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03-24-06, 09:38 PM | #1 |
Watch
Join Date: Jan 2006
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Making ships change speeds.
I've read here on the forums that clicking on a waypoint and changing tactics won't work. Well, I seriously need some kind of work-around for that problem . I'm trying to make a ship follow the course set by the waypoints (no problems there), but at a certain point, I want it to change its speed. I tried changing it for the next waypoint, but that didn't work. Will the ship change speed if I use a script?
And, by the way, after the weekend, I think I'll need a tester or two for a campaign I'm creating. Just to play through it, check for errors in my english, fix bugs that I haven't noticed so far etc... If you have a good imagination, that would help too. I've been working on the storyline for this one for such a long time now that I think I have exhausted my own imagination . If anyone wants to help, send me a PM! |
03-25-06, 02:59 PM | #2 | |
Sonar Guy
Join Date: Jan 2002
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Re: Making ships change speeds.
Quote:
(Expanding a bit on it, does anybody know what priority the script orders are at doctrine level?)
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03-27-06, 02:50 AM | #3 |
A-ganger
Join Date: Oct 2005
Location: Helsinki
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Using scripts
They do work, you can use goals (if ship enters one, its speed will then be changed). But like MaHuJa said, the priorities of scripts/doctrines etc. might create problems. In one of my mission there had been a reactor problem and the crew was leaving the sub, which was supposed to remain in surface. I ended up using 3 separate scripts, all of which were constantly re-triggering, to achieve this. Despite all my efforts the sub dived immediately after spotting the player's P-3. I suggest the only thing you can do is test...
Miika
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03-27-06, 04:35 PM | #4 | |
Ocean Warrior
Join Date: May 2005
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Re: Using scripts
Quote:
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03-28-06, 04:57 AM | #5 |
A-ganger
Join Date: Oct 2005
Location: Helsinki
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Transit
That about "transit" is true , but in this peculiar case I used the "transit" tactic. (As far I can remember...) Nevertheless, I finally had to re-write the mission, with the sub sinking as a part of the mission.
It sure would be nice to be able to truly force the units to do something, but after some testing it usually is possible to find a (some sort of) working solution. And thanks to LwAmimod, the AI units no longer need that much guidance. Miika
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