![]() |
:D Would be nice to have your views on TGs point -
:lol: Just so we dont lose the baby with the bathwater. ;) |
Ok, no they can't.
In terms of an economic model for weapons use, I'm not sure that is really workable given the scope of the game. And if it were, then there is trying to get SCS it implement it... |
Quote:
|
:up: Ok TLAM thats a restraint, a limit, on quantity fired but thats not the same as limiting quality.(usefull though -thanks)
But can the designer limit the selection of the weapon types loaded and their quantity (OT) ? ''Its a pity the DW scenario designer is unable to limit weapon **availability** by one means or another.'' Short of choosing between platforms like ....with the Kilos. :hmm: |
....................also is it possible using your example to script +penalise the player for using a weapon type (Harpoon in the example.) ?
That would be neat - a work around. But then if one weapon others too and we are home and dry ? |
Quote:
|
Quote:
|
So you also are able to limit by type in the scenario ?
1. No X weapons or no X and Y weapons available to player and/or 2. If player deploys X or X and Y they are penalised. |
Our posts crossed :huh:
So your last - we can set limit on Harpoon to 1 ? And if required limit on another weapon in the same scenario to 1 ? Then we have type limit ? |
.... that would get to first base but still leaves us facing how to make the player themself make 'real'
deployment decisions based on 'real' financial restraints. TGs original point (I think) |
In this way, we can certainly limit *which* weapons are allowed to be used at all. But I don't know if we are able to keep a count of how many.
|
Let me clarify. The Approach Trigger keeps count. You have another trigger set up for when so many Approach Triggers are activated which limits the number of weapons the player can use. Lets say in a campaign a player has 8 Harpoons available, it would go something like this...
>Player fires 3 harpoons in mission 1 Approach Goal 1 Fired Approach Goal 2 Fired Approach Goal 3 Fired More than 8 Trigger not fired. >Player fires 4 in mission 2 Check Harpoon Stores Triggers -Goal 1 Fired -Goal 2 Fired -Goal 3 Fired --Goals 1 to 3 removed Approach Goal 4 Fired Approach Goal 5 Fired Approach Goal 6 Fired Approach Goal 7 Fired More than 8 Trigger not fired. >Player fires 2 in mission 3 Check Harpoon Stores Triggers -Goal 1 Fired -Goal 2 Fired -Goal 3 Fired -Goal 4 Fired -Goal 5 Fired -Goal 6 Fired -Goal 7 Fired --Goals 1 to 7 removed Approach Goal 8 Fired Approach Goal 9 Fired -More than 8 Trigger fired. --Penalize Player Script Run |
:) Thanks - implementation in a campaign taken on board. :cool:
Bellman Quote:
If its one then a penalty can impose an effective ban on the use of that weapon. If 2 + then kill rate and target's ability to take damage determines the criteria for design limitation and its acceptabilty. Then*if*the single scenario design limit is applicable to one weapon potentialy selectable on that platform then the same facility applies to others too ? Presumably a designer could also set, and warn of, a system failure triggered by use of particular weapon/s ? PS. Sorry Mods. this topic has strayed OT and should be in 'Mission Design' :yep: |
Quote:
Quote:
Quote:
|
:up: It hasnt 'stuck' in MD yet.
Yep - got that and sorry to labour the point but you talk of 'numbers of weapons.' Does that extend to types too. That is to say can the designer not only inhibit quantity but the availabilty of a particular type of weapon. Egs. Say the player in the pre-dive Weapon Loadout screen is prohibited from loading Shkvals onboard his Ak ? I gathered this designer limitation was not possible ? If so then I am still facing - Quote:
the answer was no (Fish or OKO ?) :hmm: |
All times are GMT -5. The time now is 01:15 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.