carry ammo for it's weapon. If the flag is not set then the unit will still try to reload if it has the ammo but this will use up the ammo and cost the unit action points.
Attacks Terrain Use this flag to indicate that a computer controlled unit should try and destroy one of it's target terrains as defined in it's Target Terrain list. It will head for this terrain, and once in range it will try and shoot the terrain.
Ignore Region in Threat Use this flag if a computer controlled unit ignores the value of the region an enemy unit is in when calculating which enemy unit is the greatest threat.
Ignore 0 threat units Sometimes no enemy unit will score more than 0 on the threat score, but the computer controlled unit will still be aware of them. Use this flag if you want to ignore any unit which has no threat value.

The Edit Target Terrains button opens a window that allows you to edit what features in a game a computer controlled unit wants to destroy. Use this in conjunction with the Attacks Terrain behaviour flag.

Target Terrain Editor Window

On the right of the Target Terrains editor window is a list of all terrains that a computer controlled unit wants to destroy. Use the Add button to add a new one to the list and Remove to remove the currently selected one from the list. The list details what type of terrain is present at the location you want to destroy and the node from which you can shoot at the terrain (The computer controlled unit will head for this node when going to destroy the terrain).

The map on the left side of the window allows you to edit the terrain you want to destroy if the radio button underneath the map is set to Target Select, or the node to shoot from if the Node Select radio button is selected. In the Target Select mode simply click on what you want destroyed. In Node Select mode all available nodes are displayed, simply click on a node to select it (it will go from green to red to indicate that it's been selected).

The Ok button will save any changes made, all other exits from this window will loose the changes made.

The Patrol Route button opens a window that allows you to edit the route a computer unit uses to patrol. Patrol Route Editor Window

On the right of the Patrol Route Editor is a list of nodes that the computer unit will follow as it patrols. When the scenario starts it will head for the one that is highlighted in red. Once reaching this node it will then move towards the next node in the list. When it has reached the last node in the list it will then head for the first and so on. Use the Set First button to make the currently selected node the one that a computer controlled unit heads for on scenario start.

The Add and Remove buttons add a new node and remove the currently selected node from the patrol route.

The map on the left allows you to change the nodes in the patrol route. Simply click on another node to change the node in the patrol route. Note that you don't have to select nodes linked to another in a patrol route. The Artificial Inteligence can figure out how to get from any node to almost any other node. The Ok button will save the changes and close the window, Cancel will close the window without saving any changes you've made.

For a computer controlled unit to work out what it's priorities are, it scores each enemy unit to see which one scores highest. Part of how important a an enemy unit is can consist of where that unit is. If you want the computer controlled unit to defend a computer in a room, then you want to add a high score to any unit entering the region that the computer room is in, and a smaller but significant score to any unit entering a region around the computer room. Use the pull down list to select which region the computer controlled unit is interested in and use the text box to specify how much value to give to this region.

This specifies the smallest range at which a computer controlled unit will try and use an Aimed shot if it has the Action Points to do so. This is used so that a computer controlled unit won't try to use an Action Point intensive aimed shot when it could be using a Snap or auto shot with a good chance of hitting it's target. Distance is assumed to be twice the biggest of either the X or Y distance beween the target and shooter plus the smallest of either the X or the Y distance.

This specified the smallest range at which a computer controlled unit will try and use a Snap shot if it has the Action Points to do so. This is used so that a computer controlled unit won't try to use a relatively Action Point intensive snap shot when it could be using an auto shot with a good chance of hitting it's target.


The Item Editor Screen

Item Editor

This view allows the user to edit items that are found in the map. Items held by units are edited in the Edit Equipment window in the Unit Editor.

Just like the unit editor the buttons at the top right allow you to create a new item, make a copy of the currently highlighted item, or delete the currently highlighted item. In the bottom right is a list of all items in the map with a red box denoting which one is highlighted.

On the left is the map showing where the item is. A red box denotes the square in which the item is located. If the item is hidden then it may not be shown but the red box will still show where it is. Clicking on the map will move the item to this location in the map.

In the center is the item editor panel. At the top is a box showing the generic item of this item. Click here to get a window that allows you to change what type of item the current item is.

