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-   -   [REL] Nippelspanner's Editor Examples (https://www.subsim.com/radioroom/showthread.php?t=229478)

Nippelspanner 01-28-17 08:43 PM

Nippelspanner's Editor Examples
 
To help those new to the DW editor, I decided to start a little mission series called Editor Examples (EDEX) with short scenarios to showcase how to create certain events to spice up missions.
Since DW doesn't offer much in terms of immersion, the mission designer has to do a lot of work to bypass the dull nature of this otherwise sophisticated simulation.

If the EDEX concept proves useful to you, feel free to make requests, no matter if for simple or more complicated.
No guarantee that I will be able to do it though.



Available EDEX scenarios
EDEX #01 - SLBM Test Launch
EDEX #02 - Territorial Waters
EDEX #03 - Rules of Engagement

p7p8 01-28-17 09:23 PM

This is very good idea.
Your mission works correct :up:

I have one question:
why you use "aggregate" activation for trigger 4?

P.S. My "beep" sound for messages is from game sounds: touch3.wav

Nippelspanner 01-28-17 10:23 PM

Thanks for confirmation that it works!

Aggregate works reliant and is easy to set up. Alternatively one could use "completed trigger" under doctrine language, I think it is the same principle.

I don't like the touch 3 sound - it startles me every time, so I picked something else. xD

p7p8 04-24-17 03:28 PM

Some time ago I have made something similar to EDEX #3

FORBIDEN SIZZLER LAUNCH

 

VERSION 3
OWNALLIANCE 0
DIFFICULTY 1
TOTALNUMSIDES 1
NUMDRIVEABLES 1
MONTH 1
WORLDGRID 2
LATLONG 34.209137 -34.411915
;
SEASTATE 3
MDR 0 0 0
BOTTOMTYPE 0
TIMEOFDAY 12
WEATHER 0
CLOUDHEIGHT 4500
SSP 0
MISSIONTITLE
BEGINTEXT
FORBIDEN SIZZLER LAUNCH
ENDTEXT




ENTITY 1530 SUBENTITY
HULLID 2
ALLIANCE 0
POS 770905.875000 563532.312500 -150
POINTS 750
COURSE 337
SPEED 5
PROB 100
DRIVEABLE 1
PLAYERTASKING
BEGINTEXT
ALL SS-N-27 (Sizzler) ARE FORBIDEN (ASW, ASM, LAM)
ENDTEXT
UNIQUENAME "SSN 317"
COMMSINTERVAL 0.000000
TACTIC BARRIER
WAYPOINT 770179.875000 565254.687500 -426 5 -1 0.000000
AIRLOADOUT 251
AIRCRAFT 1722 1 Alert5 0 : Alert15 1 : 0 Alert30 0 :
END

GOAL 771204.000000 563633.500000 0.050000
BEGIN
GOALNAME "SS-N-27 ASM detected"
GOALID 1
PARENTGOALID -1
GOALTYPE 1
TRIGGERTYPE 1
REFIRETIME 1.000000
STARTTIME 0
ENDTIME 0
POINTS 100
MAXSPEED -1
MINDEPTH -1.000000
MAXDEPTH -1.000000
RETURNTOBASE 0
AUDIO touch3.wav
ATTACHEDTARGETOBJ 2
OBJTOPROSECUTEENT 1536
MESSAGETYPEID 1
MESSAGETOHULLID -2
BEGINTEXT
Forbiden SS-N-27 ASM launch detected on Akula SSN 317 Pantera!
ENDTEXT
END
GOAL 771201.937500 563538.937500 0.050000
BEGIN
GOALNAME "SS-N-27 ASW detected"
GOALID 2
PARENTGOALID -1
GOALTYPE 1
TRIGGERTYPE 1
REFIRETIME 1.000000
STARTTIME 0
ENDTIME 0
POINTS 100
MAXSPEED -1
MINDEPTH -1.000000
MAXDEPTH -1.000000
RETURNTOBASE 0
AUDIO touch3.wav
ATTACHEDTARGETOBJ 2
OBJTOPROSECUTEENT 1537
MESSAGETYPEID 1
MESSAGETOHULLID -2
BEGINTEXT
Forbiden SS-N-27 ASW launch detected on Akula SSN 317 Pantera!
ENDTEXT
END
GOAL 771201.937500 563444.250000 0.050000
BEGIN
GOALNAME "SS-N-27 LAM detected"
GOALID 3
PARENTGOALID -1
GOALTYPE 1
TRIGGERTYPE 1
REFIRETIME 1.000000
STARTTIME 0
ENDTIME 0
POINTS 100
MAXSPEED -1
MINDEPTH -1.000000
MAXDEPTH -1.000000
RETURNTOBASE 0
AUDIO touch3.wav
ATTACHEDTARGETOBJ 2
OBJTOPROSECUTEENT 1498
MESSAGETYPEID 1
MESSAGETOHULLID -2
BEGINTEXT
Forbiden SS-N-27 LAM launch detected on Akula SSN 317 Pantera!
ENDTEXT
END

This mission haven't punishment because it is example mainly for MP games. After launching sizzlers all players have information (several times) who broke rules. Of course punishment can be add and repeating for message can be turn off but this is only for showing how to do something.


I have task for you if you likes editor challenges :)

Our community have some solutions for removing playable (but without human player) platforms from MP game. We need simple solution for removing any kind of platforms:
- Sub
- Surf
- Helo
- Airplane

Main problem is, when you host game, some "mechanism" won't work properly. For example docrtine "Is Current Controllable" is useless in MP missions.

