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Old 08-11-06, 05:06 PM   #1
Safe-Keeper
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First, go to the "Mission" drop-down menu and choose "Triggers". Make a new one, and set it to "Unit Destroyed". Select the BB from the list that becomes available.

Second, go to "Events" (again from the "Mission" drop-down list). Create a new event and choose "Update Instance". Choose the ship to appear and check the "Spawn" check-box.

I'm not 100% sure on how to make a ship start outside of the game for then to be placed by the trigger, to be honest. You'll have to do a search on that or hope someone else replies.
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Old 08-20-06, 05:23 PM   #2
robbierob2005
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I'll give it a try. Thanks!
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Old 09-11-06, 01:43 PM   #3
kylania
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Wonder if this could be used to imitate asking for an escort home? Like if the player submits a patrol report while 30km away from home base a minesweeper appears and when the player closes within 5km it begins it's waypointed path back to the sub pens?

Does SH3 support triggers from range/radio actions?
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Old 03-15-07, 07:33 PM   #4
ACSoft
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Default Mission Editor: Update instance > spawn/delete function

Hello,

Can anybody confirm if this function is KO or not in SH3 1.4b ?

If not, can you tell me EXACTLY the conditions to let it work properly ?

It is the second time I try to use it, but come again to the conclusion it should be KO. I read on forums that to work, the unit or group has to be defined at a minimum distance of 20 km of the human controlled vessel. I read also that unit(s) time filter has to be "used" but no comments about how. Anyway, I do all the imaginable tests around this "Update instance" function, but all were unsuccessful.

Even the stock mission "Malta", which use this function don't work. The unit "LBSSunderlandMKIII#1", which normally should "enter in the dance" only if my sub enter into zone "Convoy air cover", in fact, always start to patrol immediately, no matter if you enter or not into this zone with your sub.

The same with the air attack unit, which normally are triggered by a time trigger. I changed the time of the trigger one year later, but all the air groups come anyway.

Thanks in forward for any informations about that.

Regards,

ACS
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Old 03-15-07, 11:28 PM   #5
Mush Martin
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Quote:
Originally Posted by ACSoft
Hello,

Can anybody confirm if this function is KO or not in SH3 1.4b ? ACS
If not, can you tell me EXACTLY the conditions to let it work properly?
I do not understand the Reference KO here can you expand?

Quote:
Originally Posted by ACSoft
It is the second time I try to use it, but come again to the conclusion it should be KO. I read on forums that to work, the unit or group has to be defined at a minimum distance of 20 km of the human controlled vessel. I read also that unit(s) time filter has to be "used" but no comments about how. Anyway, I do all the imaginable tests around this "Update instance" function, but all were unsuccessful.
If I am Following you. You must set the beginning date of the
time filter to the month your mission is in. units will show red blue
or green as per their dispositions on relevant dates. I have
never read the bit about AI Units or groups having to be
at any distance mine often spawn within 1000 m for single units
or most often 3000 for Surface groups or convoys.

Quote:
Originally Posted by ACSoft
Even the stock mission "Malta", which use this function don't work. The unit "LBSSunderlandMKIII#1", which normally should "enter in the dance" only if my sub enter into zone "Convoy air cover", in fact, always start to patrol immediately, no matter if you enter or not into this zone with your sub.

The same with the air attack unit, which normally are triggered by a time trigger. I changed the time of the trigger one year later, but all the air groups come anyway.

ACS
This last sounds like you are looking at Random generated groups that spawn regularily and exist for a long time or the duration of the campaign
Random Generated Groups can be set to make either defined or random
units and spawn them as fast as once an hour or assumably 96 hrs but
it may be more for the max. They can also enter on a certain date
and leave on a certain date.

You would use these to make main convoys not historical recreations.
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Old 03-16-07, 03:04 AM   #6
ACSoft
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Sorry, we say often KO (Knock Out) in french. I mean broken.

Did-you tryed practically what you explain ?

Because myself, I was never able to obtain a triggered spawn. Unit or Group are immediately in action, whatever you do with the time filter.

Look in the stock "Malta" mission. Like it is designed, the SunderlandMKIII aircraft is supposed to spawn only if your sub trigger it, by entering into a zone. But it does not work at all. The aircraft is in action from the begin of the mission. You can test this by diving your sub with engines stopped (to not be detected), then go outside (F12) and use x32. You will see it passing over the camera at regular interval.

ACS
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Old 03-16-07, 01:06 PM   #7
ACSoft
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Eureka !!!

I was finally able to spawn a vessel by a trigger:

Function Spawn is, in fact, a way to anticipate the "Entry date & time".

