//--------------------------------------------------------------------------------------------------

               U S E R   M A N U A L

	                     F O R

	 A A S   V E R S I O N   2   T E M P L A T E S


Note: This manual is text-only and uses formatted text to draw diagrams.
Best viewed full-screen using fixed-pitch/spaced font such as Lucida Console or System.

//--------------------------------------------------------------------------------------------------

CONTENTS

INTRODUCTION TO AAS V2

ENGINE SUMMARY

THE HOW-TO SECTION

BASIC-MODE LINEAR CAPTURE LOGIC

ADVANCED-MODE CAPTURE LOGIC

//--------------------------------------------------------------------------------------------------

INTRODUCTION TO AAS V2
======================

AAS V2 engine was designed to allow fast and easy creation of Advance And Secure maps for ArmA,
these map types are similar to normal capture+hold maps, but with the allowed order in which
bases are captured being  limited and defined, and in this new version now multiple dependencies
are possible. It has evolved into this second version primarily for flexibility and uses beyond
the original basic 3-in-a-row AAS map designs.

It can do CTI-capture-type maps, simple 1-zone domination scraps, 3-in-a-line, 5-in-a-line,
2-3-2, 1-3-1, even tic-tac-toe maps if you add the triggers for the line detections yourself.
Multiple neutral zones, even capture along multiple threads are possible, but for a reality
check the Map-Maker using these templates must think along lines of playability, believability
and immersion on the part of the players of his new map.

The templates provided give you a starting point to work from, for other configurations that
are not yet included in template form you'll need to think about the logic matrices in the
editor on-screen markers, if you can grasp truth tables and how they work then you'll have no
problems with the definitions in the markers.  You can vary the dependencies in many ways,
adding many more bases if required in almost any configuration that you desire, linearity is
the key to a succesful map that plays well, and this is relected in the engine.

Up-to-date templates from which you can derive your own maps are available from the
16AAB squad website www.16airassaultbrigade.org.  The templates are subject to constant
testing and revision, therefore it's a good idea not to change any of the actual engine's
files, or to note such changes carefully, as any new versions will be designed to simply
overwrite the older files in existing maps (where possible) to assist mapmakers in keeping
the AAS maps 'out there' as up to date as possible, as simply as possible.

It is important that you please take time to read this UserManual document before embarking
on creating your own maps derived from AAS V2 templates. Much of the map-template usage and
configuration is obvious in usage and self-evident in effect, however the engine is capable
of much more than tug-of-war maps, and there are a few subtleties and details that may trip
-up the unwary, and if you feel brave there is information on how to adjust things like
respawn delay, radius, respawn-location-offset and other stuff.

//--------------------------------------------------------------------------------------------------

AAS V2 ENGINE SUMMARY
=====================

Majority of setup by moving, sizing, colouring and editing text of markers
using ArmA's editor, similar to wizard.

Supports 2-sided OR 3-sided conflicts, zones may be pre-owned or neutral, number
of zones limited only by server power, bandwidth and (probably) ArMa specs.

Any one zone can have any other zones as capture 'pre-requisites' using truth-table matrix.

Zones can be any size,rectangular or ellipsoid,and can contain other zones: thus area
multi-stage capture logic supported.

Two capture rules are useable, definable per Zone.
   RATIO RULE: Outnumber enemy 3:2 to capture.
   MAJORITY RULE: Outnumber enemy by 1 to capture.

Capture logic and timers are server-side only, eliminating lag-induced disagreements:
	'The Server is always right'.

Vehicle values are calculated by number of crew, aircraft must be virtually landed to count.

You may leave a captured zone without losing it

Automatic dead body removal.

Game-area limitation (removeable, auto-markers+warning signs wot working right yet)

Choice of respawn at unchallenged held zones (removeable).

Reliable primary-spawn protection (removeable, circle ONLY, ground -target artillery optional).

Vehicle respawn: per-vehicle(init) - delay configurable by vehicle type (removeable).

Vehicle crew-checking (vCC): per-vehicle(init) - auto-add upon respawn if vCC enabled (removeable).

Weapons availability settable(iron/mid-scoped+GL/all).

Vehicle auto-loadout option settable.


New Stuff in 2.80:

Added 'GPS markers' for player's side - only - and these display on map and the small GPS window.


