This is your TANC
Ut Oh. We seem to be stuck on a wall.
Let's head over to the programming screen and get our TANC moving again.
This is the programming screen. On this screen you will give your TANC all the instructions it needs to complete a battle.
Right now, we need to get the TANC un-stuck from the wall. To do that, we will use your TANC's "On Wall Collision" event.
Click on the blue "Add New Event" button.
Now click on the "On Wall Collision" event button.
Next, click on the "Add New Action" button.
Finally, click on the "Turn Robot" button.
Your program now instructs the TANC to turn randomly whenever it collides with a wall.
Let's return to the arena to see it in action.
A perfectly executed random turn!
Congratulations, you have completed your first mission!
But there is no time to rest - the alien vehicle has arrived...
An alien vehicle has appeard...
I've got a bad feeling about this...
Your TANC shakes violently as the alien projectile slams into our shields.
Speaking of which, this is a good time to introduce your TANC's defensive systems.
This is the system display for your TANC shields and armor. Your TANC has four shields (front, right, rear and left). The blue bars represent the remaining power left in each shield
Your TANC also has armor in case any blasts make it past your shields. The number in the center of this gauge represents the remaining armor percentage
If the armor percentage drops to zero, any additional damage that makes it past your shields will destroy your TANC.
Now, we better figure out how to return fire.
Let's head back over to the programming screen.
To return fire, we will need to take advantage of our TANC's radar sensor.
Click on the "Add New Event" button.
Now click on the "On Target Aquired" event.
Next, click on the "Add New Action" button.
Finally, click on the "Fire Weapon" action.
Now, our TANC is programmed to fire its Primary Weapon when it aquires a target.
Let's head back to the arena to see our newfound fire power in action.
Hmmm, our missiles don't seem to be finding their target.
Let's head back to the programming screen and see if we can improve their accuracy.
Your TANC's targetting radar captures the distance to the alien vehicle and the angle relative to your TANC's heading (bearing).
If the alien vehicle were stationary, this would be enough information to determine the vehicle's position and accurately fire a missile. However, the alien vehicle is moving.
In order to accurately target a moving vehicle, we need to know two more pieces of information - the direction and velocity of the movement.
Your TANC's targetting computer can calculate these values by comparing two differnt target aquired events. By comparing the vehicle's position at two different moments in time, we can calculate a direction and velocity.
To take advantage of this, we need to make sure that we only fire a missile when we have enough information to accurately target the alien vehicle.
Let's add a condition to our Fire Missile action to restrict when it activates.
Click on the "Add New Condition" button.
Next, click on the left hand side "Enter Value or Expression".
Now, click on "Radar Fixes".
Next, select the "Greater Than or Equal" operator.
Now, click on the right hand side "Enter Value or Expression".
Choose "Numerical Value".
Enter the number "2" into the right hand side.
Adding a condition to an event means that the action will only be triggered if the condition is met.
Now, our TANC will only fire a missile when the targetting radar has two or more radar fixes.
Lets's head back over to the battle arena and see our changes in action.
Congratulations! You have completed your second mission.
Uh, what is that?!?
Phew, glad that missed us. Let's find out more about this new weapon.
Our shields just took a major hit! Let's find out more about this new weapon.
This is the Tanc Configuraiton Screen. Here, we can customize the loadout of our Tanc.
Your Tanc currently has the Light Shell weapon in its primary slot. The secondary slot is currently empty.
Click on the secondary slot to see your options.
Now choose the Shield Bomb as your secondary weapon.
Great! The Shield Bomb is now your secondary weapon.
The Sheild Bomb deals large amounts of damage to shields, but no damage to vehicle armor. It also moves more slowly than the light shell.
Let's head over to the programming screen and see how we can incorporate this weapon into our program.
A new On Target Aquired event has been added to your program to fire your secondary weapon.
However, we need some way to choose whether to fire the primary or secondary weapon.
Since the Sheild Bomb is only effective against shields, one option is to fire the secondary weapon early in the battle, and the primary weapon later.
In order to track this, let's set up a Custom Variable to count how many times we fire a weapon.
Click the "Add New Variable" button to begin.
This is the Custom Variable Designer.
Enter in "MissileCount" for your variable name.
Select "Numeric" for the type.
Enter "0" for the initial value.
Now, add your new variable to the condition. Click on "Enter Value or Expression".
Choose your new Custom Variable "MissileCount".
Choose "Less Than or Equal".
Now click on "Enter Value or Expression".
Choose "Numeric Value"
Enter in "3".
Now, we will only fire the alternate weapon when our new "MissileCount" variable is less than or equal to 3.
We have added a similar condition to the primary weapon action, so it only fires when our "MissileCount" variable is greater than 3.
Finally, we need to create an action to change our "MissileCount" variable every time we fire a missile.
Click on "Add New Event".
Click on the "On Missile Fired" event.
