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Anyone have any idea how to get a non distorted wide screen view?
Doom |
no idea sorry mate...:oops: other than wondering wether
any of the available screen resoloutions work better than others? |
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the games option settings screen certainly don't work for me very well at all...
even tho i managed to get the game run well enough FPS wise by editing the parameters.txt file then setting it to read only to lock them..i cannot get the realism options to do what i want them to do at all....in fact it just seems to choose the realism options randomly every time i start the game...some times i use fuel..somtimes i don't ..same wth the CO2 levels compressed air etc etc...it's dang perculiar in that respect.. :damn: |
aha...the surprise attack..
managed to create the code for a surprise attack from a british/enemy sub..or similar..depending on how you set it up
very VERY simplistic at the second as it depends on a stright up and down timer... (mind you finding the timer code was good in itself and can be used for other things) but i'm just messing about for something to do right now.. anyway here's the code for an enemy sub springing a surprise attack on your vessel.. you need these entrys to set it up (at the top under id mysim) id u2 float gt int processed then under everyframe if Alive [mysim] then GameTime [gt] ifall sameint [processed],$0 greater [gt],20 then CreateServerSimulationObject [u2],"E34" SimSetName [u2],"E-class" SimSetPosition [u2],-200,200,200 SimSetStartSpeed [u2],15 AddStateEngine [u2] AddStateItem [u2],"s:2" AddStateItem [u2],"a:1,Course:10,20" AddStateItem [u2],"a:1,Ramm:" AddStateItem [u2],"a:1,FireAtWill:" AddStateItem [u2],"c:0,1,EnemyVisible:5000" AddStateItem [u2],"c:1,0,-EnemyVisible:8000" setint [processed],$1 endif endif /////////// after the alloted time period has elapsed (set here greater [gt],20) 20 minutes here i think...:up: the sub appears off your beam and once it wakes up (and it confirms you as enemy and so on..usualy take 5 or 6 seconds..it attacks launching torps very VERY hard to get the heck out of it's way at this close range..and it often kills you before you can evade and launch your own attack... this nicely simulates an enemy sub spotting you and sneaking into a firing position as was often the case during Ww1...there was a lot of effort put into sub killer submarines and quite a few large scale sub versus sub battles...as far as i have been able to find out any way... for realism fanatics remember it IS 2000% easier to evade than it would have been in real life...as the enemy sub would not show itself prior to firing...it would launch it's torps from a submerged and unseen position..this way you have at least a short period of grace to react (panic lol) and get out of it's sights i do not think you could use this method for surface ships ie destroyers etc as they would not have the ability to get this close without you spotting them...but maybe with some adaption depending on weather etc it could also be used for some occasional lapses in concentration from the watch crews..or even whilst submerged and lining up your torpedo attacks on another vessel...a DD may well be able to catch you un-awares under those circumstances.. more code needed here....really to randomise the surprise attack...and make it a dynamic element in the campaign...it's a great pity i don't really have the background for the code work other wise i could extremely easily in fact write almost literaly ANY event into the campaign and make it dynamic aswell.. as it is i'm struggling ...i don't have the experience this same snippet of code could also be used to iron the porblems i was having with the MORSELAMP message ..as i can use a friendly sub just as easily...it will appear nearby and send the morselamp message ..tho there ARE some strange time excell issues with friendly vessels....they do and can occasional cause the time excell to become limited to X16 even when they are out side visual range...the answer to this is to delete the vessel once it's purpose has been served..which the code allows for...again i can set up a timer to do this ...so that should in theory take care of that slightly idiotic glitch a point to note is that there are no enemy subs as stock in the game BUT there is an AI only sub written into the game...and it is a simple matter to change it's nationailty to English....and then use that sub...it does seem to exhibit some specialy abilities not seen elsewhere i believe but am not sure that it does on occasion surface and dive by it's own set of rules.. as it is i've been using my own E34 brit sub model file which i adpated from the german u35 model file...but it does have the occasional texture glitch..so if i do incorporate the surprise attack into the campain i will use the stock AI sub with a simple edit to make it british..(believe me it's far simplier than all the work needed to add a brand new vessel to the game) |
changing weather mid mission
just for reference a method to dynamicaly change the weather during a mission
here from sunny to either foggy or rain then to clear irandom [attack],$1,$2 if sameint [attack],$1 then GameTime [gt] ifall sameint [processed],$0 greater [gt],20 then Weather "mgrain" setint [processed],$1 endif endif if sameint [attack],$2 then GameTime [gt] ifall sameint [processed],$0 greater [gt],20 then Weather "mgfog" setint [processed],$1 endif endif irandom [attack2],$1,$2 if sameint [attack2],$1 then GameTime [gt] ifall sameint [processed2],$0 greater [gt],200 then Weather "mgsun" setint [processed],$1 endif endif if sameint [attack2],$2 then GameTime [gt] ifall sameint [processed2],$0 greater [gt],200 then Weather "mgsun" setint [processed2],$1 endif endif can be done either the half arsed SH3 way ie weather changes after a set period of time no matter where you are on the map..OR it can be done properly with weather changes occuring at set locations so a fog bank can be programmed to appear at a certain location and return to clear or similar once you leave the area... shed loads of work yet but the code and concept works.. |
random Early War campaign with changing weather..
