![]() |
Nippelspanner's Editor Examples
To help those new to the DW editor, I decided to start a little mission series called Editor Examples (EDEX) with short scenarios to showcase how to create certain events to spice up missions.
Since DW doesn't offer much in terms of immersion, the mission designer has to do a lot of work to bypass the dull nature of this otherwise sophisticated simulation. If the EDEX concept proves useful to you, feel free to make requests, no matter if for simple or more complicated. No guarantee that I will be able to do it though. Available EDEX scenarios EDEX #01 - SLBM Test Launch EDEX #02 - Territorial Waters EDEX #03 - Rules of Engagement |
This is very good idea.
Your mission works correct :up: I have one question: why you use "aggregate" activation for trigger 4? P.S. My "beep" sound for messages is from game sounds: touch3.wav |
Thanks for confirmation that it works!
Aggregate works reliant and is easy to set up. Alternatively one could use "completed trigger" under doctrine language, I think it is the same principle. I don't like the touch 3 sound - it startles me every time, so I picked something else. xD |
Some time ago I have made something similar to EDEX #3
FORBIDEN SIZZLER LAUNCH This mission haven't punishment because it is example mainly for MP games. After launching sizzlers all players have information (several times) who broke rules. Of course punishment can be add and repeating for message can be turn off but this is only for showing how to do something. I have task for you if you likes editor challenges :) Our community have some solutions for removing playable (but without human player) platforms from MP game. We need simple solution for removing any kind of platforms: - Sub - Surf - Helo - Airplane Main problem is, when you host game, some "mechanism" won't work properly. For example docrtine "Is Current Controllable" is useless in MP missions. |
Hey Nip,
I'm keen to do some 'Holystone' style missions where a boomer has to be tracked for a continuous period of time. How do you do it so that, say, you have to get a boomer on your spherical array and track it for, say, 2 hours, for the mission to be a success. If you lose contact, the timer resets and you have to start again. Thanks mate, Stew |
Quote:
Also, as soon as it comes to MP: I'm kinda out - no experience there, not with the editor/it's restrictions at least. Quote:
AFAIK, what you ask for is possible, but it would require some more extensive use of triggers/scripts, I presume. Out of my head, I do not see why it should not be possible, though. I'm going to try to figure something out, it would be a great EDEX indeed! :salute: PS: had to scratch my head a few times until Holy Stone rang a bell, haha. |
So I tried to find a way to create a "Track contact for X time without losing contact" scenario, so far I wasn't lucky.
It is super easy to create a "Track for X time" objective, that's easy-peasy - but implementing that it can't be completed once contact was lost is causing problems. There is a "IsDetectionHeldNow" trigger - but it doesn't seem to work as I thought it would. On top, adding such 'feature' would tremendously interfere with immersion, and also authenticity. Why would a Captain be required to not lose contact at all[!], as long as he re-establishes contact in case of losing a track? "Captain, you lost contact to the track on all sensors for 3 seconds - your mission failed." "But I re-established contact immediately, it's right here on my screen!" "No - RTB - you failed! Reasons! Hurr!" It doesn't really make much sense. If there's one thing I HATE* in DW scenarios, it's the constant hand-holding and 'magic-messages' giving the player information he should acquire on his own, for example counter-detection, oh how I HATE* it when a mission tells me so out of the blue, instead of creating events that let's the player realize something's off. Anyways, I'm now trying to find an immersive way for a "Trailing objective", which seems more difficult then I thought. I tried a trigger that fires after: 1. CompletedTrigger [Find K-276] 2. IsDetectionHeldNow [K-276] then (including a 5min duration, aka having to track for 5 minutes and be in contact when the timer runs out.) To test if the detection is really required, I turned 180°, went on flank - blinding myself - but the trigger still fired - though I effectively did NOT hear the K-276 at all in my baffles. No towed array used and everything else was washed out, of course. I suspect the IsDetectionHeldNow doesn't do what it sounds like. Anyone smarter on that one? :06: *Did I mention that I HATE that? :D |
Quote:
- we have own solutions for those problem but not perfect one. - fresh mind (like yours) is sometimes better for resolving old problems. So i think, this is good challenge for experienced mission maker. I can place here simple missions with my solutions but i wanna to see your independent solutions first. After comparison we will probably learn something mutually :) |
Quote:
Quote:
In my opinion in this kind of mission, trigger should check range between you and target. You can do some test what is optimal maximum range for each sensor for tracking specific SSBN. In this case "IsDetectionHeldNow trigger should work fine. I remember one Bill Nichols mission from RSR campaign have similar task. |
Yes, Bill Nichols worked often with range-related triggers, I assume for that exact reason. Gotta, again, learn from the master, it seems.
(I consider him/his work, the best ever for DW so far.) |
All times are GMT -5. The time now is 11:15 AM. |
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.