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

Col7777 09-14-05 06:55 AM

I'm far from being an expert on this, but what I did to get the grid number was zoom in/out the map till it is the same or similar size to the grid map you got in the SH3 box, then I put my sub as near as damn it to that location, usually it isn't that far out.
I look at certain bits of land sticking out and use that as a kind of maker.

The Avon Lady 09-14-05 06:58 AM

Quote:

Originally Posted by Col7777
I'm far from being an expert on this, but what I did to get the grid number was zoom in/out the map till it is the same or similar size to the grid map you got in the SH3 box, then I put my sub as near as damn it to that location, usually it isn't that far out.
I look at certain bits of land sticking out and use that as a kind of maker.

I'm in the mid-Altantic. No landmass to measure next to. Just water everywhere! :lost:

The Avon Lady 09-14-05 07:33 AM

Another question, possibly related:

What is the "Message repeated until received" checkbox for in the event defintion window? :-?

Col7777 09-14-05 08:25 AM

OK but did you try to shrink the map in the editor to match something like the map you got in the box, look accross to the USA or Europe or Iceland and estimate your position, it won't be far out.

The Avon Lady 09-14-05 08:37 AM

Quote:

Originally Posted by Col7777
OK but did you try to shrink the map in the editor to match something like the map you got in the box, look accross to the USA or Europe or Iceland and estimate your position, it won't be far out.

With the 2 methods I mentioned above, I can get accuracy down to 10-20 meters.

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.


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