ok i've added randomised changing weather to the other randomisations i've allready done for the early war SOF campaign....the weather changes randomly as you play thru the mission..here's the link for those interested
http://www.ebort2.co.uk/SOF/SOF_random_campaign1W.zip makes a world of difference both to the immersion and to the difficulty..as getting bounced by a destroyer in a fog bank is pretty lethal..the weather is a weapon...can be used by both sides..my kind of realism..it's not just eye candy changing weather has more impact on the gameplay and realism than a hundred adjustments to torpedo speeds , gun reload times and all those other more conventional touch ups..any-one with any sense can see that! or if it's foggy they probably can't..lol |
Kudos to you CB :rock: :rock:
This game is a little gem and you're making it count here with your improvements . |
Dargn:o
You're making me end up in a hurry my current project to be able to go back to SOF:rock: |
That is neat CB.., that is neat!
As noticed earlier there were some serious ambitions behind this game that didn't worked out as expected. There seem to be some unexploited potential in it :hmm: Looking forward to more of your discoveries. |
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It's almost a good game - just a few things
I downloaded this today and started playing. The AI is WAYYY too eagle-eyed. They spot that periscope under the most ridiculous circumstances at the most impossible ranges. Also, there HAS to be a way to save a game. It's unacceptable to only play when you have time to see an entire mission through. I sometimes play some SH3 or 4 when I have as little as twenty minutes; the same should be possible with this. Then, there's the lack of a bearing indicator for the scope; most strange.
On the whole, though, I think it's promising. Very different. I miss the satisfying explosion when my torp hits a ship, but I guess if you don't have hydrophones... |
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the unique aspect of the game is the fashion in which it creates it's missions.. the fact that you can type VISUAL BASIC code (or as i say something very much like it) STRIAGHT into the mission file itself...opens the game up so wide you can do literaly anything you want with it....as long as you have the know how to write the code .. it's hard to think of any comparison any where else...but the best i can come up with is that each individual mission file allows you to redisign the entire game virtualy from scratch ... it's really rather incredible.. Deamon your involved in writing game code for your project...so you must have a head for code work..( to say the least i should imagnine?) what SOF allows you to do is write game creation code stright into the mission scripts..... because of this i can't actualy see any limitations to what the game can do ... it's only limitations are down to how familiar you are with writting the code.. the game has it's draw backs...and things which really get my goat...mainly due to the interface...the way it frequently requires two or three clicks on the compass to get it to recognise your course change...same again for the keyboard shortcuts...the way the map self centers is awfull ..leaving you straned while you try to plot a course for the sub to follow beacuse just as your about to click on the map to set a waypoint it self ceners so your way point is now in the middle of norway instead of where you intended lol...can't see the sense in that at all..most irritating..so the interface makes you feel a lack of confindence in the game..i don't know if this was deliberate or not..but it doesn't make you feel comfortable.. the lack of any genuine danger for the player is another thing...dive every time you see a destroyer and that's it threat over..it really needs late war hydrohones.. but that's where the code comes in...i may not be able to write the code for hydrophones at the moment...but it's seems perfectly obviuos that it is possible to script DD's equiped with hydrophones into the missions...using the same logic that other sims use to simulate hyrdophones and other sensors.. once you grasp that possibility you begin to see that what we have here is in fact SUBMARINE SIMULATOR GAME CREATION SOFTWARE.. and soft ware that could given time and practice (as with any game creation software) do anything required of it anything at all.. which is not bad going for a much derided and deliberately ignored (IMO) new sub sim on the market take a look at it see if you can help me out with some of the code..