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#1 |
Stowaway
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try asking here in this thread http://www.subsim.com/radioroom/showthread.php?t=190953
or start a new thread asking about "how mission triggers work" |
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#2 |
Navy Seal
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Here is a mission where a DD is docked for 1 hour.
It is the replaced by another DD (same) that will goto a waypoint. Your uboat is just off watching:- [Mission] IsVisible=true MissionType=0 MissionDataType=0 MultiMissionType=0 IsTutorial=false Year=1941 Month=5 Day=18 Hour=10 Minute=0 CurrentYear=1941 CurrentMonth=5 CurrentDay=18 CurrentHour=10 CurrentMinute=0 GroupMissionStartDelay=0 IconIndex=0 Fog=0 FogRand=0 Clouds=0 CloudsRand=0 Precip=0 PrecipRand=0 WindHeading=0 WindSpeed=5.000000 WindRand=0 WeatherRndInterval=5 SeaType=0 ActivationAchievements= [Unit 1] Name=_GE DD Type 34#1 Class=DDType34 Type=4 Origin=German LayerOperation=0 Side=2 Commander=0 CargoExt=-1 CargoInt=-1 Doctrine=0 CfgDate=19410501 MainEquipment=1 SecondaryEquipment=1 DeleteOnLastWaypoint=true DockedShip=true IsEscort=false GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19410518 GameExitTime=1059 EvolveFromEntryDate=false Long=-2410000.000000 Lat=6304000.000000 Height=0.000000 IsFromSingleMis=false Heading=0.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 TempHeading=0.000000 TempNextWP=0 CombatSubmarine2D=false CombatRadius2D=30.000000 CommandedSpeed2D=0.000000 Num2DCombatKills=0 Intercept2DCooldown=6.000000 NextWP=0 [Unit 2] Name=_GE DD Type 34#2 Class=DDType34 Type=4 Origin=German LayerOperation=0 Side=2 Commander=0 CargoExt=-1 CargoInt=-1 Doctrine=0 CfgDate=19410501 MainEquipment=1 SecondaryEquipment=1 DeleteOnLastWaypoint=true DockedShip=false IsEscort=false GameEntryDate=19410518 GameEntryTime=1100 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-2409982.000000 Lat=6304000.000000 Height=0.000000 IsFromSingleMis=false Heading=0.000000 Speed=5.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 TempHeading=0.000000 TempNextWP=0 CombatSubmarine2D=false CombatRadius2D=30.000000 CommandedSpeed2D=0.000000 Num2DCombatKills=0 Intercept2DCooldown=6.000000 NextWP=0 [Unit 2.Waypoint 1] Speed=5.000000 Radius=0.000000 Loop=-1 LoopProbability=100 Long=-2410304.000000 Lat=6306734.000000 Height=0.000000 IsFromSingleMis=false [Unit 3] Name=_Type VIIC#1 Class=SSTypeVIIC Type=200 Origin=German LayerOperation=0 Side=2 Commander=1 CargoExt=-1 CargoInt=-1 Doctrine=0 CfgDate=19410501 MainEquipment=1 SecondaryEquipment=1 DeleteOnLastWaypoint=false DockedShip=false IsEscort=false GameEntryDate=19410301 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=-2409519.000000 Lat=6303995.000000 Height=0.000000 IsFromSingleMis=false Heading=270.000000 Speed=0.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 HighPrioContact=false RandStartRadius=0.000000 TacticalUnit=false AvailStartDate=19380101 AvailEndDate=19451231 TempHeading=0.000000 TempNextWP=0 CombatSubmarine2D=true CombatRadius2D=30.000000 CommandedSpeed2D=0.000000 Num2DCombatKills=0 Intercept2DCooldown=6.000000 NextWP=0 [EditorParams] InitLongOff=0.000000 InitLatOff=0.000000 ZoomIndex=0 Prefix= |
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#3 |
Swabbie
![]() Join Date: Dec 2012
Posts: 12
Downloads: 39
Uploads: 0
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Trevally, miles of thanks !
I am coping your "code" right now with high hopes. |
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#4 |
Swabbie
![]() Join Date: Dec 2012
Posts: 12
Downloads: 39
Uploads: 0
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#5 |
Navy Seal
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![]() ![]() You could try changing unit 1 to not docked, but moving very slow to a very close waypoint. This can then set to delete at end of waypoint. Try moving unit 2s waypoint to further away. ![]() |
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#6 |
Swabbie
![]() Join Date: Dec 2012
Posts: 12
Downloads: 39
Uploads: 0
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Perhaps it's possible to do it, but in practice it is a nightmare.
I have been moving longitude of way-point of unit 1 little by little and could not make it. I had to reload mission 40 times. ( I would be tired to do 100 ) In other words I could not achieve any synchronization. Anyway UNIT 2 behaves ODD, regardless of it's way-point 1 location. I guess it's behavior is driven by UNIT 1. What interesting is that GameExitDate and GameExitTime have no effect. This trick could be easily implemented if those 2 parameters could trigger the behavior. I made another simple play with just one ship (Bismarck), that suppose to exit in 5 min. I manipulated all other factors ( DockedShip, DeleteOnLastWaypoint, etc...) in every possible combination and it did NOT work. I would say is a BUG. Any comment on this please. |
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#7 |
Navy Seal
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Delete on last waypoint does work - I have used it many times.
Also delete by date works - not tried by time, perhaps your uboat is too close to the deleting ones - try moving further away. Just what is it you are trying to do? Why don't you go ahead and make your mission - then parts that dont work can be looked at. ME2 can do most things - it is a powerful editor for missions and campaignwork ![]() |
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