This mean the "Entry date & time" must be defined in the future, relatively to the "Mission start date & time" defined in "Parameters". But to occur, IT IS TRUE that the distance between the unit or group to spawn and the human controlled vessel, MUST BE of ABOUT 30 Km !!! Otherwise spawn DO NOT OCCUR unless this condition become true.

Was difficult to determine & check. To found a location, with free camera, at such a distance is not easy. Finally I used a chain of small fishboats to guide me to the place.

I suppose the "Delete" function is a way to anticipate the "Exit date & time" in the same manner, but I do not test it for now.

Hope these explanations will allow other mission designers to not loose all the time I lost myself on this, to finally found how it work.

Shame on UBISoft for the documentation of this Mission Editor.

ACS
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Old 03-16-07, 01:12 PM   #8
Mush Martin
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Ive made many Random groups that spawn much much closer
but I havent used triggers much that im afraid is for a little
later.

mission building is its own art. like skinning or hexediting
but in mission building the medium for the artist is timing.

MM
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Old 11-11-07, 03:30 AM   #9
dcb
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Default [REQ] Any way to activate triggers in campaign?

I have a question and maybe someone here can help me, please.
Recently, I've done some forays into the mission editor, trying to make gamepley a little more interactive in campaign. I attempted to insert combinations of trigger/event/objective in campaign, but no success so far.

I used combinations of triggers/events in single missions and they worked, but when I'm doing the same thing in a campaign layer (_SCR or _RND), the game just ignores them. Is there any way to insert such things into the campaign layers?

If they could be added, it would make the campaign a lot more fun to play. Just imagine a time trigger in the RND layer which, if happening, would send you to dock at La Spezia - for instance - and relocate in the Med, like in Das Boot.

I would be willing to build a lot of such events to be merged with the campaign layers, if I can make the game take them into account.
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Old 12-31-07, 02:20 PM   #10
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Quote:
Originally Posted by dcb
I would be willing to build a lot of such events to be merged with the campaign layers, if I can make the game take them into account.
I don't know if campaign_LND, RND and SCR admit [trigger/Event] parameters, but you can add Transmissions in the date tou want in the messages_EN.txt manually.
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Old 01-03-08, 09:12 AM   #11
dcb
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Quote:
Originally Posted by Magnito
I don't know if campaign_LND, RND and SCR admit [trigger/Event] parameters, but you can add Transmissions in the date tou want in the messages_EN.txt manually.
Thanks Magnito. I know about editing the radio message files. What I meant was to link such messages to certain triggers, in order to make campaign more interactive. It's no fun to know that on March 12th 1942, at 5:32 AM, BdU asks me to relocate at Salamis. The idea was to - let's say - receive such a message if I reach a certain spot in quadrant, or reach a certain tonnage sunk, or... you name it. I feel this would have brought more life into the campaign, because now my major complaint with the game is the lack of interactivity. And I am not alone in feeling like this. There's at least another subsim member, Wave Skipper, who thought about a creative use of triggers and radio messages as immersion boosters. Unfortunately, his idea would mean throwing away the main plus of SH3 - its dynamic campaign - as well as needing a huge amount of work. Check this thread about his idea:

http://www.subsim.com/radioroom/show...light=triggers

Ah, I was about to forget. Since I posted the initial message here, I learned 100% for sure that campaign mode does not recognise any trigger. Learned it from my own experiments and also got it confirmed by BigBoyWooly, the very knowledgeable guy who "wrote" the campaign for GWX.
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Old 01-09-08, 10:29 AM   #12
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Quote:
Originally Posted by dcb
Ah, I was about to forget. Since I posted the initial message here, I learned 100% for sure that campaign mode does not recognise any trigger. Learned it from my own experiments and also got it confirmed by BigBoyWooly, the very knowledgeable guy who "wrote" the campaign for GWX.
Then, if BigBoyWooly confirmed this... is a bad new. I also think that restrict triggers, events, mapzones to singlemissions limited very much campaigns.
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Old 01-16-08, 08:46 AM   #13
Koondawg
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Magnito, in SP as well as MP you can add map zones, or say a sinking of a ship/class...tonnage to trigger an event...but as Mark has confirmed (BBW) not in campaign...
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Old 02-11-08, 02:13 PM   #14
tiggermcse
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Default spawning in single mission

I've been messing around for awhile creating single missions. But I am not able to figure out how to spawn ships or groups using triggers and events. I'd like to have a group be spawned nearby when a specific ship is sunk but nothing seems to work.

Also, same type thing with how to spawn a randomly generated group.

Or is this only possible when working with a campaign?

Thanks to any who can teach me what I'm doing.....
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Old 02-11-08, 04:37 PM   #15
bigboywooly
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Hi and welcome aboard
Units wont usually spawn if within player visual range
Maybe even as far out as rendering range

Have not really played with triggers too much in SP so may be another reason
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