//--------------------------------------------------------------------------------------------------

THE HOW-TO SECTION
==================

Quick-Start Guide
-----------------

Foreword:
It was always my intention to release these templates along with a good set of documentation.
This, now, is not going to happen in the short-term until the multiplayer weaknesses and problems
are sorted by BIS.  If multiplay again becomes enjoyable and practical without an army of zombies
appearing and trashing the game then I might do some more work on these. But for now the templates
are 'as-is', and there now follows a brief tutorial only for how to get started using them.

This is not a tutorial on scripting, or a complete how-to on ArmA editing.  
The templates assume you have a grasp of the basics of ArmA editing.
If you know nothing, then go learn the basics of stuff before you try modifying these templates
for anything else, and use the forums and other online resources - most questions you could ask 
have probably already been answered a billion times on the forums - use the search functions!
That being said, if you just move/size and follow the instructions below, you should I think 
end up with a working map with very little extra knowledge required.



First select the map type you want, a few pre-made templates exist for the basic map types.
1w1n1e is a good start point for the basics, and that's the one I'm using now for this tute.
It means that 1 point is pre-held by west, 1 by east, and a neutral base is in between them.

Decide how many players you want the map for before you start.

Copy one of the template directories into your 

MyDocuments\_NAME_\ArmA Other Profiles\_NAME_\missions\ 

directory

then rename it according to the rules you find elsewhere in the documentation:

I copied: AAS_T_280_1w1n1e_3inaRow.Intro
and renamed it: AAS_16_280_Demo_v1_00.Intro

Now open ArmA (without addons or mods loaded is best!) and open your new mission file.
Once in and loaded, click the markers button on the right so you can see the guts of the map settings.

Don't rename the markers, but change the text contents and move/resize them to set up your own maps.
For the standard templates that is all you'll really need to do.
If you need to create other map-types like 8 in a row or something then read the technical bits further on in this document.

Note that for dual-stage captures there are 2 markers per zone.
the naming is misleading, but hey whatever, Zone1 and Zone2 markers are both Zone Alpha, etc.
For standard templates don't change the contents of the text of these markers unless you need to, and ensure you read further down too.

The contents of those Zone markers for the 1w1n1e map are below:

[0,0,0,0,0,0],[0,0,1,1,1,1],[0],["RECTANGLE","ALPHA",1.0,"RATIO",0,0]
[1,0,0,0,0,0],[1,0,1,1,1,1],[0],["ELLIPSE","ALPHA CP",0.0,"MAJORITY",1,1]
[1,1,0,0,0,0],[0,0,0,0,1,1],[0],["RECTANGLE","BRAVO",1.5,"RATIO",0,0]
[1,1,1,0,0,0],[0,0,1,0,1,1],[0],["ELLIPSE","BRAVO CP",0.0,"MAJORITY",1,3]
[1,1,1,1,0,0],[0,0,0,0,0,0],[0],["RECTANGLE","CHARLIE",1.0,"RATIO",0,0]
[1,1,1,1,1,0],[0,0,0,0,1,0],[0],["ELLIPSE","CHARLIE CP",0.0,"MAJORITY",111,5]


The first sections delimited with [] are effectively a truth-table for dependencies, i.e. if there's a 
number 1 in there then that zone is required for the zone under inspection to be captured.
To explain, in the BRAVO CP truth table above: Side1 (default West/Blufor) require [1,1,1,0,0,0] to capture
BravoCP (which means they need Zone1,Zone2,Zone3 or in other words Alpha,AlphaCP,Bravo).
Side2(default East/Opfor) need [0,0,1,0,1,1], i,e, Zone5,Zone6,Zone3 or Charlie,CharlieCP and Bravo before they can capture BravoCP.
Take a few minutes to understand that, and you'll quite easily be able to make your own variations.
The "RECTANGLE" and "ELLIPSE" bit is important to get right for the marker shape you used or change to.
The next bit is the name displayed on screen for the zone. then comes the capture-countdown length (yes 0 means immediate, no timer). "MAJORITY" or "RATIO" means either you need 1 more than enemy in the zone, or 3:2 ratio respectively. the next number shows whether the zone is spawnable, a 1 here is yes, a 0 here is no, and a 111 here means yes, but look for the alternate spawn-placement marker (see zone6 in the template as example).  The next number is important for 2-stage capture as it shows what zone this zone is the CP for.  Forget this and the logic wont work right.