Below this are the X and Y co-ordinates of the item in the map. These will change if you click on the map, or you can manually enter these values. Deleting the X or Y co-ordinates will tell the game that this item is not in the game.

The Center Item button moves the map to center on the item highlighted instead of having to try and manually find it.

Is Hidden specifies if the item starts out hidden by the overlying terrain.

Depending on the generic item you may also have the option to define how much ammo is left in a weapon or prime for when a grenade will explode.

The Team Editor screen

Team Editor
Team Name Scanner Image Deploy Image Border Colour Victory Points for killing Team Team Credits Memory at Level Team Flags Terrains can Destroy Text Deployment

This view allows you to edit the teams. The buttons in the top right allow you to add a new team, copy the currently highlighted team, or remove the currently highlighted team. In the bottom right is a list of all teams with the red rectangle denoting the currently highlighted team which you can change my clicking on another team. The rest of the window allows you to edit the statistics of the currently highlighted team.

Team Name allows you to edit the team's name. Team names must be in capital letters and can't be more than 17 characters long. The editor will change your text to ensure this.

Scanner image is the image displayed on the scanner map for any unit in this team. Because the image is only 6 by 6 pixels in size, the editor displays it at twice normal size. Clicking on the scanner picture will open up the scanner image editor window which allows you to change the scanner picture of this team.

Deploy Image is the image displayed on the map to indicate where a team can deploy it's units. Clicking on the deploy image will open up the image editor window which will allow you to change the deployment image.

Border colour specifies what the border colour of the map is when a team is being moved. Simply use the pull-down menu to select which colour you want.

Victory Points For Killing Team specifies how many victory points a team earns for wipeing out this team. This is useful for ensuring a game is ended if a team is wiped out.

Edit Team's Credits allows you to specify how many credits a team gets at various levels for equiping it's units. The button gives you a pop-up menu that allows you to enter the number of credits a team has for each difficulty level.

Edit Unit's Memory Length allows you to set how long a computer controlled team's units will remember having seen a unit. Clicking on this button gives you a pop-up menu that allows you to specify how many turns a computer controlled unit remembers other units for at that difficulty level. A computer controlled unit won't go for a unit that it has forgotten about or doesn't know about.

Can be Human specifies if this team can be played by a human.

Can be Computer specifies if this team can be played by the computer.

Immune to Morrale specifies that units in this team won't loose morrale.

Terrains that can destroy is usefull for computer controlled teams. It allows them to know what can be blasted through to get to where they want to go. Click on the pull-down menu to see which terrains the team can try and destroy to pass through. You can select a terrain in the pull-down menu. Remove will remove the currently selected terrain from the list of destroyable terrains. Add will open a window of terrains and will add the terrain you select to the list of terrains the team can destroy to move about.

Deployment text and Victory Conditions text specifies the text that will appear in the briefing screen in Laser Squad for this team.

The Deployment button will open up a window that allows you to edit where a team can and can't deploy. Simply clicking on a map square will toggle whether a team can deploy there or not. Click "Ok" to save the changes or "Cancel" to ignore them.

The Scenario Details editor window

Scenario Details
Scenario Name Show Hidden Movement Cursor Max Turns Max Level Terrain Bands Impact Flash Damage Flash Introduction Text Introduction Text Extra Menu Options Move Effects End of Turn Effects Start Game Effects Start Game Effects Pickup Effects Drop Effects Change Effects Select Unit Effects Terrain Destroyed Effects Item Destroyed Effects Armour Routines Arrays

This view allows you to edit various properties that are not related to other aspects of a scenario's components.

The Scenario Name is the name that is displayed in Laser Squad when you decide which scenario to play. This has to be all capital letters and can't be longer than 24 characters. The editor will change your text to ensure this happens.

View Hidden Movement is usefull for debugging. If set it specifies that when you play the scenario then hidden movement by computer controlled units is shown.

Cursor is just that. Click on the image to select what the cursor looks like using the image editor window.

Maximum Number of Turns specifies how many turns to play until the game ends. If you enter "-" then the game won't have a turn limit.

Maximum Difficulty Level specifies the maximum difficulty of the 1 player game.

