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AAS MapMaker Templates Version 2.80  -  view this document with Word-Wrap ON.
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Well, here they are: the first public release of the Advance And Secure templates, from which you can derive your own AAS maps.  The capture-engine has performed faultlessly under extensive beta-testing, and aside from some minor niggles in some support scripts everything seems to be fine.  I have not yet done very much testing on 3-sided conflict configurations, however all the logic is in there to support this in future - check through the later parts of the UserManual document for details on how this works, but make sure you read the whole thing through to help understand the later parts.
Based on experience during the public beta testing phase, I think that for the immediate future the simpler 2-sided X-in-a-row maps will serve best to get folks used to the game format, the more complex maps may be best left until enough folks play AAS to properly populate, understand, and enjoy the larger variations of AAS maps that are made possible by the engine.

Further variations on the templates will happen when I eventually get some more time spare, and if you yourself come up with a good configuration of bases and/or sides with working marker-logic, then please DO share a template of your own in the forums.
The more variety in bases/sides etc. that are pre-made as templates for others to use, the more fun, ultimately, we can all have playing on them.

Well, go play with the templates: no doubt some weird and wonderful maps will result from the flexibility that the engine exhibits, and if you run into problems please use the 16AAB forum at www.16airassaultbrigade.org to ask for help on the engine and support scripts in the templates.
Please, for non-template-related stuff please use the BIS mission editing forum OR www.ofpec.com where many folks are always willing to lend a hand when you run into everyday problems, and many example scripts and tutorials are available to help you learn from the ground-up.

Most of all, enjoy!

ArMoGaDoN

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IMPORTANT: These templates are released in the hope that they'll be useful,
however no warranty of any kind is given nor implied, use at your own risk.
See LEGAL.txt for the full licence and disclaimer information.
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Known problems:

Automatic marker and warning-sign script around the whole play-arena doesn't like ellipses at other than 0 or 45 degrees, the circular primary-spawn protection markers and signs are unaffected by this problem.
(If someone 'out there' knows more about math then me and can make the AreaK.sqf marker-and-warning-sign placement script file do what I intended with ellipses at any angle, please do, and let me have a copy _please_ for incorporation in the next template version!!!)

The Vehicle-Deletion part of vRD.sqs can give weird random spawning problems (no idea why yet) and is best used only for precise vehicle respawn-ONLY control.
 - If vehicles need to be deleted either this needs fixing, or an alternate method will need to be used,

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The templates directories are coded as follows:

"2w3n2e" - means that there are 2 pre-owned bases for each of the 2 sides 2e=2 East, 3n=3 neutral, 2w=2 West, and that there are 3 neutral territories to be taken first before moving to the enemies' territory - NOT including the non-capturable default-spawn base for each side.

"3n" just means that there are 3 neutral bases between the spawns to capture in sequence, and that none are pre-owned.



*** I M P O R T A N T ***: Your mission names should conform to the following:

filenames:	AAS_18_280_CloseCombat_100.pbo

where 18 is the number of players on map (18 would be 9 on each side)
and 280 means v2.80 template used
and 100 is your version 1.00

and the briefing name should use the following encoding:

AAS 18 280 Close Combat v1.00

Adhering to these rules will help server admins ensure their maps are up to date with your latest version and help both them - and you - ensure maps are maintained with any bugfixes or improvements that come along in new template versions.

