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-   -   Triggers, Events & Spawning (https://www.subsim.com/radioroom/showthread.php?t=78900)

The Avon Lady 09-15-05 01:34 AM

/bump

Nobody knows nothin'? :oops:

The Avon Lady 09-22-05 07:12 AM

/bump

Nobody? :cry:

If someone can help, please email me.

Jace11 09-22-05 09:00 AM

don't know, upload it so peeps can have a look. I'm not sure the SH3 editor handles logic in objectives too well.

I imagine the message thing will mean it is repeatedly sent. If you are submerged (deep) you cant receive it, so i guess it just keeps sending it till you do..

The Avon Lady 09-22-05 09:13 AM

Here's a copy of the SP mission, Royal Flush.

There is nothing great about the mission. I haven't even tweaked it much. This is mainly a learning exercise for me.

Help appreciated. :up:

Jace11 09-22-05 10:36 AM

Hmm, well I had a quick look, and my opinion is the "failed" objectives are not working.

Nothing to do with your mission, but I think "Ship X sunk = failed" cannot be used to trigger events. Looking at the objective, you cannot set any time limit or anything else, therefore as long as the ship exists the possibility of meeting the objective remains. Therefore as an objective, it can't be failed without linking it to another variable. So your Transports exist when you reach the map zone, however the objective doesn't count this as a failure to sink them. You could go back and sink them or sink them later on their journey, basically it is open ended.

Now linking this with another objective (Reach Zone) would be the way to try and get it work (as you tried), but it looks like it just doesn't work like that in this editor. Seems to me that the problem with the "failed" is carried over into the events, so those events where you egress and don't sink anything are never met as some objectives are open ended and not met...

It is like a horrid logic puzzle. Note the editor doesn't really have AND OR NOT etc for linking objectives so its not as versetile as other game editors.

No idea if there is a fix for this.

The Avon Lady 09-26-05 08:01 AM

Quote:

Originally Posted by Jace11
Hmm, well I had a quick look, and my opinion is the "failed" objectives are not working.

Nothing to do with your mission, but I think "Ship X sunk = failed" cannot be used to trigger events. Looking at the objective, you cannot set any time limit or anything else, therefore as long as the ship exists the possibility of meeting the objective remains. Therefore as an objective, it can't be failed without linking it to another variable. So your Transports exist when you reach the map zone, however the objective doesn't count this as a failure to sink them. You could go back and sink them or sink them later on their journey, basically it is open ended.

I have not fully tested but I think I've found the solution. It requies setting the trigger's ObjState value to -1. I believe that means that the objective is neither passed(0?) nor failed (1?).

This can be set in the editor by leaving the objective status dropdown list on blank.

Just uploaded my latest version of the mission. Try it if you like. :D

von Buelow 10-12-05 06:02 PM

A few questions on carriers, triggers, and friendly (?) subs
 
1) Can aircraft carriers actually launch/recover aircraft?

2) Anyone know of a tutorial/instructions on triggers (how to) that they could link here please? I see adding in map zones and such, but cant figure out how to go from there.

3) If you add subs to a custom mission, will they help out?

4) Re #3, will they shoot at you (since the deck gun AI will shoot at other subs, I figured they just might)?

For anyone with these answers, thank you in advance! :arrgh!:

Col7777 10-13-05 12:04 AM

As for questions 3 & 4.

I've joined AI subs to a British convoy, I placed them a few miles away, they eventually join the convoy but when they get in range they open fire and the battle commences.

Try making a small convoy and then join the subs, have them on a kind of collision course, place yourself a bit behind them and watch the action on external camera.
I've done the same thing with AI ships too, great fun. :)

von Buelow 10-13-05 12:01 PM

#1 fix for the next patch

- DO NOT ALLOW AI FRIENDLIES OR NEUTRALS TO FIRE AT EACHOTHER!!! :hulk: :hulk: :hulk:


stupid - stupid - stupid !!!!

Col7777 10-23-05 11:05 AM

I'm not sure you understood what I did in my above post, I added German AI subs to a British convoy, this gave the effect of a wolfpack attack.

von Buelow 10-23-05 09:55 PM

I do understand, my comment was off topic, speaking generally.