Number of Terrain Bands specifies how many movement bands there are. These are used so Laser Squad can work out how much a move costs and if a unit can move into a terrain. See Terrain Band in the Unit editor and Movement Cost in the Terrain editor. Use the up and down arrows to alter this value.

Impact Flash allows you to edit the pictures that appear when you throw something and it hits it's target. The images are played from left to right. If you click on an image you get the image editor window which will allow you to change that image.

Damage Flash allows you to change the pictures that appear when a unit suffers damage. If you click on an image you get the image editor window which will allow you to change that image.

Introduction Text is the text that appears in the mission briefing. You ought to give a general overview of the scenario and any hints you want to give.

Extra Menu Options allows you to add new options to a Unit's action menu. Use the Add New Option button to add a new option, and Remove Option to remove the currently selected option.

The pull-down menu allows you to select an Extra Menu Option. You can edit the text displayed in the Unit's action menu in the text box (see Text information). The Edit Requirements button will open the Effects editor window, allowing you to test if the right conditions have been met to display the Option. Return 1 if the Option is allowed and 0 if not. The Edit Effects button will open the Effects editor window and allow you to determine what happens if the Option is selected.

The Move Effects button will open the Effects editor window. You can edit what happens before a unit moves. If you return 0 the move goes ahead, if you return 1 the unit has died and is removed from the game, and if you return 2 the move is canceled. This Effect will only be run for a simple move. It won't be run for Hand-to-Hand attacks on units or terrains, or if the unit doesn't have enough Action Points, the move would take the unit off the map, or the unit would be too big to squeze past whatever's there.

The Turn End Effects button will open the Effects editor window. You can edit what happens at the end of a team's turn. This is used to do stuff like close sliding doors for example.

The Start Game Effects button will open the Effects editor window. You can edit what happens between selecting the number of players and level, and before Laser Squad moves on to Equiping the teams and deploying them.

The End Game Effects button will open the Effects editor window. You can edit what happens after the victory screen has been displayed. You can use this to load a new scenario, and make changes to it. With this you can create a series of scenarios that move from one to the next. The return value will tell LaserSquad if you have loaded a new scenario, and what initiation still needs doing. The return value is calculated by adding up the following values: 1 if you have loaded a scenario, 2 if you want LaserSquad to allow the player to change the controls, 4 if you want LaserSquad to allow the player to select the number of players and the game level, 8 if you want LaserSquad to run the Start Game Effects, and 16 if you want LaserSquad to allow the player to equip and deploy units.

The Pickup Item Effects button will open the Effects editor window. You can edit what happens when you pickup an item. If you return 0 then the pickup goes ahead, if you return anything else the pickup doesn't happen.

The Drop Item Effects button will open the Effects editor window. You can edit what happens when you drop an item. If you return 0 then the drop goes ahead, if you return anything else then the drop doesn't happen.

The Change Item Effects button will open the Effects editor window. You can edit what happens when you change an item. If you return 0 then the change goes ahead, if you return anything else then the change doesn't happen.

The Select Unit Effects button will open the Effects editor window. You can edit what happens when you select a unit. If you return 0 then Laser Squad allows you to select the unit, if you return anything else then then you can't select a unit.

The Terrain Destroyed Effects button will open the Effects editor window. You can edit what happens when a terrain is destroyed. If you return 0 then the terrain is destroyed, otherwise the terrain is spared and no further damage is applied to that square.

The Item Destroyed Effects button will open the Effects editor window. You can edit what happens when an item is destroyed. This happens due to damage to a unit on the ground. Returning 0 will allow the item to be destroyed, anything else will prevent the item's destruction.
Note that ammo is destroyed when you use it to load a weapon, and items that cannot be dropped by a unit that has the items destroyed with unit flag set when it is destroyed are also destroyed regardless of the value returned.
When this Effect is started 1 will be pushed on the top of the stack if the item's destruction can be prevented, otherwise 0 is pushed.

