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View Full Version : [REQ] Waypoint radius for campaign


Der Teddy Bar
03-29-07, 05:40 PM
I have noticed that the Devs have put in a lot of waypoints with good sized radius. I am hoping that the people working on the SHIV campaign can increase the number of waypoints, hopefully to include all of them, that have a radius.

With more waypoints with a radius it will make finding of ships even in a known shipping lane more difficult.

In addition hopefully someone will implement CCIP's parallel course with random waypoints that he did in SHIII.

CCIP
03-29-07, 05:48 PM
I hope to be able to do this myself sometime, but this isn't gonna happen for another month due to work :(

Perhaps someone would be willing to pick it up; it is a very important addition IMHO.

Banquet
03-29-07, 05:53 PM
For the sake of the stupid (me).. what are these waypoints and radius you're referring to?

tater
03-29-07, 05:59 PM
I was looking at the campaign missions last night in the editor. I'm a total noob, so I am trying to figure it out. Are those the waypoints with a big circle around them on the map?

tater

CCIP
03-29-07, 06:00 PM
For the sake of the stupid (me).. what are these waypoints and radius you're referring to?

All ships in the game (campaign etc.) travel on pre-designed routes that are set up with waypoints (i.e., ships go from waypoint to waypoint until they reach the end of their course).

A waypoint can be (and in the game right now, usually is) set to a specific position for a shipping lane, meaning ships on that route will always go to the exact location of the waypoints. The waypoints can also have a radius, meaning that a ship going on that route will not travel to the same specific point every time, but will randomly travel through a point somewhere within the assigned radius.

In simpler terms, what it means that ship routes become a lot more varied. My modding for SHIII for example set some convoy waypoints to have 500-mile radii, meaning that convoys travelling the same route could actually deviate from it by as much as 500 miles in mid-ocean. Another technique I used was to implement optional waypoints which ships/convoys could travel though or skip (based on a certain % chance), giving even more variation to their possible routes, or allowing them to make semi-random zig-zags every so often.

SHIV would benefit from this no less!

Banquet
03-29-07, 06:04 PM
Thanks CCIP. Understood. I can see how this would improve the campaign.