![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
i just realized that part of the reason one of my mod sections was not working was because timed spawning of ships and planes (i guess cause i only tested ships) only happens when you can't see it. i created a spawning point that would kick out BBs every hour and sat there by it and nothing happened. So i moved away for a few hours and came back and there they were a pile of ships heading for their last waypoint death of oblivion. It was night and as long as i stayed away from the spawn point - ships kept coming. Next morning with a slight haze they still kept coming. But when i moved over to the spawn point - they ceases as soon as it came clearly in view. so i moved away towards night and - poof, back the ships came. i suppose this explains why when ever i would move my sub near plane spawning points near Dunkirk i would not see planes.
So this explains to me why when i played IuB and used its amazing 16000 kazilion visual range, why i kept complaining: "where's the ships?" i'd see them during bad weather or night, but few during the day. |
![]() |
![]() |
#2 |
Swabbie
![]() Join Date: Feb 2006
Location: US
Posts: 5
Downloads: 1
Uploads: 0
|
![]()
how do you mod spawning and locations within the campaign?
__________________
we are submariners close to foreign shores |
![]() |
![]() |
![]() |
#3 |
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
|
![]()
This may explain the bugged spawn event with the mission editor. It may be that the ships are simply too close to spawn on que.
|
![]() |
![]() |
![]() |
#4 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
Posts: 944
Downloads: 260
Uploads: 0
|
![]()
Great find redbrow, I've played with spawning for ages and I thought it was a no no, well done.
![]()
__________________
![]() ![]() Silent and Violent |
![]() |
![]() |
![]() |
#5 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]()
redbrow,
This is only one more bug relate to the stock game. I already notice, know and use this info to script units since the firsts HT releases. I notice this behaviour when I was working with Bismarck fate 10 months ago. You can notice that I just put the spawn point far way from the players grid to avoid this problem for all Operations scripted on HT. Another way to avoid this problem is to scripted the units to spawn some moments before the player's uboat. But it's a great issue to be on the forum! ![]() Rubini. |
![]() |
![]() |
![]() |
#6 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
i did not think it was a BUG actually. i figured the programmers thought it would be a nice piece of eye candy not to have ships suddenly warp into our game reality like something out of Star Trek. the whole game top to bottom is built of spawning. nearly all the merchant traffic is. actually spending this last month and a half getting into the guts of this game is making me question why i still play it. Other than the very simple DD AI, there really isn't much to it.
but this is another reason i wanted to make the new mod, i wanted to create careers where one could fight along side German warships. i can do this easily in single level games. but not in careers. in truth SH3 was mainly a bag of eye candy. |
![]() |
![]() |
#7 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]()
Could be not really a bug but this could be better implemented by the Devs. And I think that I know why you yet stay with SH3: you are becoming a modder, and this often is more fun and interesting than play the games...
![]() Rubini. |
![]() |
![]() |
![]() |
|
|