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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
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I'm trying to get an AI sub to start and remain at a stop (unless they get a torp on their tail or something.) So far everything I've tried has failed, with setting the speed and waypoint speeds to 0 not working at all.
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#2 |
Electrician's Mate
![]() Join Date: Feb 2007
Posts: 140
Downloads: 8
Uploads: 0
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Create a current box around it with the current set to 0 knots. For ships you will need to do the same for wind.
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#3 |
Electrician's Mate
![]() Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
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No joy, thanks anyway though. The problem is they are setting a speed on their own. They start the scenario at 0 kts and then accelerate to 6, even with the current set to zero.
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#4 | |
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
Uploads: 0
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![]() Quote:
here you go.. 1. make script: platform speed 0 kts 2.. make event auto trigger named set AI sub 0 kts 3.. apply script to event auto trigger.. **** result is as soon as the scenario is loaded, the trigger is fired, the sub should set its speed to 0 kts. |
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#5 |
Electrician's Mate
![]() Join Date: Sep 2002
Posts: 138
Downloads: 5
Uploads: 0
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The script tested ok, and the trigger works and triggers the script right as soon as the scenario loads. The subs still go ahead and set speed according to whatever tactic they have been given.
![]() It works fine for any speed >0 |
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#6 |
Machinist's Mate
![]() Join Date: Dec 2007
Posts: 127
Downloads: 3
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I'd suggest using some kind of trigger that keeps firing like a giant destination goal.
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#7 | |
Chief
![]() Join Date: Dec 2005
Posts: 326
Downloads: 5
Uploads: 0
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![]() Quote:
If you PM me your email, I'll send you a working example. |
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