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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
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It looks like the Editor is about the same as it was in SH3.
So mission makers, lets see some new missions being produced. The ones that came with the game just aren't that good. I know the guys here at Subsim can do much, much better.... JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#2 |
Lieutenant
![]() Join Date: Jul 2002
Location: USA
Posts: 254
Downloads: 58
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yes, I have been palying with it, works just like SHIII did with some bugs in it. If a destorys trys to run your down no damage to your sub but the destory will start it self on fire!:rotfl: :rotfl: Look this thing, SHIV could use a large mod like we have on SHIII, GWX + 1.02 etc... I get the feeling that the folks that made GWX are so good at what they can do they should make a good subsim!!!
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#3 |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
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You can bet youl se me "Mission Man" Schulz pump out some Missions
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"Some ships are designed to sink… others require our assistance." ![]() |
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#4 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
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I made a few missions myself but mostly for testing as they are rather simple
at this stage. If I knew more about the trigger and event commands, I could probably do better and more complicated ones.... JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#5 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
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Objective, Map locations and triggers are all fairly straight forward when you get used to them. I've been trying to use the same prefixes and so on that the devs used for the campaign ones but i don't think that matters for sinlge missions.
Aside from that, there is some good new stuff in here. My favourite bit being that you can now add new ports and cities directly through the editor rather than having to mess with a separate Locations cfg which took ages to do. When we did the RUB-Ops mod we added over 100 new ports and cities - it took ages to do. With the new functionality I reckon we could have done it in about a tenth of the time, if not less. Random airgroups is also a great new feature. Of course, there is still some functionality missing ( I would love for the devs to add 'zigzag' a command to waypoints as it can be a pain to do all that stuff manually.) but on the whole I think there have been some good advances made. |
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#6 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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random groups to change from naval. I use them all the time to generate air attacks perpetually in my surface combat missions for Frankenboot. MM |
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#7 | ||
Admiral
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#8 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
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I would also like to know more about the random & scripted data levels
in the editor and how they work in making missions. We need a GOOD mission editor how-to manual for SH4... JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#9 | |||
Eternal Patrol
![]() Join Date: Dec 2006
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where they were was just easily overlooked. |
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