Stewy1 04-24-17 05:28 PM

Hey Nip,

I'm keen to do some 'Holystone' style missions where a boomer has to be tracked for a continuous period of time.

How do you do it so that, say, you have to get a boomer on your spherical array and track it for, say, 2 hours, for the mission to be a success.

If you lose contact, the timer resets and you have to start again.

Thanks mate,
Stew

Nippelspanner 04-24-17 07:14 PM

Quote:

Originally Posted by p7p8 (Post 2480539)
I have task for you if you likes editor challenges :)

Our community have some solutions for removing playable (but without human player) platforms from MP game. We need simple solution for removing any kind of platforms:
- Sub
- Surf
- Helo
- Airplane

Main problem is, when you host game, some "mechanism" won't work properly. For example docrtine "Is Current Controllable" is useless in MP missions.

Not 100% sure I understand you correctly, can you elaborate a little for the slower ones among us, err, me? :)
Also, as soon as it comes to MP: I'm kinda out - no experience there, not with the editor/it's restrictions at least.



Quote:

Originally Posted by Stewy1 (Post 2480553)
Hey Nip,

I'm keen to do some 'Holystone' style missions where a boomer has to be tracked for a continuous period of time.

How do you do it so that, say, you have to get a boomer on your spherical array and track it for, say, 2 hours, for the mission to be a success.

If you lose contact, the timer resets and you have to start again.

Thanks mate,
Stew

Now that's something I definitely wanted to do someday - but so far didn't succeed to do, at least not to 100%.

AFAIK, what you ask for is possible, but it would require some more extensive use of triggers/scripts, I presume.
Out of my head, I do not see why it should not be possible, though.
I'm going to try to figure something out, it would be a great EDEX indeed! :salute:

PS: had to scratch my head a few times until Holy Stone rang a bell, haha.

Nippelspanner 04-25-17 11:19 AM

So I tried to find a way to create a "Track contact for X time without losing contact" scenario, so far I wasn't lucky.

It is super easy to create a "Track for X time" objective, that's easy-peasy - but implementing that it can't be completed once contact was lost is causing problems.
There is a "IsDetectionHeldNow" trigger - but it doesn't seem to work as I thought it would.
On top, adding such 'feature' would tremendously interfere with immersion, and also authenticity. Why would a Captain be required to not lose contact at all[!], as long as he re-establishes contact in case of losing a track?
"Captain, you lost contact to the track on all sensors for 3 seconds - your mission failed."
"But I re-established contact immediately, it's right here on my screen!"
"No - RTB - you failed! Reasons! Hurr!"

It doesn't really make much sense.

If there's one thing I HATE* in DW scenarios, it's the constant hand-holding and 'magic-messages' giving the player information he should acquire on his own, for example counter-detection, oh how I HATE* it when a mission tells me so out of the blue, instead of creating events that let's the player realize something's off.

Anyways, I'm now trying to find an immersive way for a "Trailing objective", which seems more difficult then I thought.

I tried a trigger that fires after:
1. CompletedTrigger [Find K-276]
2. IsDetectionHeldNow [K-276]
then
(including a 5min duration, aka having to track for 5 minutes and be in contact when the timer runs out.)

To test if the detection is really required, I turned 180°, went on flank - blinding myself - but the trigger still fired - though I effectively did NOT hear the K-276 at all in my baffles. No towed array used and everything else was washed out, of course.

I suspect the IsDetectionHeldNow doesn't do what it sounds like.
Anyone smarter on that one? :06:




*Did I mention that I HATE that? :D

p7p8 04-25-17 12:25 PM

Quote:

Originally Posted by Nippelspanner (Post 2480572)
Not 100% sure I understand you correctly, can you elaborate a little for the slower ones among us, err, me? :)

Sorry, I mean:
- we have own solutions for those problem but not perfect one.
- fresh mind (like yours) is sometimes better for resolving old problems.

So i think, this is good challenge for experienced mission maker. I can place here simple missions with my solutions but i wanna to see your independent solutions first. After comparison we will probably learn something mutually :)

p7p8 04-25-17 12:51 PM

Quote:

Originally Posted by Stewy1 (Post 2480553)
you have to get a boomer on your spherical array and track it for, say, 2 hours, for the mission to be a success.

Oh no! Please don't do that extremely boring mission :D

Quote:

Originally Posted by Nippelspanner (Post 2480682)
Why would a Captain be required to not lose contact at all[!], as long as he re-establishes contact in case of losing a track?
"Captain, you lost contact to the track on all sensors for 3 seconds - your mission failed."
"But I re-established contact immediately, it's right here on my screen!"
"No - RTB - you failed! Reasons! Hurr!"

It doesn't really make much sense.

Yeah, you have good point. When I track sub, sometimes i need to change direction for better TMA work. That means my tracking is not continuous.

In my opinion in this kind of mission, trigger should check range between you and target. You can do some test what is optimal maximum range for each sensor for tracking specific SSBN.
In this case "IsDetectionHeldNow trigger should work fine.

I remember one Bill Nichols mission from RSR campaign have similar task.

Nippelspanner 04-25-17 01:30 PM

Yes, Bill Nichols worked often with range-related triggers, I assume for that exact reason. Gotta, again, learn from the master, it seems.
(I consider him/his work, the best ever for DW so far.)


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