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Editor Manual

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0% found this document useful (0 votes)
30 views6 pages

Editor Manual

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Panzer Corps 2 Scenario Editor

User Manual
Creating a new scenario
To create a new scenario, use one of the following methods:

 Invoke File->New command from the main menu


 Press New scenario button on the toolbar
 Use Ctrl+N shortcut

The editor will prompt you for new map size. Note that 1 hex on each side of the map is not used for
gameplay, so playable area will be 2 hexes less than specified.

Loading an existing scenario


To load an existing scenario, use one of the following methods:

 Invoke File->Open command from the main menu


 Press Load scenario button on the toolbar
 Use Ctrl+O shortcut

Then use the standard interface to select scenario file which you want to load.

Saving a scenario
For now, all scenarios exist in two formats:

 PZ2SCN – scenario file used by the editor, but it cannot be loaded directly by the game.
 MAP – scenario file used by the game. The editor can export scenarios in this format, but it cannot
load them later.

Use File->Save (As), Save button on the toolbar or Ctrl+S shortcut in order to save the current scenario in
PZ2SCN format.

Use File->Export in order to save the current scenario in MAP format. Important: you won’t be able to open
this file in the Editor and modify it in the future.

How to play a custom scenario


Open the scenario in the Editor, and then choose Tools->Play command, or press Play button in the toolbar.
You can also press “Play/Pause” media key if your keyboard has it.

You can play your scenario even if it’s not saved, because the editor will write a temporary scenario file and
launch the game with reference to this file.

Importing a Panzer Corps scenario


You can import an existing Panzer Corps scenario into the editor by using File->Import command. Imported
scenario can be launched in the game instantly, or edited and saved in Panzer Corps 2 format.
Not all features of Panzer Corps scenarios are converted by the current version of the Editor (this will be
improved in the future versions). This is summarized in the following table.

Feature Status Comment


Map Supported The map is rotated by 90 degrees and 1 hex is chopped off every row in order to
adapt PzC1 map shape to PzC2. In the future, we will provide a legacy camera
mode, so that in game the map looks the same way as in PzC1.
Terrain Supported Since terrain types in PzC2 are a superset of PzC1 terrains, conversion works for
most terrains. There are some limitations.
 Since in PzC2 escarpments go along hex edges, conversion of escarpments
does not work at the moment.
 Fortification lines are replaced with single hex fortifications.
Units Supported Mapping of PzC units to PzC2 is done according to
PanzerCorps2/Content/Editor/Data/equipment.pzeqp. If a mapping is not found in
this file, unit is not converted.
Flags Supported
Special Partially Victory hexes, secondary objectives and neutral hexes are converted.
hexes supported Exit hexes are not, because the concept does not exist in PzC2 yet.
Scenario Partially Many parameters, like date, number of turns, weather, prestige, core and aux
params supported slots, available transports etc. are supported, but more work is needed.
Unit Partially Some parameters, like strength, max strength, experience, entrenchment,
parameters supported core/aux etc. are supported, but more work is needed. Reinforcements and
placement randomization do not work yet.
Tiles Not PzC 2D tiles cannot be applied to PzC2 and so are discarded.
supported
Strings Not Custom map strings are not implemented in PzC2 yet.
supported
Victory Not
conditions supported
Scripts Not
supported
AI settings Not
supported

Random maps
It is possible to generate a random map inside the Editor, and then launch it in the game instantly, or edited
and saved in Panzer Corps 2 format.

The following commands are used to work with random maps.

 Tools->Random Map… (Ctrl+R hotkey). This command will open a dialog box where all parameters
of the random map can be configured. When configuration is finished, press OK to generate the
map.
 Tools->Last Random Map (R hotkey). Generate another map with the same set of parameters. If you
don’t like the map which the Editor has generated, you can use this command to regenerate the
map quickly using the last set of parameters.
 Random random map (Ctrl+Shift+R hotkey, no menu equivalent). Instantly generates a random map
with a random set of parameters. This command is useful to quickly look through various map types
which the Editor supports. Just press this combination repeatedly and see the results.