(i am NO expert far from it) an example would be here that if some -one was to attempt to convert the game to a WW2 subsim..they could with enough experience code the proper AI DD tactics for convoy escorts,,by that i mean all the correct maneuvers such as "pineapple" and so on...you can very accurately control what each individual vessel does and why it does it....and you can co-ordinate the vessels to act in unison or individualy and again when why and for how long..with endlessly complex dynamic response to the changing circumstances they encounter.... this is just something that is utterly and completely beyond the capacity for modification in SH3/4 etc..... this would involve a lot of complex code BUT once written i believe it can be stored in a "Template" and called from the mission file when the behaviuor is required..ie triggered by time ..detection of the player...location ...anything really... once again you grasp the fact that you can do this sort of thing you can see that with expert code work you can build a library of AI behaviuor and other effects and call them in a similar fashion to those behaviuors now currently stored in the "StateEnginetemplates.txt" there is a function also for calling an external script which is triggered by the player reaching an objective....indeed there is a slightly obscure function that has an external script actual AS the objective...tho i'm at a loss as to what that actualy means right now.. so once you start thinking of the mission scripts as giving you genuine access to the games core code and the ability to modify it adapt it and add to it on the fly you can see that this is no ordinary run of the mill game engine...FAR FAR FROM IT:ping: it without even trying makes the SH3/4 game engine look pretty bl**dy silly by comparison..which is why it's so ironic that so few have gotten their heads out of their arses long enough to see beyond their own ego trips! it is almost as if the game devs have given the subsim community absolutely everything they could have ever dreamed of....but no one was interested because it involved too much "work" quite WHY the DEVS didn't take a couple of hours one afternoon to write some decent complex code into the campaign to show what the game was capable of is a mystery to me...if they HAD.. no one would have any doubts about just how good this game can be:hmm: too busy worrying about the box art no doubt...strange prioritys...bizaare:doh: hey Bsalyers!!! remember that there is NO definitive "periscope depth" in the game...go deeper...and you will find you can get within ramming range if your carefull..remember that you have maybe 5 or 6 seconds grace before the ship spots the scope so you can pop it up to get your bearings then quickly lower the scope again and creep closer....get down to about 9 metres depth and be prepared to constantly adjust the height of the scope to compensate for the waves and watch the detection metre to gauge your visability..as i say the contact stays active even after you lower the scope for a considerable time..so even using the stock weather/water animation set up you can get right up along side the ships..it's probably one of most complex and best simulated scope depth scope visability factors seen so far in a subsim..AFAIK |
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what i need is some method using code to store the player subs location (in a float?) then recall that information using it to spawn an enemy sub within torpedo range..(using my surprise attack stuff)... the code can do this i'm positive..but i am a little out of my depth.. as it is the code i have worked out works well but only at the start of the mission as an ambush just out side of port (which was often attempted so i hear) but i haven't found a way to update the players location and store it (so the sub can be spawned where ever and at what ever point in the mission randomly ..the key being the sub has to spawn within normal torpedo range...as stock you can only spawn vessels at the extreme range allowed by the visability...this gives the player far too much time as he always sees the enemy first... except in fog..when it's first come first served ...as i have just found out lol....got nailed by a Berberis...whislt trying to decide wether to dive or wait a second it made my mind up for me and blew me out of the water...(another plus for changing weather danger and realism) your writting your own game engine so thought you ought to be the guy to quiz? SOF game code is fairly stock VB code so the usual methods should still be at least ball park for the game? |
Dang this game looks like it worth the $20. graphics is not a big deal this is one on my buy list.
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@CB..
