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View Full Version : Campaign scripting, I really have to hand it to Ubi


Ducimus
05-03-07, 12:21 PM
Going through the campaign files a bit more closely, and i really have to give ubi some good words.

First, not only are thing seperated by year and content to make editing, tracking down, disparing things by timeline more easily done, but Harbor traffic... WOW.


Gone are the days of static scripting harbor traffic. Harbor traffic is RANDOM. I mean, i saw it in game, but it never really clicked until i looked at the file. Works just like an RND layer.

So no more situations on raiding a harbor and knowing exactly whats in it because you were in there a few weeks ago. Harbor content changes.

Well done, im loving this.

heartc
05-03-07, 12:32 PM
I agree and feel that the campaign is a huge improvement over what we had in SHIII. You get the impression this world out there is really alive. Well done.

FAdmiral
05-03-07, 12:45 PM
I just started a new single patrol (my sub only) with my starting base of
Manila, Jan. 1, 1942. There was absolutely NO allied ships in the harbor.
This told me that the game had it right. With the Japanese AI almost there,
all allied ships had cleared out. 2 days later I got a Fox message that Manila
had fallen. I am testing this patrol to check on the spawned randon layers....

JIM

Egan
05-03-07, 01:28 PM
The new file system is a vast improvement over the SH3 version altogether. It's so much easier to edit stuff when you don't have every bit of scripted shipping, say, in the same file.