Other stuff:

Safe Areas MUST be circles, not ellipse.

Vehicles that use the vRD sqs MUST use the same init line as the examples, rename the thin accordingly, and dont forget to change the name in the call to vRD. If you're using crew-check enabled then you must call vCC.sqs in the vehiucle init lines AS WELL AS vRD if using it.

Don't bother trying to use the delete portion of the vRD script as it's bugged at the moment.

Crate code init-lines are self-explanatory, so is the init line of the troops.  These must be in the init line for all troops used playable.

Look in the bottom-left corner of the map and you'll find some settings.

ZoneCount is IMPORTANT to get right! (3x2-stage capture zones = 6 zones...!)

Leave net comms as PV (public variable) as theres no advantage to using game logics for this - they slow it down.
If the GPS (tracking markers for your own side) is enabled then make sure you put the correct number of playable dudes in the GPS Player Count field.


If anyone can fix areaK.sqs to work with tilted ellipses for the outer kill zone I'd be grateful for a copy!
The math is beyond my feeble brain for now.


Another thing you can do is depbo some other AAS maps and look through the various per-map tweaks that I've used on some.  Different crates, etc and some other stuff has been specifically modded in some of them, and 
there's a weird configuration (3 'loose' extra zones on Purgatory that are not in-sequence but required still to win outright).
Variations are possible with imagination.  Go play, have fun.


(maybe one day I'll get time to write this properly..?)


//--------------------------------------------------------------------------------------------------

BASIC-MODE LINEAR CAPTURE LOGIC
===============================

The following section discusses the logic definition, usage and possibilities for simple
'basic linear map' requirements, those 'basic maps' can have ONLY TWO-playable-sides,
and will be restricted to linear-only 'tug-of-war' types of game play with linear capturing
routes enforced through the map.

If the pre-made templates don't already cover the requirements for your new map project,
then you will likely need to delve into this topic.
If the map you are designing has three-playable-sides or does not strictly follow an
enforced linear progression through capture-points then you will need to use the
advanced-mode capture logic instead, and you should read and understand the documentation
for that further on in this document.
It is best to read this basic section first, before reading the advanced.

In this basic-mode tutorial section please refer to the AAS2_BASIC_TUTORIAL.Intro example map.
All examples and discussions will refer to that map in this section.

The capture logic pre-requisites (pre-req / PR) are held in the Text boxes of the
three zone markers. Each zone marker holds information only for it's own zone.

Marker   Marker
 Name     Text

Zone1    [0,0,0],[0,1,1],[0],["ELLIPSE","WEST BASE",3,"RATIO",1,0]

Zone2    [1,0,0],[0,0,1],[0],["RECTANGLE","NEUTRAL ZONE",2,"MAJORITY",1,0]

Zone3    [1,1,0],[0,0,0],[0],["ELLIPSE","EAST BASE",3,"RATIO",1,0]
          \   /   \   /   |
           \ /     \ /   Side3(unused in this map)
          Side1   Side2
         pre-req pre-req

And in the Setup markers text:

	ZoneCount is defined as 3
	Side 1 is defined as WEST with alias BLUFOR
	Side 2 is defined as EAST with alias OPFOR
	Side 3 is defined as NONE (alias irrelevant)

To explain the way this works, it will be simplest to just analyse the content
of the above Zone1,Zone2,Zone3 marker texts.

       Side1(S1=WEST)    Side2(S2=EAST)   S3=N

PR      Z1   Z2   Z3      Z1   Z2   Z3
Zone1 [ 0,   0,   0 ],  [ 0,   1,   1 ],  [0]
Zone2 [ 1,   0,   0 ],  [ 0,   0,   1 ],  [0]
Zone3 [ 1,   1,   0 ],  [ 0,   0,   0 ],  [0]

In order to determine if West are allowed to capture Zone2, first you
find the PR Zone2 on the left, and look along the line to find
the Side1 section for that line:

          S1=WEST

        Z1   Z2   Z3
        ...
Zone2 [ 1,   0,   0 ],
        ...

