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suBB
06-29-06, 07:32 PM
Hey hey hey!

Just checking in....

My 'puter took a lightening hit(and the mobo/PS/vid card/cpu/HDD actually survived LOL) but it's back online and I lost all of my IM contacts and I forgot who is who on what IM. So, please PM me for contact info.

Soooo, ummmmm, lemme see, where we with map progress:

1. Detectable ambient noise / onboard freak accidents - some additions being added in the areas of sub detection I.E. Freak accident in the galley where utensil storage rack fails and crashes on floor, or a reactor noise transient, mechanical failure, hull popping, etc..

I can make these things random events(of course) and detectable(for breif moments, as they should be and if close enough) but I can't remember what was decided on as to what exactly to add, but whatever seems practical will suffice.

2. RU win conditions - problem was traced down to a corrupt trigger causing game to crash - now its working.

3. ROE - Might be an old issue but ROE conditions / violation is working now, including general qtrs once ROE conditions change from peacetime to wartime and authorized release of weapons for either player controlled/ai platforms or both. Or if violated means mission can't be completed for side 0, and win-by-default for the other side 1.

4. AI scripting - in the absence of players, all controllables are scripted to carry out tasking: including interception, prosecution, departure, escort, engagement, attack/defend/avoid, disengagement and return to minimum safe distance.

5. Platform repair: playable platform can either return to base and wait for 100% repairs and depart, or depart with partial repairs and return for the remaining repairs and depart once again.

6. trigger refire times - minor tweaks here and there.

7. Miscellaneous - such as other possible win conditions, multistation mode, any other hang-ups we come across and resolve.

8. Bottom type - map has been calibrated and decided on based on the given circumstances, and seems reasonable.

That's all for now... See ya soon

Seadawg23
07-07-06, 08:55 AM
Subb,

I do believe you and me are having similar thoughts on mission design.
As I am in the process of creating a Dynamic Campiagn for MP.
Where side 1 is USA
Side 2: PRK
Side 3 China
Side 4: Aussies

Looks to be like 10 missions maybe 12.
look for me to post more later i am BZ at work

suBB
07-07-06, 05:51 PM
Subb,

I do believe you and me are having similar thoughts on mission design.
As I am in the process of creating a Dynamic Campiagn for MP.
Where side 1 is USA
Side 2: PRK
Side 3 China
Side 4: Aussies

Looks to be like 10 missions maybe 12.
look for me to post more later i am BZ at work

Hey seadawg,

This is very good news and I wish you the best of luck in your efforts. By all means if there is anything I can help you out with just ask. I've discovered its best to work collectively and there is more than enough talent here to pretty much have an answer for just about anything.

Click here to see what I’m currently up to. http://www.subsim.com/radioroom/showthread.php?t=92394

I've made tremendous amount of progress since the initial time of writing and currently have a 'working' beta that includes all the features in the link plus more that has developed by means of increased knowledge and understanding of doctrine and scripting. I would appreciate it if after reading that link, if you too will share your thoughts on it - again its best to work collectively.

I'm taking my time on this one, in particular, this one map will/has establish/ed a foundation to build from, so expect about 6-7 more maps out of me in the future.

Thanks to LWAMI these guys have/are setting a new standard, a more practical one at that, than your typical stock/arcade gameplay. With that i'm saying that I will only create mission objective MP for lwami - this is where I draw the line.

Best means communications would be a new thread(or here) and of course pm me. I can send you my contact info later on.