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-   -   Regenerating Shipping (https://www.subsim.com/radioroom/showthread.php?t=142657)

feld 09-30-08 02:33 PM

Regenerating Shipping
 
Question: Does anyone have a good way to economically regenerate units that you remove from the map?

Background: What I've done is create a large East China Sea map, and placed (many) start boxes all over it to randomly create civilian ships at the right density for major shipping lanes in that area. These ships move to exit areas at the edge of the map and are removed from play.

My problem is regenerating them on the other side of the map. The only way that I can see to do it is to place a new ship for each one that I remove because the scripts that create new ships require that I call a specific object.

Any ideas would be appreciated:

r/
feld

NefariousKoel 11-04-08 01:21 AM

I haven't looked at the script commands in ages but couldn't you set up a non-showing neutral base on land somewhere and, at a certain time when you want a new ship to be generated, just make it do a call to see if that neutral location is alive as a prerequisite?

I was wandering around the boards here so thought I'd pipe in.

Bill Nichols 11-04-08 06:59 AM

Quote:

Originally Posted by NefariousKoel
I haven't looked at the script commands in ages but couldn't you set up a non-showing neutral base on land somewhere and, at a certain time when you want a new ship to be generated, just make it do a call to see if that neutral location is alive as a prerequisite?

I was wandering around the boards here so thought I'd pipe in.

What I do is to give the shipping a 'barrier patrol' mission. That way, when they reach the end of their route, they turn around and run it back in reverse. It's an economical way to simulate shipping routes.

feld 06-08-09 07:42 PM

Now why the heck didn't I think of that?

Thanks!


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