Joel Brynielsson, Henrik Bäärnhielm, Andreas Enblom,
Jing Fu Zi, Niklas Hallenfur, Karl Hasselström,
Henrik Hägerström, Oskar Linde, Klas Wallenius
and Jon Åslund
Department of Numerical Analysis and Computer Science
Royal Institute of Technology
SE-100 44 Stockholm
Sweden
gecco@nada.kth.se
A typical game is a wargame. The players control some number of military units that engage in combat against each other.
For a more thorough and general discussion of games and their properties, see the related document GECCO General Description[1].
server.jar
.
client.jar
.
.gif
) files, a
number of configuration (.conf
) files and a Java Archive, named
something like game.jar
(where ``game'' is the name of the
game). The game implementation should also include documentation about
the game, containing information about how the game is started (using
the startup scripts described below).
If there are no startup scripts the server has to be started manually,
using the Java interpreter program and the Java Archive files. See the
Java documentation for information about how to load jar-files and
starting Java programs. The Java Archive (jar) files that should be
loaded are the game implementation Java Archive and server.jar
.
It is important that the game implementation archive is loaded first
and that the folder where the game is installed is included in the
classpath. The name of the class to be executed is
server.startup.StartServer
. On a UNIX system a manual start of
the server would look something like:
> java -classpath game.jar:server.jar:. server.startup.StartServer
When the server is started, several messages are printed to the screen, and when the server is ready to receive connections from the client programs, a message indicating that is displayed.
The network name of the machine where the server runs is necessary to know to be able to connect to the game (see section 3.1). The server sets up its communication on some network port, and it is also necessary to know that port number. The information about port number should be stated in the game documentation, and if it is not, the port is probably 7000. The port number is also among the information displayed when the server starts up.
If no startup scripts are supplied, a manual Java interpreter startup
is necessary (see section 2.2). The necessary Java
Archive is client.jar
and the name of the class to be executed
is client.Game
. On a UNIX system this would look like:
> java -classpath client.jar client.Game
When the client has been started, you are ready to connect to a game and start playing!
In a typical wargame a role is something like ``Blue team player 1'', and the role controls some number of units, and can only see what is going on in areas close to those units.
When the connection has been established (the opposite is stated by a message on the screen), the role selection dialogs pops up (see figure 3), displaying the available roles. Choose a role from the list by clicking on it, and then clicking the ``Select'' button.
Be aware of that it may take some time from the moment when the connection to the server is established to the moment when the role selection dialog shows up.
When the role has been selected, the map of the game is loaded, and you are ready to start playing!
To disconnect from the current game server, choose ``Disconnect'' from the Game menu. If you connect to a new game before having disconnected from the current game, the connection to the current game will be disconnected.
The game board (see figure 4), displays the map and the units of the game. Typically, large areas of the map will be darker than the rest. This indicates that you currently can not see what is there, because you have no units close enough.
If the map is too big to fit the board, the scrollbars can be used to see different areas of the map.
You can use the zoom buttons to zoom in or out on the map. If a unit is selected (see section 3.3), the map will be zoomed in or out around it.
The actions are things that the unit is about to do. The ongoing action is what the unit is currently doing, and the actions in the list are what the unit will do later, in order. Red lines are drawn between the points where the actions will take place, starting at the unit itself (see figure 4). To stop some action from being executed, select the action to stop, and click the ``Stop selected actions'' button. To stop the ongoing action, click the stop button below it. At some point of time, some action may fail to be executed correctly (like, for example, when a tank is trying to move across water), and then every action in the list of the unit will be stopped automatically. In section 3.4, it is described how to assign actions for a unit to do.
To assign an action to a unit, first select the unit, and then press the right mouse button somewhere on the map. A list of available actions will appear. When an action has been selected, it will sometimes require an argument (i.e. against what to perform the action), and in such cases the mouse cursor will change to a crossbar. It should be clear from the name of the action if the argument should be a point on the map, or another unit.
You can put ghost units of your own on the map by right-clicking where you want it (when no unit is selected, of course, see sections 3.3 and 3.4), and selecting the type of ghost unit you want.
You can drag the ghost pieces with the mouse, to place them where you think there are other units. To remove a ghost unit, select it and choose action ``Remove ghost'' (see section 3.4).
The ghost unit feature can be turned off by un-checking ``Use ghost units'' in the Game menu.
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latex2html -dir /misc/projects/proj01/krigsspel/public_html/documentation/usersmanual -no_navigation -split 0 -address 'Last updated: 2001-05-14 by gecco' usersmanual.tex
The translation was initiated by Jon Åslund on 2001-05-14