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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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So, yeah, Algebra and I did not get a long in school. We simply just agree to disagree.
While I understand (to a degree) the concept of 3 dimensions of X, Y and Z, especially in the concept of flight sims. When it comes to a "ceiling" or surface level (ground level) in doing something as relatively simple as adding the variable of units to potentially be encountered in a mission per: //Enemy Ships NumberOfEnemyUnits=1-2,2-3,2-3,3-4,1-2 (default is: 1-1,1-1,1-1,1-1,1-1) CombatBehaviour=OFFENSIVE,DEFENSIVE,OFFENSIVE,OFFE NSIVE,OFFENSIVE EnemyUnitMissionCritical=FALSE,FALSE,FALSE,FALSE,F ALSE EnemyShipClasses=wp_skr_riga,wp_mpk_poti|wp_skr_ri ga,wp_ms_leninskiy_komsomol|wp_vtr_yuniy_partizan, wp_fv_trawler|wp_vtr_yuniy_partizan,wp_ss_romeo|wp _ss_whiskey FormationCruiseSpeed=8 //Ship positions and headings, otherwise build into a formation UsePresetPositions=TRUE PlayerPosition=-246,269 PlayerHeading=170 //AI Nav Waypoints //Array of Vector 2 positions //Must be enough for maximum number of enemy ships //Riga EnemyWaypoints=-230,140|-210,30 //Poti Riga EnemyWaypoints=-160,0|190,-40 //Merchant 1 EnemyWaypoints=-260,320|-180,-50 //Merchant 2 EnemyWaypoints=-270,320|-510,290 //Merchant 3 EnemyWaypoints=-280,330|-510,290 //Lurking Sub EnemyWaypoints=0,-34|-60,-30|-30,0 MissionPosition=-170,-80 My question, uncertainty is that of in adding in bold another unit spawn. I'm not clear on which is which axis. (again, I know it's simple question/answer) just not sure on which is which. Thanks in advance. (if we can actually add more spawn points?) |
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#2 |
Sailor man
![]() Join Date: Jun 2017
Posts: 47
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There is no Z in map coordinates, just X and Y.
The first set is point A, and the second set is point B. They move from point A to B, to C and so on, I think. You see the "lurking sub" has 3 points (A,B,C), whereas the others only have 2 (A and B). You have as many spawn points as vessels. |
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