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Old 01-15-09, 07:28 AM   #12
makman94
Hellas
 
Join Date: Jul 2008
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Quote:
Originally Posted by dcb
Quote:
Originally Posted by makman94
for the 3. you said, i have to ask.this communication works ok,without bugs???
Well, it greatly depends on how talented is the guy who scripts the campaign. You can set a number of scripted and random objectives, which the game allots you when you make a report, instead of the same "Keep up...". Overall, it gives the feeling that you are not alone, that HQ is trying to coordinate your moves. IMO, it manages to simulate of a satisfactory manner the way Uboat captains got their orders while in patrol. You can even script special missions at predefined moments. It all boils down to the engine allowing the use of triggers and zones.
Imagine a Das Boot scenario in which you script (or leave random) a message to cross the Gibraltar. You can write the campaign so that to send you this message when you reach a certain moment, or tonnage, or even map zone. There are many new possibilities, which all depend on the modders' talent to script an exciting campaign, with twists and turns that will break up the "go there - stay 24 hours - then you're free to roam" routine of SH3. This demands, of course, a lot of time and dedication, in addition to talents and skills, and I think it is the biggest effort in any attempt to port Sh4 into the Atlantic.
i assuming that we are talking about the original sh4 campaign and not a modded one.as ,for the scripted and random objectives i suggest ,if you have sh3 installed, download the 'acs secret mission 1' (from the sh3 missions ) and tell me if i understand you right (becuase as you will see in that mission ,all you describe are happening)

ps: mikhayl is right about the manual targeting. mikhayl..good to see you around
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