Edit RoutinesThe Edit Routines button will open a window that allows you to create, delete and edit Effects Routines. These are usefull if you want to do the same stuff in different Effects. On the right of the Routine editor window is a list of all the routines currently defined. The New Routine button creates a new Routine (you'll see it pop up in the list on the right). Delete Routine will delete the routine currently selected. The Rename button renames the currently selected routine to whatever is in the text-field to the left of the button. Edit Routine opens an Effects editor window that allows you to edit the currently selected routine. Any changes you make (new routines, deleting, renaming, and editing) don't become permanent until you press the OK, or Apply buttons.

Edit ArraysThe Edit Arrays button will open a window that allows you to create, delete, and edit Arrays. Arrays are simply a list of numbers in sequence. See the Effects editor for more details. These are usefull if you need to hold large amounts of information for Effects (important co-ordinates for example). At the top of the Array editor is a pull-down list that allows you to select the array you wish to work with (this will be empty until you create an array). On the right of the Array editor window is a list of the currently selected array's data next to it's index in the array. The Set Value button sets the currently selected index in the currently selected array to the value in the box to the left of the button. Set Size will change the size of the currently selected array to the value in the box to the right of the button. It will delete any excess values if the origional array was bigger, and padd the array with 0 values if the array is becomming bigger. The Move to moves the whole current array to a different unique ID number. Delete Array will delete the currently selected array. Load Array Data allows you to load data into the editor. This window allows you to make quick, minor changes to your arrays. If you need to make larger changes, are working on a large array, or are generating your array data from some computer generated source, it may be easier to create the data in some other program and to import it into this window. This button allows you to select a text file that contains array data seperated by white space (new lines, tabs, spaces) and the editor will set the current array's data to the contents of this file. Most spreadsheets allow you to export your data to such files. New Array creates a new array with the unique ID number from the text box to the right of the button. Any changes you make (new arrays, deleting, renaming, and editing) don't become permanent until you press the OK, or Apply buttons.

The Armour section allows you to edit how much protection armour gives, how much it costs for each team, how much it weighs, and the size of objects you can carry if you are wearing that sort of armour. Use the pull-down menu to select which armour type you want to edit.

The Terrain editing window

Terrain Editor Terrain Name Becomes if Destroyed Terrain Image Target Image Scanner Image Strength Protection Force absorbed Explosive force Max Hide Side Terrain properties Openable Keys Victory Points Morale Value Movement Cost

This view allows you to edit the various terrains available to you in the scenario, for use in the map editor. The buttons in the top right allow you to create a new terrain, copy the currenty highlighted terrain, and to delete the currently highlighted terrain. You can't delete the first terrain. In the bottom right is a list of all the terrains in the scenario. A red rectangle denotes which terrain is currently highlighted. You can select any terrain by clicking on it.

Terrain Name allows you to edit the name of this terrain. It has to be in capitals and can't be bigger than 2 lines of 8 characters. The editor will change the text to conform to this.

Becomes if Destroyed shows what this terrain becomes if destroyed. Click in this box to get a window listing the available terrains you can select.

Terrain image displays the picture of the terrain in normal map display mode. Click on this to get the image editor window which will allow you to change the image. The Animate Terrain Picture button opens an animation window to create animated terrain.

Target image displays the picture of the terrain in the combat map display mode. Click on this to get the image editor window which will allow you to change the image. The Animate Target Picture button opens an animation window to create animated terrain.

Scanner image is what this terrain looks like in the scanner. Click on the image to get the scanner image editor window which will allow you to change the image.

Strength is how much damage a terrain can take before being destroyed. Input "-" to make the terrain indestructable.

Protection is how much protection a terrain can give to a Unit standing on it.

Force absorbed is how much damage the terrain will absorb as the wave from an explosion passes through the terrain (thus shielding a unit standing on the far side of the terrain).

Explosive force is how big an explosion will occur if this terrain explodes.

Max Hide Size is how big an item a player can hide under the terrain. In the editor you can hide an item under any terrain.

Is Openable specifies if this terrain can be opened (ie a door or chest). Extra options will be displayed to specify extra details.

Explodes indicates that the terrain explodes if hit.

Is Route indicates that a computer controlled unit can move through this terrain. This can be set for terrains that can't be walked through like a closed door that can be opened to create a terrain that you can walk through.

Transparent indicates that you can see through this terrain. This is used to figure out if the current unit can see any other unit.

