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View Full Version : ...any way to trigger automation scripts ?


sot
12-14-13, 02:01 PM
Quite simple, yet possibly quite rewarding, in terms of immersive gameplay and the possibility of enhancing the idea of real time campaigns, would be to somehow trigger automation scripts...

Evasion tactics triggered by spotting airplanes, hydrophone, or radar contacts, would be a couple of simple examples of what i have in mind...

Is it possible to be achieved?

gap
12-14-13, 02:47 PM
welcome aboard sot :salute:

your idea has been impemented in game since long: you need to enable TDW's UI mod (http://www.subsim.com/radioroom/showpost.php?p=1332669&postcount=1), together with one or more of the following automated script packs:

Trevally Tutorials (http://www.subsim.com/radioroom/showthread.php?p=1547791#post1547791)

Trevally Harbour & Kiel Canal Pilot Scripts v3.1 (http://www.subsim.com/radioroom/showthread.php?p=1485470#post1485470)

Trevally Auto Scripts v0.6 (http://www.subsim.com/radioroom/showthread.php?p=1482924#post1482924)

Husksubskys Automated Scripts v0.1 (Trevally's scripts enhanced) (http://www.subsim.com/radioroom/showthread.php?p=2134900#post2134900)

Abd_von_Mumit's Patrol Routine Scripts (http://www.subsim.com/radioroom/showthread.php?p=1482536#post1482536)

Krauter's Automated Scripts (http://www.subsim.com/radioroom/showthread.php?p=1470964#post1470964)

Beware that some of the older automation scripts might be not compatible with the latest New UI's version. Should you enable them, they would also 'break' the up-to-date scripts, so make sure to check the [REL] threads above for updates (they might not be linked in the first posts), and enable script packs one by one.

One last note: the automated scripts won't trigger themselves automatically; you need to activate them manually according to circumstances, but once they have started, they will make their job without need of further inputs by you :up:

sot
12-14-13, 04:22 PM
Thanks for the quick response my friend, this is definitely useful information though the fact is that I am aware of the automated scripts and I am already using them.
But just think of the possibilities of those scripts being triggered by gameplay events such as, spotting airplanes, hydrophone or radar, contacts (not by the gamer). That would take automation levels of the game one step further I guess...
I am into the immersive type of gameplay so that's the hardcore simulation side of me speaking after all.

Aktungbby
12-14-13, 04:25 PM
Welcome aboard formally Sot! checkkin' in after 6 years:salute:

gap
12-14-13, 05:55 PM
Thanks for the quick response my friend, this is definitely useful information though the fact is that I am aware of the automated scripts and I am already using them.
But just think of the possibilities of those scripts being triggered by gameplay events such as, spotting airplanes, hydrophone or radar, contacts (not by the gamer). That would take automation levels of the game one step further I guess...
I am into the immersive type of gameplay so that's the hardcore simulation side of me speaking after all.

Oh, sorry, I had misunderstood your question :doh:

You should wait for an answer by TDW but, since you are a realism lover, I should warn you that many of the actions performed by the available automation scripts were ordered by the captain anyway. :03: