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#1 |
Machinist's Mate
![]() Join Date: Sep 2014
Location: Onakushcloud
Posts: 126
Downloads: 58
Uploads: 0
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Hello everyone! I have good news and bad. The good news is that I'm working on a few new missions. The bad news is that the editor has shot down almost every good idea I've tried to implement so far. Things like having AI vessels dropping cargo overboard when triggered by the player, are utterly impossible as far as I can tell. Further, scripting sequences of events is a complete nightmare!
So here is what I'm trying to do: Stage 1: Ship A (player) approaches Ship B (AI) Ship B runs away at flank speed at the first sight of Ship A Stage 2: After a few minutes Ship B has engine trouble and comes to a stop Ship A receives orders to position a helo within a few hundred yards of Ship B for 5 to 10 minutes. Stage 3: Once the player does this, Ship A gets orders to recover the helo. Right now I have the key units down and some triggers and scripts for stage 1 and 2 only. The way I have tried to do it is causing the game to crash just a few seconds after stage 1 Here is the mission file so you can see for yourself. Let the mission run for about 10 minutes, it should crash right after the first radio message is received. Using truth, watch the behavior of the small neutral boat also. EDIT: Fixed! https://www.dropbox.com/s/5y3pss27jn...rt%201.mu?dl=0 Last edited by rentacow; 09-23-16 at 12:28 PM. |
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#2 |
Sailor man
![]() Join Date: Apr 2002
Location: Burgas, Bulgaria
Posts: 50
Downloads: 31
Uploads: 0
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I'll try to help you with the scripting after 10-12 hrs when I'm back home, but need to have the DW running. It was a problem I have described here couple of months ago. I'll try with different installation pakage, so let's hope..
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#3 |
Sailor man
![]() Join Date: Apr 2002
Location: Burgas, Bulgaria
Posts: 50
Downloads: 31
Uploads: 0
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According the 3: I can't remember, but I think the AI (not player controlled) units caused troubles with the triggers. In that order not sure tha thask for the Hello is possible.
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#4 |
Sailor man
![]() Join Date: Apr 2002
Location: Burgas, Bulgaria
Posts: 50
Downloads: 31
Uploads: 0
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Got it working in the office. Have your file dounloaded and will take a look..
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#5 |
Sailor man
![]() Join Date: Apr 2002
Location: Burgas, Bulgaria
Posts: 50
Downloads: 31
Uploads: 0
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Just opened the mission in the editor for a quick review. Noticed you made the helo player controlled, not realy sure in that order the helo can execute the orders. I prefere to leave it as inflight aircraf and then give him orders to move at specified possition. Also, it is a good idea to add some randomness to the both starting locations and do not give to shortes ranges in the triggers. Ill try to write it later, if you wish, find me on the Facebook: Mick First.
Best regards! |
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#6 |
Machinist's Mate
![]() Join Date: Sep 2014
Location: Onakushcloud
Posts: 126
Downloads: 58
Uploads: 0
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Ok thanks for the help. I really should remove the in-flight helo and see if the mission still crashes.
Everything is so close together because it is for testing. I must get everything working before I move the units to their final positions and add randomness. EDIT: I might have found the solution. It seems that triggers and scripts may not have the same name. Stage 2 of the sequence starts correctly now... except it seems 0.01% fuel is all that small speedboat needs to cross the Atlantic! :O Last edited by rentacow; 09-23-16 at 12:28 PM. |
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