Hiden Items indicates that players can hide items under this terrain.

Shoot Through indicates that a unit can shoot through this terrain.

Open, closed, locked and unlocked indicates if an openable terrain is open or closed, and if closed if it's locked or not.

Becomes when opened/closed and Becomes when locked/unlocked indicate just that. Click on the box to give you a window that allows you to select a new terrain that this terrain becomes when it is opened/closed or locked/unlocked.

Keys indicates which keys can be used to lock or unlock a closed terrain. The Add key button will give you a window to select a generic item that can be used as a key. The pull-down menu can be used to see what the current keys are, and select a key. The Remove Key button will remove the currently selected key.

Victory Points is the victory point value for destroying this terrain for each Team.

Morale Value is the morale change for destroying this terrain for each team.

Movement cost is the base amount of action points a unit will need to move into this terrain. "-" indicates that the terrain can't be moved into. There is a cost for each terrain band. For example in Paradise Valley you have one terrain band for humans, another one for the water dwellers that don't allow movement outside of water, and another one for the Splurges that make it easier for them to move across the plants than it is for humans. See Unit terrain band, and the number of terrain bands in the scenario editor.

The Generic Unit editor window

Generic Unit Editor

This view allows you to create and edit what units look like. In Laser Squad a unit can face in 8 directions. Units look different depending on what they are holding. This view allows you to edit this as well as defining the animation that happens when a unit dies, and what the unit remains are.

The buttons in the top right corner enables you to create a new generic unit, copy the currently highlighted unit or delete the currently highlighted unit. In the bottom right is a list of all generic units in the game. Click on one to highlight it. The details are displayed in the main part of the window.

Generic Unit Name is not needed but will make it easier to figure out what the generic unit is in other windows.

Becomes if killed defines what the unit remains are. Click in the box to get a window that allows you to select the item that is the unit remains.

Death Annimation is what it looks like when the unit dies. Use the Change Animation button to open an Animation editor window that allows you to change the animation that happens when the unit dies.

The Profile area lists the various image profiles for a generic unit. A red rectangle denotes the currently selected profile. Add New Profile adds a new profile, and Remove Profile will delete the currently selected profile.

In each profile there are two rows of 8 images. The top row is the normal view image of the unit in each direction. The lower row is the targeting view image of the unit in each direction. Clicking on any of these images will pop up an image editor window which will allow you to change that image. To the right of the images is a pull-down list of all items associated with this profile. If the unit holds one of these items then this profile is what the unit will look like. Below the pull-down list is the Add Item to Profile button. Click on this and you'll get a list of all items not associated with this profile. If you select an item it will get added to the currently selected profile.

If the unit doesn't hold an item, then it will use the top profile.

The Generic Item editor window

Generic Item Editor
Item Name Item Image Target Image Scanner Image Statistics Flags Hand-To-Hand Shooting details Ammo Impact Effects Base Damage Max Range Cost Threat Value

This view allows you to create and edit the various details of the items in the game. Each item must have a generic item specified, which will detail it's characteristics.

Item Name details the name of this type of item.

Item Image is what the item looks like. Clicking on the image will pop up an image editor window which will allow you to change the image.

Target Image is what the item looks like when in fire mode. Clicking on the image will pop up an image editor window which will allow you to change the image.

Scanner Image is what appears on the scanner if this item is placed in the map.Click on the image to get the scanner image editor window which will allow you to change the scanner image.

Strength is how much damage you need to do to destroy this item.

Weight is how much this item weighs.

Size is how big this item is.

APs to pass is how many extra Action Points a unit needs to spend to move into a square with this item in it over, and above the normal movement cost.

Rounds specifies how many rounds this ammo contains. (It's only visible if the item is ammo)

Can hit with specifies if you can use this weapon in hand-to hand combat.

Is Ranged Weapon specifies if you can fire the weapon.

Is Ammo specifies that this is ammo.

Is Primable specifies that you can prime the item (ie it's a grenade)

Explodes on impact specifies that when this item is shot, it explodes when it hits something.

