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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Aug 2007
Location: soon to be Germany
Posts: 89
Downloads: 5
Uploads: 0
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i just got silent hunter 4 and i was wondering where i could find the mission editor
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#2 |
Mate
![]() Join Date: Aug 2007
Posts: 55
Downloads: 0
Uploads: 0
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Go to Program files, open up Ubisoft, then Silent Hunter 4 and about half way down, there it is. I hope you can get it to work better than I can. It is a very unforgiving program.
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#3 |
Navy Seal
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Why it's just a friendly little puppy dog!!!!
Would you believe a stand-offish tomcat? A rabid pitbull?:rotfl:
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#4 | |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
Downloads: 0
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Kilroy was here |
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#5 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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D5j55,
I enjoy working with the mission editor but it difficult at times because it is very limited in what you can do. There will be some missions you can design that just won't work right because of these limitations. The documentation was non-existant so you have to use the SH3 docs and the editor has changed some. Two problems I have run into, zones: once you pass through a zone it is triggered and you can't reuse it. So if you send someone on a mission and want to divert him/her to another mission on the way back you can not use the same route to return because the zone will already be triggered so you have to ensure he goes a different route. Second one: The game is running while your mission is running. So you may get some very unexpected results. Your player may run into a convoy that you did not put in the game and it can change the whole mission. It has a sense of reality since you don't always know what is going to happen in real life but it can make the mission a failure. I wrote a mission based on fact (except the sub was not involved in real life). The Bismark sea, Japanese were transporting troops to New Guineea and in real life the Allies sent in planes to sink it, which they did. I sent in some planes and was going to have the sub sink what was left. I did extensive tests and it worked fine. Rockin Robbins played it and the planes got lucky and sank ALL the merchant ships, so when the convoy got to him there was nothing left but DD escorts. And there is no way to keep track of how many ships are sunk except for the ones sunk by your sub, that meant there was no way to stop the planes after a certain number of ships were sunk. Mission failure, because his objective was to sink tonnage but there was nothing to sink. So even thought it is fun to work with and I have learned a few of the undocumented features, you still have very little control over how it unfolds in the game. Don't let that discourage you from using it, it can be fun if you like doing it (which I do) And don't get discouraged if you don't hear any comments from anyone about it, there is very few comments in the Mission Designers forum. I think it may have something to do with the fact that people are busy with the 1.5 upgrade right now. And also some people just don't play Singel Missions. Maybe when the excitement of having u-boats in the Pacific wears off a bit, maybe they will go back to try some of them. Also, someone with 1.5 can answer this but I don't think they upgraded the Editor to include u-boat missions, I could be wrong but I haven't heard of anyone writing any. Good luck, if you have any troubles I will be willing to help all I can, which may not be much, but I will do my best. Peabody
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