Woaaahhh :o I don't even know what to say. I had to rub my eyes and read your post 2 times. Here are some thoughts.. Quote:
I surely noticed the huge ammount of cfg and script files what told me that the game is extremely and propably totally modable. Basically an SDK. But back then its cryptical appearence and total lack of comments scared me away and i was to busy with my own project anyway. However i noticed empirically in the game that it is more or less a sleeping giant. I do not play it that often and sometimes i get really bored by the lack of dynamic but when i get into a new situation i always get extremely excited and addicted. I suddenly do not want to expand my ordnance as soon as possible and get back home. I suddenly want to see very curiously what will happen next. Gunning ships in SH always made me crank up the time compression. To some reason, I never do this in SOF, i actually like it to watch it in real time. In thous addicting moments i notice how many ambitions were behind this game. But the low budget nature of this game spoiled its potential. It's up to the moders now how much of it can be still saved. And SOF lacks realism options. The auto TDC and stealth meter kinda takes away the point of the game for me. But it's interesting that you tell me this now. I never looked that close to SOF, i just noticed that it seems to expose pretty much everything to text files. This is propably the most open game around. It's a moders dream actually! Quote:
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This would be what moders always dreamed about! Quote:
I guess i gathered to much knowledge about the subject to get ever really excited about all the current sims. I am way to demanding. Also, sometimes games appear with really good features but on the other hand blatantly neglect some other most crucial areas. And since it is hardcoded you can't do a damn thing about it. I am completely feed up with this. I see no option for an own project. I just want to change all thous little things that always nagged me. I want some real SIMULATOR. So realism wise I go a radically different way in IUF. Expect it to be a realism shock. When i get it finished some day, forget what you have seen in all the other subsims. You will have to learn from scratch again! It will be very different in just any regards. Despite its infancy the early prototype shows this tendecy pretty clearly. Quote:
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And the development even seem to have started not far apart from my. Actually this is exactly what i do with my own sim. I want to expose almost all of the engines internals to cfg files and scripts. Back in the days i even intended to release it as a pure SDK, without any real game content and leave the rest up to the moders but later decided that i should try to do a full game, that also should serve as an example to moders. Just a while ago i came to the idea to make the engine programmable via scripts where you can do math operations, call hardcoded functions and access any variable in the game and use it for triggering. This would make it possible to create completally new stuff. Quote:
I was wondering how long it will take someone to drive his teeth deep into its flesh. Quote:
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This all makes me want to develop my own sim just faster. I have so many great things on my todo list. I just added cfg file support and soon scripts. Quote:
Modability is an extreme success factor today. But this message still do not seem to have penetrated to all the devs. Imagine SHII wouldn't have been so modable. It would have never played it. The devs need to take modability more serious. It is after all just a question of policy. Technically it is not a big deal at all to expose the engine to text files. Quote:
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But the game fails to communicate its power, it appears like a budget game Quote:
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I guess we are so used to the lack of realism(and believe they lack it so much) in the other sims that we might tend to scream "bug" when a new sim covers new areas of realism that is much against our false expectations about realism. But more well approximated realism gives so much more tactical depth to a sim. Even few small additional details can be a big difference! You made me really curious with all this talks, CB... I guess i will take a second closer look on it :up: |
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I think the answere can be found only in the scripts that come along with the game. You basically have to look if such an operation is done somewhere in an other script. The question is if the engine do this stuff at all. Maybe you should check out the scripts that deals with mines, since they will be spotted only close to the boat(I suppose). Quote:
Do you know if all units get detected as soon as they appear on the maximum visibility range or can they be made detectable much below this range ? What do this code lines means exactly ? AddStateItem [u2],"c:0,1,EnemyVisible:5000" AddStateItem [u2],"c:1,0,-EnemyVisible:8000" If it is not possible to make the sub attack submerged you could simple change the E-34 model for a periscope model only that is placed so deep relative to it's node that it sticks above the water only a meter or what ever hight you like. I think more than a periscope isn't needed since the water is not transparent in SOF iirc. If the spotting range can be modified then you culd set the detectability down to what would be resonable for a periscope sticking out of the water. It would have been nice from the devs if they would have added an API doc for all the commands. :yep: Quote:
