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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jan 2006
Location: Norway
Posts: 20
Downloads: 2
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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
![]() 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 ![]() |
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#2 | |
Sonar Guy
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 385
Downloads: 3
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(Expanding a bit on it, does anybody know what priority the script orders are at doctrine level?)
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#3 |
A-ganger
![]() Join Date: Oct 2005
Location: Helsinki
Posts: 78
Downloads: 21
Uploads: 0
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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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#4 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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#5 |
A-ganger
![]() Join Date: Oct 2005
Location: Helsinki
Posts: 78
Downloads: 21
Uploads: 0
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That about "transit" is true
![]() ![]() 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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