I wish this "feature" of AI could be editable - in that you can check/uncheck if you want them to fire on friendlies.

I'd like to leave my deck gunner firing during multiplay without firing on my teammates - and vice versa!

von Buelow 10-24-05 12:46 PM

anyone for help on #2 ??

von Buelow 11-20-05 03:09 PM

Spawning question...
 
I have another idea for a custom mission...

Start out with 4-6 ships... in a small convoy. Each time one ship is sunk, there are 2 that are spawned, from a relatively nearby position. (Or for a variation, all the ships in a round must be sunk to spawn the next round.)

And this contines for 4 "rounds" so that there will be a total of 32-48 ships to be sunk. Each round would spawn harder & bigger ships.




Is this possible in the editor?

Argus 11-20-05 04:34 PM

Nice idea, but the spawn part of the editor is broken. I already tried to spawn several surface vessels, when a certain unit was destroyed ... it doesn't work. :(

That's one of the bugs, that I wanted to get fixed before the official support of SHIII ended. Too bad ...

kiwi_2005 12-01-05 11:43 PM

Mission Complete is triggered at start ?
 
Im making myself some missions, sort of the same sub carries on from each one patrol to the next. So therefore my patrols will have the Primary as Return to base to complete mission.

To create a Return to base, i use the Map zone feature right? But how do i stop if from triggering as soon as ive started the mission i get "Mission Complete" Do i have to make it so my return to base will be a different base from the one im starting.

kiwi_2005 12-02-05 02:42 AM

What was i thinking :88) If i want to setup my single player missions to make primary return to base, i dont have to do anything, all i have to do in the mission is RETURN TO BASE. :rotfl: :rotfl: :rotfl:

Spent hrs hacking my brain for nothing... :roll:

Kompressor 01-25-06 03:31 AM

Its really "zum kotzen" (in german) that the spawning function isn't working. As others did I tried anything. Nada.
What kind of thrilling missions we could create if this function would work!

Really fast and out of the nothing coming destroyers for example. Or ships departuring the harbour by time while your u-boat is in that habour. Well... :88) it doesn't work.

Anything new on this topic?

Maybe we have to edit the mission-files manually. In the campaign there is sometimes a nasty beaming noise when you arrive in the boat, so I think the funktion is implemented.
in a savegamefile of the campaign I found commands like "DepartureLong=xxxxxxx.xxxxx" "DepartureHeading=xxx" etc.
But until now I could not bring it to work.
If there is anything new on this topic: Give it to me. ;-)
I tried for days and I simply do not accept that the spawning function does not work. It can not be true (I hope).

booger2005 01-25-06 09:23 PM

I've looked into this too and think it may be a poorly implemented feature, and not a "bug". My reason for thinking this?

Without even using spawn, if you place in a ship within visual range of your boat scheduled to appear 1 minute after the mission begins, it will not appear. However, Navel Bases can appear after your mission starts. So possibly there is some mechanism by which having a "ghost ship" to appear before your very eyes is not allowed.

On the otherhand, the delete feature is unreliable also, not disabled but not right, either. (If I remember righ I tried to get ship 1 to dissapear when ship 2 was sunk, but ship 2 was the one that dissappears and for no apparent reason)

Incidently, I've also had a lot of trouble with the time trigger. If you schedule a radio message to appear more than a few hours in the future, it will appear as soon as the mission starts instead.

:roll: :down: :nope:

uhu 03-18-06 09:13 AM

Delaying the beggining of a ship's travel?
 
Hi,

Is there a way, to add some time before a ship goes to its travel?
For example, it stay for 20 minutes, after that, it goes with 10 knots on its way.

booger2005 03-18-06 10:04 PM

Re: Delaying the beggining of a ship's travel?
 
Quote:

Originally Posted by uhu
Hi,

Is there a way, to add some time before a ship goes to its travel?
For example, it stay for 20 minutes, after that, it goes with 10 knots on its way.

No. But, what you can do is have it loop around in a circle slowly for the length of time you want, then move away quickly.


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