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but i recognise the fact they have made no attempt to trim or limit the code used to make it user friendly in any way...(other than the templates written into the stateenginetemplates.txt) this is what turned me on to the uniqueness of the game..normally they take the code and water it down to the bare essentails and then you gets your add -on mission editors etc etc ..but with this game it's all done with sheer raw unadultered code....with very few exceptions ..there are some game specific commands etc.. so that means more or less that if you can code it... the game will run it...almost without restriction...i'm betting you could code a pop up on screen calculator directly into mission script and it would work...haven't tried this but it gives you some idea of what i'm expecting to a greater or lesser degree from the game... you can take it some where completely different.. anyhuw back to that surprise attack code i was asking about heres the code for the brit sub spawning within torp range here set to occur after a set timer has expired if Alive [mysim] then GameTime [gt] ifall sameint [processed],$0 greater [gt],20 then CreateServerSimulationObject [u2],"E34" SimSetName [u2],"E-class" SimSetPosition [u2],-200,200,200 SimSetStartSpeed [u2],15 AddStateEngine [u2] AddStateItem [u2],"s:2" AddStateItem [u2],"a:1,Course:10,20" AddStateItem [u2],"a:1,Ramm:" AddStateItem [u2],"a:1,FireAtWill:" AddStateItem [u2],"c:0,1,EnemyVisible:5000" AddStateItem [u2],"c:1,0,-EnemyVisible:8000" setint [processed],$1 endif endif now the thing is that the location for the spawn SimSetPosition [u2],-200,200,200 is relative to a setting allocated here ChangeGeoPivot 10.312,54.554 so it's -200,200,200 form that point (which is lat long) in one of the stock single missions (a test mission ) it shows this code id mysim int pl float npos phase init ChangeGeoPivot 7,56 CreateSimulationObject [mysim],"u35" ExtractPlayerID [pl],[mysim] mul [npos] , [pl] , 100 #SimSetPosition [mysim],[npos],-10,0 SimSetPosition [mysim],-200,-0,100 SimSetDirection [mysim],0,0,0 SimSetStartSpeed [mysim],5 BindToController [mysim] EveryFrame endphase end where iot appears to my eyes to be storing the player subs location in a float [npos] i think here and referenceing it as a possible method of then setting the sub into the sim world at that location again in some form of respawn event.. SimSetPosition [mysim],[npos],-10,0 if we go back to my surpise attack code.. if i can find the correct method for using the above snippet to replace the SimSetPosition [u2],-200,200,200 i've used then the sub should appear in relation to the player subs location NOT the GeoPivot lat long location i have absolutely no doubt this is perfectly acceptable to the game engine tho with my very basic coding skills and the limited number of stock code examples available i haven't ferreted out the correct scripting method as yet..and i hate trail and erroring code work as it is genuinely hugely irritating and demanding ..dot in wrong place won't work stuff (as you know) but this game engine can do this stuff standing on it's head....why? because the code can...and the game runs the code without limitation get the code right and it will do it..if they had intended to limit the scope of the game engine they would not have used RAW non user friendly code to script it..they would have used the usual mission scripting techniques we are all so familiar with.. take a look at it.....i'm sure you'll agree:up: will answer some other stuff a bit later the issue with hydrophones and the lack of danger is related to the fact that as soon as you dive you become undetectable to the DD's (with scope down etc)..so even if they have seen you and start dropping their DC's you are going to have to walk into the DC's your self as by the time they reach your last known location you are of course gone.. now then this is reason two why i want to hold and store the players location in a float or integrer or some dang thing.lol as i can then TELL the DD where i am even whilst submerged and not in visual contact.. because it is raw code the game will not ask wether this is relevant or not .. i can script go to the players current location ... once that is achieved.. i can then elaborate on it i can then script if this then go to player location and then randomise it to generate a perfectly convincing set of hydrophones....further down the line it can be limited by distance affected by sea state weather..and so on.. if weather this if sea state that. if distance the other.. i don't need to tell you this! you allready know! the only possible issue i can see right now is that i have not as yet found a direct command to order the DD to drop dcs..and that not all the other stuff would be the problem...the dd can be told to go to the players location under a set of dynamic conditons...simulating the detection with hydrophones...but can it be prompted to attack something which it cannot "see" there might be the limitation..as this would be a game specific command ..not raw VB code Quote:
