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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lieutenant
![]() Join Date: Mar 2005
Location: United Kingdom
Posts: 263
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Is there a way, using scripting and trigger perhaps to create a 688i style campaign so that weapons used in one mission are not replenished for the next?
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...snorting / snorkelling after several years of silent running. |
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#2 |
Helmsman
![]() Join Date: Feb 2005
Posts: 104
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First, you should start with a campaign, or part of a campaign, where you play the same ship/sub over several missions. Then, before ending a mission, take note of what you have left, and before starting a new mission reduce it to those levels.
Meaning it's quite voluntary...
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#3 |
A-ganger
![]() Join Date: Oct 2005
Location: Helsinki
Posts: 78
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One way is to create a "mega-mission", so that once you accomplish a goal you will be given a new mission. This way you must preserve you ammo etc. There are, however, a couple of problems with this:
-you might need to create a lot of platforms in the mission/campaign, which usually seems to slow down low-end computers considerably. Of course you can help this by adding/removing platforms from the game as the campaign developes. -if the different campaign locations are far away from each other, the campaign might take a lot of time to play through. (Although some consider this to be a good thing ![]() Miika
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#4 | |
Master of Defense
![]() Join Date: Mar 2000
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Sounds exactly like my 'Sicilian Wedding' mission ![]() |
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#5 | ||
A-ganger
![]() Join Date: Oct 2005
Location: Helsinki
Posts: 78
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![]() Quote:
![]() Miika
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