This is then interpreted by reading the first number after the '[' character
as indicating whether holding Zone1 is a pre-requirement for capturing Zone2,
if '1' then it IS pre-required, if '0' then it's NOT pre-required;

the next number after the first ',' character indicates whether holding
Zone2 is a pre-requirement for capturing Zone2 (dumb question!);

and the number after the second ',' character indicates whether holding
Zone3 is a pre-requirement for capturing Zone2.

So, the Zone2 example above means: for S1(West) to take Zone2 they must first
hold Zone1.
The other Zones and Sides are defined in exactly the same way.

I usually use the following shorthand version when working maps out, or
explaining. Ensure you understand it before going onto the advanced stuff.

       S1=W,   S1=E
Z1PR: [0,0,0],[0,1,1],[0]
Z2PR: [1,0,0],[0,0,1],[0]
Z3PR: [1,1,0],[0,0,0],[0]

//--------------------------------------------------------------------------------------------------

ADVANCED-MODE CAPTURE LOGIC
===========================

The following section discusses the logic possibilities for more complex map requirements,
especially those of three-playable-side Maps.  If the pre-made templates don't already cover
the requirements for your new map project, then you will likely need to delve into this topic.

If you are just concerned with basic two-sides, all-bases-in-a-line maps then this section can be
skipped, however if you do intend to create complex maps, including three-sided maps then a close
examination of the examples, problems to be overcome and the solution used to overcome those problems
to create a dependable and realistic experience for the player will provide you with an excellent
insight into the effective usage and myriad possibilities offered by the AAS V2 Engine for such maps.

The original 'basic linear map' capture logic simply defines and uses a truth-table matrix
using pure AND logic. That logic simply uses logic '1' to define a pre-requisite.
All pre-reqs marked '1' for a zone must be held before the new zone can be captured.
** That simpler mode of operation is STILL SUPPORTED and functions as originally intended **
That basic true/false AND-logic mode, however, caused some complexities to arise when three-way maps
were considered, and those problems will also affect some more complex variations of two-sided maps.

But, fear not: o intrepid mapmaker - an elegant and simple solution awaits. Read on...

To illustrate the problems, and illuminate the reader on the ways to use the advanced-mode
logic to best advantage, whilst explaining the reasons behind it's development, I must lead
you on a small voyage of discovery, much as I took on this rocky road of AAS2 development.

If the map-type is AAS and not simply anarchic C+H then it is important to consider
which zone pre-requisites are listed in the matrices, because there are subtleties in
the logic depending on whether you list ALL the necessary preceding zones and NOT just
the last ONE preceding zone.


Consider the following, which shows arrangement of 9 Zones and start-time holdings:

1 2   3 5   6 7
W-W-+ N N +-E-E       (SafeZones/primary respawns not shown)
                      ('+' means a special condition applies here)
       N 4
       +
       |
       G 8
       |
       G 9

Here, a 3-way map has 3-Neutral zones (3,4,5) that can be taken in any order.
West hold 1+2 initially, East hold 6+7, Guer hold 8+9. Initial holdings are called
home-bases. For any side to take one of the three Neutral zones they must still retain
their home bases: thus if East hold [7,6,]5,4,3 and 2, then West is blocked from capturing
3,4,5 until they regain 2.  In a similar restriction West cannot proceed to 6 or 8 until
they hold all of [1,2,]3,4, and 5.  The other two sides have reciprocal restrictions.

Any held zone's pre-req can be lost BUT all dependent holdings will remain valid
but further expansion would then be blocked,
thus the progression of the game to this scenario:

1 2   3 5   6 7
W-W-+ W G +-W-E

       W 4
       +
       |
       G 8
       |
       G 9

is possible, given the following capture pre-requisite matrices:

           S1=W,               S2=E,               S3=G
PRZ1=[0,0,0,0,0,0,0,0,0],[0,1,1,1,1,1,1,0,0],[0,1,1,1,1,0,0,1,1]
PRZ2=[1,0,0,0,0,0,0,0,0],[0,0,1,1,1,1,1,0,0],[0,0,1,1,1,0,0,1,1]
PRZ3=[1,1,0,0,0,0,0,0,0],[0,0,0,0,0,1,1,0,0],[0,0,0,0,0,0,0,1,1]
PRZ4=[1,1,0,0,0,0,0,0,0],[0,0,0,0,0,1,1,0,0],[0,0,0,0,0,0,0,1,1]
PRZ5=[1,1,0,0,0,0,0,0,0],[0,0,0,0,0,1,1,0,0],[0,0,0,0,0,0,0,1,1]
PRZ6=[1,1,1,1,1,0,0,0,0],[0,0,0,0,0,0,1,0,0],[0,0,1,1,1,0,0,1,1]
PRZ7=[1,1,1,1,1,1,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,1,1,1,1,0,1,1]
PRZ8=[1,1,1,1,1,0,0,0,0],[0,0,1,1,1,1,1,0,0],[0,0,0,0,0,0,0,0,1]
PRZ9=[1,1,1,1,1,0,0,1,0],[0,0,1,1,1,1,1,1,0],[0,0,0,0,0,0,0,0,0]

West is now UNABLE to advance to Zone 7 unless it takes 5 back from Guer.

If the matrices did NOT hold ALL pre-req information, and only held the information
for the immediately preceding zone(s), as exampled below, then it would still be possible
for West to advance and take Zone 7, which is probably what you want to happen.
The ability to advance from a held position is, of course, more realistic.

Thus, given the following capture pre-requisite matrices which define only the immediately
previous pre-requisites:

           S1=W,               S2=E,               S3=G
PRZ1=[0,0,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0],[0,1,1,1,1,0,0,1,1]
PRZ2=[1,0,0,0,0,0,0,0,0],[0,0,1,1,1,0,0,0,0],[0,0,1,1,1,0,0,1,1]
PRZ3=[0,1,0,0,0,0,0,0,0],[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,1,1]
PRZ4=[0,1,0,0,0,0,0,0,0],[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,1,1]
PRZ5=[0,1,0,0,0,0,0,0,0],[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,1,1]
PRZ6=[0,0,1,1,1,0,0,0,0],[0,0,0,0,0,0,1,0,0],[0,0,1,1,1,0,0,1,1]
PRZ7=[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,1,1,1,1,0,1,1]
PRZ8=[0,0,1,1,1,0,0,0,0],[0,0,1,1,1,0,0,0,0],[0,0,0,0,0,0,0,0,1]
PRZ9=[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,0,0]

West IS now ABLE to advance to Zone 7 because it still holds 6.


***** B U T *****

... the above scenario could then develop into the scenario below:

1 2   3 5   6 7
W-G-+ G G +-W-E

       G 4
       +
       |
       G 8
       |
       G 9

which is possible, given both of the capture pre-requisite matrices above.

In this new scenario with the last example pre-req matrices, West would be able
to challenge Guer at 2, and would also be able to challenge East at 7.
BUT West would NOT be allowed to challenge Guer at 5, despite holding
it's neighbour at 6, because it is blocked at 2.

! That blocking inadvertantly makes mockery of the 'Advance' rationale, as it is
reasonable to assume that you should be able to move from one held zone and challenge
a neighbouring zone, in whatever direction is actually physically possible.
For the sake of realism, this advance in any direction from any held zone MUST be allowed.

If instead, the first example set of pre-req matrices are in use, then West
would then be unable to advance from 6 IN ANY DIRECTION until West has re-taken
zone 2 from Guer again. For the sake of realism and playability, that situation is
intolerable.

Thus with the original matrix implementation, proximity to neighbours was unaccounted for,
linearity of capture possibilities was way too strict, and multiple advance directions
were not possible to achieve by simply using the basic truth-table AND-logic.


*** A N D   S O ***

... to represent these more complex logic-requirements, whilst retaining the
original AND-logic nature of the plannned matrices the following solution is used:

An advanced-mode of capture-logic operation was conceived.  In that advanced mode,
pre-requisites may be arranged into groups.  This is simply achieved by using the
numbers from 1 to 9, instead of just 1 in the AND-logic truth-table matrices.

(In practice there is probably no need to go beyond the number 4, and if anyone ever
 has to use all 9 then I'd be interested to see the map that actually needed it!)

FIRST...
For pre-req condition 1 to be satisfied, ALL pre-req marked as '1' must be held zones.
For pre-req condition 2 to be satisfied, ALL pre-req marked as '2' must be held zones.
...
For pre-req condition 9 to be satisfied, ALL pre-req marked as '9' must be held zones.

