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09-30-19, 11:29 AM | #1 |
Chief
Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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Crimson Dawn (WIP)
Hi, I am working a new RA based campaign that is based on current world events and use more modern equipment (such as VA class subs, Chinese Type 054A etc).
Just some background story: The main character is the skipper for USS Virginia. It will take the player through Syrian civil war, War on ISIL, then goes on to a hypothetical war with China in Taiwan strait and an assistance campaign to Russian to help it squash an ultra-nationalist rebellion. I am planning for a series of 20 missions. I currently have the first 2 missions 80% done (a tiny step but more are coming). Just need some help with using triggers and scripts in the mission editor. |
09-30-19, 11:36 AM | #2 |
Chief
Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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Mission 1: You just take command of SSN774. You are ordered to get underway and transit out Norfolk naval base. Half way through, you will receive an order for a rendezvous with a hovering helo to take on an important personnel.
Issue: 1. I created a destination event trigger to spawn the helo at Norfolk (this part is working cuz the incoming radio message is fine and helo spawned correctly) 2. The helo will fly two waypoints. At the 2nd waypoint, it will run a script to make it hovering at 80ft at designated location (this is working perfectly as well) 3. The helo has an attached "approach" trigger that says if the sub is within 0.04nmi of the helo, it will triggered and hovering script will be canceled and helo can head back home. (for some reason I cannot get this approach trigger to fire). I change the distance requirement but nothing works. Can someone give me some tips? Thanks |
09-30-19, 11:45 AM | #3 |
Seasoned Skipper
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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Only 20 missions? Why not 120?
Ok. stop joking. Im sure you should start from single player missions - you can always merge it in campaign. 20 missions is huge number of scenarios to make! Its not so easy to make interesting scenarios in later stage of campaign. Usually first missions are boring "spying type" and easy to making in editor. My suggestions: I would like to see hard combat in first mission - of course with good backround as text in briefing. Second mission should be more tougher - for example trying to reorganize allied forces after defeated battle. Third mission should be preparation for counterattack - for example by gathering informations (not as always in first mission) and last one should be decissive battle. No need to make 20 missions where half of it are boring pretending whole in the water. Btw if you release missions from campaign as single one, players will give you feedback or suggestions - thing very important for your motivation! Please to reconsider your idea for campaign edit: Can you show your approach trigger? |
10-01-19, 12:26 PM | #4 |
Chief
Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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Point well taken about the length of the series. The number of missions is flexible. I am currently making single missions first then merge them into a campaign once everything is vetted out. However, I would appreciate it more if people can help me with solving some technical issues such as the problems I mentioned earlier. I am sure there are many people who know missions editor better than me.
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10-01-19, 12:35 PM | #5 |
Seasoned Skipper
Join Date: Nov 2006
Posts: 742
Downloads: 136
Uploads: 6
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I can help you with technical problems.
Btw approach trigger works after puting it into dynamic group (with helo)? |
10-01-19, 09:25 PM | #6 | |
Girt by Sea
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Quote:
I also have a Kamchatka map that's ready to go too! They're in the downloads section if you're interested! Stew |
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10-02-19, 01:01 PM | #7 |
Chief
Join Date: Nov 2012
Posts: 325
Downloads: 27
Uploads: 0
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Finally got the helo script working. Now I can rendezvous with the helo and after that it can cruise back to its base on its own. Mission 1 is pretty much done. I am on mission 2: operation green meadow-a training exercise in Caribbeans. You basically need travel through 3 different training circles:
1. In the 1st circle you need do max speed test, diving depth test and blow surfacing test. I can do depth test no problem. But how do I create a trigger that tests whether the ship reaches max speed? Also how do I trigger blow surfacing? 2. Circle 2 is a live fire training against a decommissioned Sprunance class destoryer. How do I make the AI not shoot back at me? Because my story plot is about training. The target is not supposed to shoot back at me. |
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