Click on the "Add New Action" button.
Now, click on the "Set Variable" action.
Now, click on "Enter Variable".
Click on "MissileCount"
Choose "Increment by".
Enter "1" in the Increment By field.
Now, each time the "On Missile Fired" event is raised, the program will add one to the value of "MissileCount".
Let's head back over to the Battle Arena and see our new weapon in action.
Our custom variable "MissileCount" had an initial value of 0. With this missile fire event, our program will add one to that value.
"MissileCount" now equals 1.
"MissileCount" now equals 2.
"MissileCount" now equals 3.
With the next missile fire, our "MissileCount" will be greater than 3, so the primary weapon will begin to fire.
Since it has not fired recently, it will fire immediatley after the secondary weapon.
It will appear as if both weapons fire at once.
"MissileCount" now equals 4.
Since this value is now greater than 3, our next missile fire action should be from the primary weapon.
The primary weapon fires.
"MissileCount" now equals 5, and will continue to get bigger. Our program will continue to fire the primary weapon from now on.
Congratulations, you have finished this mission!
The alien vehicle has changed their tactics a bit. Observe the new behavior, and when you are ready, click the "Programming Screen" link at the top of the screen to reprogram your Tanc to defeat the alien.
All of the programming options are now available to you. When you are ready to try your new program, click the "Battle Arena" link at the top of the page.
While you were on the Progrmming Screen, the battle was paused. In order to load your new program, you need to restart the battle.
Oh no - the alien vehicle was victorious. Time to adjust your programming and try again.
Congratulations! You defeated the alien vehicle.
This is the saved program list. Some campaign missions will automatically save a program upon completion. You can also manually save programs.
Click on the open folder icon () to load a program. This will overwrite any current program.
Hmmmm.....that is new....
Why are we shooting at it? Better head over to the Programming Screen and figure it out.
While you were on the Progrmming Screen, the battle was paused. In order to load your new program, you need to restart the battle.
This is the event that controls firing our weapon. We need to add some additional conditions so that we shoot at the right things. Click the "Add New Condition" button.
Next, click on the left hand side "Enter Value or Expression".
Now, click on "Object Type".
Now, click on the right hand side "Enter Value or Expression".
In addition to numerical values, there are some game constant values available to you. Choose "_Tank". The leading underscore character "_" tells you this is a game constant value. It will always match the Tank object type.
This new condition ensures that we will only shoot at tanks.
We have added an additional condition that ensures that the "Is Friend" constant of the radar contact is set to "Foe".
The object you encountered is a "Power Up". Running over the power up will give your Tanc a boost - it could be additional shields, repairs to your armor, an energy boost, or perhaps something more exotic.
Mission Complete.
The alien vehicle has refined their program again. Observe the new behavior, and when you are ready, click the "Programming Screen" link at the top of the screen to reprogram your Tanc to defeat the alien.
All of the programming options are now available to you. When you are ready to try your new program, click the "Battle Arena" link at the top of the page.
While you were on the Progrmming Screen, the battle was paused. In order to load your new program, you need to restart the battle.
Oh no - the alien vehicle was victorious. Time to adjust your programming and try again.
Congratulations! You defeated the alien vehicle.
The alien vehicle has refined their program again. Observe the new behavior, and when you are ready, click the "Programming Screen" link at the top of the screen to reprogram your Tanc to defeat the alien.
All of the programming options are now available to you. When you are ready to try your new program, click the "Battle Arena" link at the top of the page.
While you were on the Progrmming Screen, the battle was paused. In order to load your new program, you need to restart the battle.
Oh no - the alien vehicle was victorious. Time to adjust your programming and try again.
Congratulations! You defeated the alien vehicle.
The alien vehicle has refined their program again. Observe the new behavior, and when you are ready, click the "Programming Screen" link at the top of the screen to reprogram your Tanc to defeat the alien.
All of the programming options are now available to you. When you are ready to try your new program, click the "Battle Arena" link at the top of the page.
While you were on the Progrmming Screen, the battle was paused. In order to load your new program, you need to restart the battle.
Oh no - the alien vehicle was victorious. Time to adjust your programming and try again.
Congratulations! You defeated the alien vehicle.
The alien vehicle has refined their program again. Observe the new behavior, and when you are ready, click the "Programming Screen" link at the top of the screen to reprogram your Tanc to defeat the alien.
All of the programming options are now available to you. When you are ready to try your new program, click the "Battle Arena" link at the top of the page.
While you were on the Progrmming Screen, the battle was paused. In order to load your new program, you need to restart the battle.
Oh no - the alien vehicle was victorious. Time to adjust your programming and try again.
Congratulations! You defeated the alien vehicle.
Custom Variable Designer
Variable Name
Variable Type
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Expression Designer
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Expression Value:
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Variables
Event Variables
Custom Variables
Constants
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