THEN...
Capture of the zone in question, using the pre-req conditions described above may occur if
ANY of the 9 conditions is satisfied, making an effective logic-OR between the grouped conditions.

In summary, to clarify,
with PR=1 meaning pre-reqs marked '1', PR=2 meaning those marked as '2',
..and so on, the logic becomes thus:

IF (ALL PR=1 held) OR (ALL PR=2 held)
	OR (ALL PR=3 held) OR (ALL PR=4 held)
	OR (ALL PR=5 held) OR (ALL PR=6 held)
	OR (ALL PR=7 held) OR (ALL PR=8 held)
	OR (ALL PR=9 held)
THEN capture will be allowed.


Using the earlier second example scenario, repeated below:

1 2   3 5   6 7
W-G-+ G G +-W-E

       G 4
       +
       |
       G 8
       |
       G 9

for advancing abilities to be as one would naturally expect, and West to gain the
ability to advance from 6 to 5,4,3 or 7, or even (later) from 3,4 or 5 to 2, and still
retain the original abilities, the following pre-req matrices would be used:

           S1=W,               S2=E,               S3=G
PRZ1=[0,0,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0]
PRZ2=[1,0,2,3,4,0,0,0,0],[2,0,1,1,1,0,0,0,0],[2,0,1,1,1,0,0,0,0]
PRZ3=[0,1,0,0,0,2,0,3,0],[0,3,0,0,0,1,0,2,0],[0,3,0,0,0,2,0,1,0]
PRZ4=[0,1,0,0,0,2,0,3,0],[0,3,0,0,0,1,0,2,0],[0,3,0,0,0,2,0,1,0]
PRZ5=[0,1,0,0,0,2,0,3,0],[0,3,0,0,0,1,0,2,0],[0,3,0,0,0,2,0,1,0]
PRZ6=[0,0,1,1,1,0,2,0,0],[0,0,4,3,2,0,1,0,0],[0,0,1,1,1,0,2,0,0]
PRZ7=[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,1,0,0,0]
PRZ8=[0,0,1,1,1,0,0,0,2],[0,0,1,1,1,0,0,0,2],[0,0,2,3,4,0,0,0,1]
PRZ9=[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,0,0]


To explain further by direct analysis of the example, consider these extracts:

           S1=W,
PRZ6=[0,0,1,1,1,0,2,0,0],
here, to allow West to capture Zone 6, they must first
EITHER hold Zones 3,4 AND 5 - OR just hold Zone 7.

           S1=W,
PRZ2=[1,0,2,3,4,0,0,0,0],
here, to allow West to capture Zone 2, they must first
HOLD ONE of Zones 1,3,4, OR 5.

The above arrangement allows advancement in any direction from any held zone
whilst still enforcing the restriction of having to hold all 3 neutral zones
before advancing into enemy home base area. If an enemy home base is already
held but neutral zone(s) then are lost to the third playable side, it still
remains possible to advance onto the other enemy home zone as the foothold
is still in existence.
Thus:

1 2   3 5   6 7
W-G-+ G G +-W-E

       G 4
       +
       |
       G 8
       |
       G 9

here West is able to advance and capture Zones 2,3,5 and 7 due to - and
probably advancing from - it's existing holdings.
West can capture 2 only because of holding 1.
West can capture 3,4,5 because of 6.
West can capture 7, despite lacking 3,4,5, as 6 is already held.

! Advance to 3,4,5 is blocked by Guer holding 2, but that is overridden
by the West holding at 6.

And thus:

1 2   3 5   6 7
W-W-+ G G +-G-W <<-(E have only SafeZone)

       G 4
       +
       |
       G 8
       |
       G 9

here it is possible for W to capture zones 3,4,5 and 6.
(note that 6 is only valid due to foothold at 7).