Hand-To-Hand statistics are simply edited by filling in the values in the equations. (These are only visable if the item is useable in Hand-To-Hand combat)

Shooting details are fairly self explanatory. Edit the Action Point cost and Accuracy by filling in the variables in the equations. If you enter 0 in the box for Auto Shot AP cost then that weapon can't be used in auto-fire.

Base Damage is how much damage the weapon does when it hits it's target.

Max Range is how far a shot will travel before fading out. The distance is 2 for moving across a square and 3 for moving diagonaly across a square.

Ammo specifies which item is used to load the item if it's a weapon. Click on the item in the box to change the ammo using a popup window.

Impact Effects will open the Effects editor window. This allows you to specify any special effects when a shot from this item hits something. Return 0 if the damage happens, return anything else to signify that no damage should happen. Returning no damage is useful if you want to apply your own damage, or implement some unique effect.

Cost is how much it costs a team to buy that item for a unit.

Threat Value is used so that the computer can calculate how dangerous a unit is so it can prioratize who to attack.

The Region editor screen

Region Editor

In Laser Squad regions are important for computer controlled units. Firstly they are used for a unit to calculate if an enemy is a threat because of where it is. They are also used when planning the best route for unit to take between two regions.

Each region has a number and is defined by a series of rectangular blocks. To figure out which region a square is in, Laser Squad goes through the rectangular blocks in sequence until it finds one that the square is in. Thus if a square falls in two blocks it will be in the region of the first block it reaches (and it calculates this by starting at block 0 and working through the blocks, so if blocks 30 and 4 both contained a square then it would belong to the region of block 4).

In the top right of the Region editor screen is where you select which region you're working on. The Add and Remove buttons below the region pull-down list add a new region and remove the currently selected region.

Below this is a list of the blocks that define the current block. The block number (and the region in brackets) are displayed. Below this the Add and Remove buttons add a new block and remove the currently selected block.

At the bottom on the left are the Move Block Forward and Move Block Backwards buttons. The Move Block Forward button moves the block currently selected in the list of blocks towards the start of the list of blocks (and thus making it more likely that a square will be part of this block's region rather than some other block. Move Block Backward moves the block towards tha back of the block list.

The map view on the left allows the user to view regions and define the blocks that make them up. The currently selected region is displayed in green. Note that this is the sum of all it's component blocks minus any higher priority blocks. The Block currently highlighted in the Block list on the right of the screen is displayed in red. Note that if there is a higher priority block in a different region then the area that the block covers won't all be green (see the example picture of the region editor, in the top left corner). You can drag the edges of the red block to set the area that the currently selected block covers.

The Node editor screen

Node Editor

Nodes are very important to Laser Squad. They are used for several aspects of the Artificial Inteligence. The most important use is for figuring out how a computer controlled unit moves from A to B. The best route is not nesesarily a straight line (for example in a maze, or if a wall, or a mine-field is in the way). What's more, there are often multiple ways to go from A to B, so which one is best? To get round this problem Laser Squad uses Nodes and the links between them to calculate paths through a map. Nodes are also used to for patrol routes and to figure out how to get to Terrains a computer controlled unit wants to destroy.

You don't want to place too many nodes as this will slow down the decision making when it comes to figuring out where unit has to move, and yet you need enough so that the computer can figure out how to get round map features. You don't have to ensure that each terrain that an inter-node line traverses can be moved through by a computer controlled unit as the Artificial inteligence is smart enough to make slight detours but it's better not to make such detours difficult to find. Also using the Terrains that can destroy option in the team editor screen allows you to specify terrains that a computer controlled unit will engage in hand-to-hand combat to destroy when it's going somewhere. An inter-node link could pass through such a terrain and the unit will destroy it (or you could set a pre-move effect to make such a terrain open automatically).

In the top right of the screen is a pull-down list of the nodes already defined. The Add and Remove buttons will add a new node or remove the currently selected node.

Below this is a list of the nodes that the current node links to. Note that just because the current node links to these nodes doesn't mean that these nodes have to have a link back to the current node for traveling in the opposite direction.

At the bottom on the right, the Add and Remove buttons allow you to add a new link to another node (with the option to create a link from that node back to the current node), or to remove the link from the current node to the currently highlighted linked node (but this won't remove the return link).