Scrolling the map


You can scroll the map using one of the following methods:

 Use scroll bars on the sides on the map


 Press and hold the middle mouse button and drag the map with the mouse
 Press and hold Space key, then press and hold the left mouse button and drag the map with the
mouse
 Use arrow keys or WASD keys to move the map around

Zooming the map


You can zoom the map in and using one of the following methods:

 Rotate mouse wheel up or down in order to zoom in or out respectively


 Choose the desired zoom level from Zoom menu
 Use +/- or PgUp/PgDown keys to zoom in and out respectively

Editor palettes
The editor offers a number of palettes used to paint various elements on the map. They are described in the
following table (LMB means left mouse button, and RMB means right mouse button)

Palette How to activate Description


Terrain Edit->Terrain LMB: paint selected terrain
“1” shortcut RMB: erase terrain
Shift+LMB: fill area with selected terrain
Terrain Edit->Terrain Features All terrain features except escarpments:
Features “2” shortcut LMB: click adjacent hexes to connect them with selected
terrain feature
RMB: erase selected terrain feature

Escarpments:
LBM: click near hex edge to add an escarpment there (hex
which you click will be at the foot of the escarpment)
RMB: click near hex edge to remove an escarpment from
that edge

Note on fortifications:
Fortifications placed via Terrain palette are always single-hex
fortifications which are not connected into a defensive line.
In order to create a defensive line, paint “Fortification”
directional feature instead. All hexes in such defensive line
will assume “Fortification” terrain automatically; you don’t
need to paint this terrain explicitly.
Flags Edit->Flags LBM: paint selected flag
“3” shortcut RMB: erase flag

In Panzer Corps 2, same faction can be used by more than 1


player, so each flag has a color border indicating player’s
color.
Special Hexes Edit->Special Hexes LMB: paint selected special hex
“4” shortcut RMB: erase selected special hex (other special attributes of
the hex will remain unchanged)
Units Edit->Units LMB: paint selected unit or select unit under cursor
“5” shortcut RMB: erase unit
Shift+LMB: open unit’s properties
Deployment Edit->Deployment Zones LBM: paint selected deployment zone
Zones “6” shortcut RMB: erase selected deployment zone (other zones will
remain unchanged)

Undo/Redo
Many actions in the editor can be undone and redone using Ctrl+Z and Ctrl+Y hotkeys respectively. The
following table summarizes which tools support Undo/Redo and which don’t in the current version.

Undo supported Undo not supported


Terrain Scenario Parameters
Terrain Features Unit Properties
Flags Crop/Resize map
Special Hexes
Units
Deployment Zones

Scenario parameters
All global scenario parameters are configured in Edit->Scenario Params window. Important points are:

 Scenario must have at least two players.


 Each player must have at least 1 faction assigned.
 Each player must be controlled by either human or AI. Using “Player or AI” option should be avoided
for now.

By default the Editor creates a new scenario with parameters which already allow to play this scenario in
game.
Using pad images
When working on the map, it is possible to place a reference map (“pad”) image under the map which you
are painting. This feature allows to position map elements easier and more precisely. Use the following
commands to work with pad images:

 File->Add Pad Image. Displays the selected pad image under the map.
 File->Remove Pad Image. Removes the previously selected pad image from the map.
 File->Limit to in-game boundaries. When this option is checked, the editor will constrain pad image
to the playable area of the map.

Q&A
How to check the size of the map?

Map size is shown in the Editor’s title bar next to scenario name.

Tips and tricks


 In many configuration screens, sections can be collapsed or expanded by clicking on their header.

Troubleshooting
 Upon startup, the Editor will load the last opened map automatically. In rare cases this can lead to a
crash during startup, if something is wrong with the last opened map. To work around it, just hold
Shift during Editor startup, and loading of the last map will be skipped.

Editor self-test
Editor self-test features are present in the menu during development, but will be removed in the release.
There are two self-test commands:

 Tools->Self-test (Editor). Tests general map editing tools and Undo/Redo for them.
 Tools->Self-test (Random maps). Tests generation of random maps.

If you run a self-test, you can always stop its execution by pressing and holding Space.

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