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#1 |
Helmsman
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Here's to hope someone actually remembers the damn thing..
![]() I made a little mission where the player is supposed to intercept a radio message by approaching couple of trawlers and raising/streaming the antenna. And depending if the player is counter-detected or not they should receive a different message, like so: Goal A: Player not detected -> Message A Goal B: Player detected -> Message B (Both are Destination goals with a 5nmi range, other parameters are kept default) But while testing the mission both goals are always triggered when rising the antenna. The doctrine check shows no errors but apparently something is amiss. Goal A doctrine page: Goal B doctrine page: I also have a third goal, a 'Mission End' goal, a radio transmission you need to receive as well, letting you know the mission is over. I wanted to set it up so that in N minute(s) after completing either goal, A or B, you should receive that message. Now if I set the expression 'TimeSinceGoalTriggered' to = or > nothing ever happens. But if I set it just to trigger after A or B is completed, it works. I'm running v. 1.08 with SCXIIc, if that's of any significance. Any and all help would be highly appreciated ![]() |
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#2 |
Good Hunting!
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For Goal A and B, there is an 'AND' operator connection the Trawler 2 detection block and the player streaming the wire, which implies that the player has to make the detection with the wire. I'm not sure if the game logic is sophisticated enough for this, but it should be like (Trawler 1 OR Trawler 2) AND (StreamWire OR RaiseRadioMast).
You may need to use additional (re: separate) triggers to get this effect.
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#3 | |
Helmsman
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Goal A (staying undetected) works fine but Goal B won't trigger at all. Active pinging, going flank at PD etc. just couple of nmi away had no effect. I wonder if the civilian boats are even made to 'detect' the player even if set to the enemy side ![]() Guess I'll need to change one trawler into a warship and see what happens then. |
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#4 | |
Good Hunting!
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Your friendly neighborhood modern submarine YouTuber. My videos: **Exclusive Look at Modern Naval Warfare!** Dangerous Waters Liu Doctrine (LwAmi Learn to play Dangerous Waters |
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#5 |
Helmsman
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I should probably just install DW but for some reason I tend to like Sub Command more, haha!
But I finally managed to make it work, yay! Had to add a warship in the mix. She'll now detect me if I start messing around. I also deleted the Goal B altogether and simply included its raise/stream radio expressions, and the ensuing radio message, to the separate 'CounterDetect' goal. Now if the player is counter-detected (unbeknownst to them) and goes to receive the message they get the proper response. Not to mention it even triggers the correct 'mission complete' radio message. Had to change things around a bit with the addition of the warship. Now there are two slightly different 'mission complete' messages depending if counter-detected or not. Now my little campaign can finally progress past the first mission ![]() Anyway, thanks for the input! Much obliged! ![]() |
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