The map displays all the nodes in the game. The currently selected node is displayed in red and other nodes are in green. Links to and from the current node are displayed in red and other links in green. The currently highlighted link is in a broader red line.

Clicking on the map allows you to specify the location of where you want the current node to be.

The Animation editor window

Animation EditorThis window is used in several places to animate terrain, amination as part of effects, death effects etc. On the right are the images used in the animation. They are played from top to bottom. The number is how many 100ths of a second the image is displayed for before moveing onto the next image.

The red rectange specifies which image you're editing. Click on the image to get an image editor window which will allow you to change the image. The box will allow you to change how long the image is displayed for.

In some instances the window won't allow you to change an image or a time. This is because certain animations have to last a certain amount of time, or must change from one image to another.

In the top left is what the animation looks like.

Add above adds a new animation image above the currelntly selected image. This may be disabled in certain instances.

Add below adds a new animation image below the currelntly selected image. This may be disabled in certain instances.

Delete deletes the currently selected image. This may be disabled in certain instances.

Stop Animation is not always displayed. Click it to exit the animation window and tell the editor that you want to remove animation from the curent thing you're editing.

Ok exits the window saving your changes.

Cancel exits the window ignoring your changes.

The Image editing windows

Image Editor

This window allows you to change an image. There is another window that works in the same way but for images used by the scanner (the only difference is the the image add and image copy routines work for multiples of 6 by 6 pixels rather than 32 by 32 for the general image window).

The bulk of the window is taken up by the various images that the editor knows about. This is called the image pool (which you can dip into). It's the Image pool that the editor is loading or saving when you start or close the editor. The currently selected image is highlighted by a red box around it.

Ok exits the window selecting the currently highlighted image.

Cancel exits the window without making any changes to what you were editing.

Delete image removes the image from the image pool.

Add from file allows you to add more images to the pool. You get a file select window that allows you to select an image file that the editor will try and load, break up into 32 by 32 pixel images (6 by 6 for scanner images) and add to the image pool.

Add from clipboard does the same as Add from file but tries to get the images from what's currently in the clipboard.

Copy to clipboard copies the currently highlighted image into the clipboard from where you can paste it into your favourite picture editor before copying it back and pasteing it from the clipboard.

Text in Laser Squad

Text displayed on the screen in Laser Squad (other than the Briefing window) is all upper-case. You can use lower-case but on the screen you'll see various pictures (you might recognise them from various parts of the game).

There are several special codes all starting with '/' that instruct the game to do the following things:

Code
Effect
'/I'
Sets the print position to the top left of the right side of the screen (the part where information is displayed, but not the map or it's border).
'/J'
Clears the whole screen.
'/K'
Clears the right side of screen (the part where information is displayed, but not the map or it's border).
'/L'
Tells Laser Squad to display a space (' ') when it comes across a new-line code ('//').
'/M'
Tells Laser Squad to move to a new line when it comes across a new-line code ('//').
'/P'
Sets the Y and X print position, followed by 2, 2 digit Hexadecimal numbers for the Y position then X position (/P001A moves to the Y position of 0 and X position of 26).
'/Q'
Sets the colour of the text followed by 2, 2 digit Hexadecimal numbers for the upper half colour and lower half colour. Each colour number is calculated by adding the following: Text colour + 8 if the Text is bright + Background colour *16 + 128 if the background colour is bright. The colours are 0-black, 1-blue, 2-red, 3-magenta, 4-green, 5-cyan, 6-yellow, 7-white.
'/R'
Print vertically.
'/S'
Print horizontally.
'/T'
Normal height characters.
'/U'
Double height characters.
'//'
Move to a new line. In horizontal print mode it will move one line down and move the X position to the X position of the last time the position was set with '/P'. In vertical print mode it will move one line to the right and move the Y position to the Y position of the last time the position was set with '/P'.

If you want to re-define the characters all you need to do is edit the Charset.gif file. Use black for where the upper text colour will be displayed, white for where the upper background colour will be displayed, yellow for where the lower text colour will be displayed, and red for where the lower background colour will be displayed.The top third of the image represents the standard height text, and the bottom two thirds repersents the double height text.