and im pretty sure tho could be wrong that they refer to the distance at which the enemy detects the player rather than the other way round.. using the weather ie fog you can create circumstances where the distances are far shorter obviously..and this creates some very dangerous situations for the player...as the AI does not always react in a predicatable manner when it spots you...and this is really rather splendid in it's own way..it's almost as if both the player and the AI hhave an exclamation mark above their heads and the first to suss out what to do next wins..LOL...last time this happened i was trying to figure out why the warship wasn't firing it's main guns at me when i blew up having been hit by one of it's torps lol... it knew i was allready dead so why waste the main gun ammunition LOL..i dunno?? was quite a strange moment...staring at this DD thru the binoculars lol the issue with devising a hack for a "submerged" sub model file is that it is unneccesary.(this isn't SH3..lol)...you can script the spawning sub directly into the mission file.. it works..all i ned is to tie the spawn point to the player current location..and i KNOW the game will allow this..it is a trivial small piece of code...as i say write the code it'll run it for you..but code is code so it needs to be exact..i aint good at exact,,but i'll get it eventualy...sooner or later one idea i try will work.. and then it's on to the next thing... heck going back to the WW2 destroyer escort behaviuor..you can get the DD's to spell out your name if you want them to...and then do it back wards holding hands...then perform formation ball room dancing if your prepared to work the thing thru !lol...i kid you not |
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Vector3 ship_position = player_ship_node->getPosition(); If it can be done in SOF scripting too then it must be in a simular way. Ever encountered the term vector in the files ? I actually have no VB experience whatsoever. I don't know how similar it is to C++. But i guess similar. I have to check my library. Quote:
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What exactly do mysim and sameint stands for ?? What means the a's, the s and c's in the AddStateItem commands ? Quote:
So essentially ChangeGeoPivot is for setting the start location of the mission. Quote:
In this context the statements appear to my mystery frankly. Quote:
And why do the #SimSetPosition [mysim],[npos],-10,0 gives only 2 values to describe the position ? It also appears to me commented out. It is probably an incomplete statement or something. Could be a function that was never completed. Usually when there is an But this would be quite an awekward way to get the player sub position. SimSetPosition then there should be also a SimGetPosition (if the devs were any sane). And should work maybe something like: float x float y float z SimGetPosition [mysim], x, y, z I mean as a trial an error, you can try this code snipped out. Good luck :yep: I am wondering though whether mysim would be the right way to reffer to the players boat. if Alive [mysim] kinda suggest this. But i don't know. Try it out Quote:
The question is do the engine needs this function at all ? Actually yes, how else are vehicles supposed to be spawned relative to the players position. Well that is what you should look for. There must be some script lines that do this somewhere. But this could be a hardcoded part. Since it doesn't make sense to let appear an enemy unit magically right next to you, despite far viewing range. So i am wondering why the devs would want to make it possible to set this via script, since all units appear on the boarder of the visual range. This makes this function in scripts superfluous. So hypothetical this function isn't needed in the scrpts and thus is possible not available. If the SimGetPosition do not work then it is possible not available, since getPosition and setPosition are the most common functions in all engines. Quote:
And so many files in SOF are so damn cryptical. They must have been in serious hurry. :yep: Well i will take a look at it again. But i don't want to make any promesses. Quote:
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the game uses GetSimPosition i discovered to day and also the float x y and z.. i will try it out tommorrow... Quote:
id mysim or id donaldduck it doesn't seem to mind what you call it which is as you'd expect with the raw code in fact there are some working missions where the player sub isn't even included in the mission code at all...i have NO IDEA how the hell that works.. the a's and c's etc in the stateengine entrys i'm still only guessing at...that's what makes it as you say so tricky...only a partial understanding of what does what..so it's really irritating to work out Quote:
the range at which the vessels spawn seems to be dependant on the type of trigger used for the event...and what sort of script it uses for the vessels subsequent behaviuor...some vessels spawn thousands of miles away and never come near to the player at all unles you go to the vessels (if you see what i mean) so it's a case of the player being near to a lat long location which triggers the spawn...the actual vessel spawn location can be any where on the map...which you would think would solve the problem .. i think with a game engine that runs this sort of more generic VB style code..that it will as a rule accept any correctly written piece of code as long as it isn't directly told not to run it ..so such things as the RANDOM and IRANDOM ..INTS etc etc once you say it's ok to use these commands then it doesn't really care what you randomise..within reason..etc Quote:
and i ain't running for any university degree here just a gameplay addition...the simple dice roll is dang near allways the most enjoyable..it allows the imagination to run riot...why did the DD do that??? etc etc you know what i mean...i think folks forget that sometimes in a desperate search for what they hope is some form of realism..anyhuw that lack of any obviuos drop dc's command may scupper that particular idea...tho i'd bet there is some way to do it.. Quote:
i fly by the seat of my pants with this stuff...beacuse i only really do it for fun.. i don't really expect to be wrong on this ...there is so much basic mechanical code written into the scripts..(you can examine the code for the mission generator in the scripts....and that really says it all......the in game mission generator....wait for it....IS JUST A MISSION SCRIPT running VB code lol....well it kinda says something that... |
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