//------- Order-defined Neutral Zones -------

If a more linear version is preferred, meaning that order of capture
for the neutral zones be defined, as below:

1 2  3   5  6 7
W-W-+N---N+-E-E
      \ /
       N 4
       +
       |
       G 8
       |
       G 9

then this would require West to hold 1+2 before they could take 3,
and then would have to hold 3 first before they could take either of 4 or 5.
Here, the same restriction as before of having to hold 3,4,and 5 before
the capturing of 6 or 8 is allowed still applies in the example below:

            S1=W,              S2=E,             S3=G
PRZ1=[0,0,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0]
PRZ2=[1,0,2,0,0,0,0,0,0],[2,0,1,1,1,0,0,0,0],[2,0,1,1,1,0,0,0,0]
PRZ3=[0,1,0,2,3,0,0,0,0],[0,3,0,2,1,0,0,0,0],[0,3,0,1,2,0,0,0,0]
PRZ4=[0,0,1,0,2,0,0,3,0],[0,0,2,0,1,0,0,3,0],[0,0,2,0,3,0,0,1,0]
PRZ5=[0,0,1,2,0,3,0,0,0],[0,0,2,3,0,1,0,0,0],[0,0,2,1,0,3,0,0,0]
PRZ6=[0,0,1,1,1,0,2,0,0],[0,0,0,0,2,0,1,0,0],[0,0,1,1,1,0,2,0,0]
PRZ7=[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,1,0,0,0]
PRZ8=[0,0,1,1,1,0,0,0,2],[0,0,1,1,1,0,0,0,2],[0,0,0,2,0,0,0,0,1]
PRZ9=[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,0,0]


If removing the restriction of having to hold 3,4,and 5 before
capturing 6 or 8, and this is replaced by 5 being the pre-req
for 6, and 4 being pre-req for 8, then the example becomes:

1 2  3   5  6 7
W-W--N---N--E-E
      \ /
       N 4
       |
       G 8
       |
       G 9

which leaves the centre as a simple 'linear'-triangle,
with the following matrices:

            S1=W,              S2=E,             S3=G
PRZ1=[0,0,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0],[0,1,0,0,0,0,0,0,0]
PRZ2=[1,0,2,0,0,0,0,0,0],[2,0,1,0,0,0,0,0,0],[2,0,1,0,0,0,0,0,0]
PRZ3=[0,1,0,2,3,0,0,0,0],[0,3,0,2,1,0,0,0,0],[0,3,0,1,2,0,0,0,0]
PRZ4=[0,0,1,0,2,0,0,3,0],[0,0,2,0,1,0,0,3,0],[0,0,2,0,3,0,0,1,0]
PRZ5=[0,0,1,2,0,3,0,0,0],[0,0,2,3,0,1,0,0,0],[0,0,2,1,0,3,0,0,0]
PRZ6=[0,0,0,0,1,0,2,0,0],[0,0,0,0,2,0,1,0,0],[0,0,0,0,1,0,2,0,0]
PRZ7=[0,0,0,0,0,1,0,0,0],[0,0,0,0,0,0,0,0,0],[0,0,0,0,0,1,0,0,0]
PRZ8=[0,0,0,1,0,0,0,0,2],[0,0,0,1,0,0,0,0,2],[0,0,0,2,0,0,0,0,1]
PRZ9=[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,1,0],[0,0,0,0,0,0,0,0,0]


//--------------------------------------------------------------------------------------------------

Afterword:

Now that you have read through this section, and I hope really understood everything that I have
tried to explain in here then you will appreciate just how flexible the engine can be, and more
importantly be able to devise maps that not only entertain reliably, but that immerse the player
more fully as this section examined closely the fact that realism should not be sacrificed to
over-elaborate and restrictive logical capture-ordering or pre-conditions.  I have taken great
pains to ensure that the engine can SUPPORT the maximum realism possible for an AAS type map,
although that being said, the engine can still be used to make weird relationships between zones
- but you, as mapmaker, should strive always to make the progression through the zones and therefore
the whole map as natural and immersive as possible.
This is, after all, for a military battle simulator, ArmA, not a board-game or chess.
Explore multiple-threads of advance, multi-stage capture zones, crossroads, simple CTI, etc...
...the imagination is the limit, I feel, with this engine for capture-type maps.
Other elements such as budgets, vehicle + AI creation, weapons purchase etc could be added.
This will be created in time as an additional pack for the engine, however there's nothing to stop
you experimenting with those yourself!
Most importantly: have fun with it, and remember to make time to enjoy the maps that you create!!!
Note to self: re-read that last sentence at least 50 times daily.

//--------------------------------------------------------------------------------------------------
