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#1 |
Swabbie
![]() Join Date: Jan 2006
Location: Pisa - Italy
Posts: 14
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Hi guys.
I have a question for you. I would like to create a mission that, when a submarine arrive in a determinated location, one or more object will be created. Is it possibile to do? :hmm: |
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#2 | |
Chief
![]() Join Date: Dec 2005
Posts: 326
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![]() All you have to do is add the object you want to create to a dynamic group but set the POI to 0%. Then once the trigger is fired, make a script to bring the object into existence. The POI needs to be 0% to ensure the object will never spawn. The maximum and minimum values needs to be set for the total number of objects in group, in this case max = 1 and min = 1. The script you need to use is ‘create group’ as this will spawn the object when the trigger is fired. Also be mindful how you use ‘apply to’ settings in triggers. Apply to all – can only be fired by AI platforms. Apply to ‘platform’ – can only be fired human controlled platforms. Hope this helps. |
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#3 |
Helmsman
![]() Join Date: Feb 2005
Posts: 104
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>The POI needs to be 0% to ensure the object will never spawn.
The POI needs to be 0 so that it won't spawn on its own. >Apply to all – can only be fired by AI platforms. Apply to all can be fired whenever its conditions are met. >Apply to ‘platform’ – can only be fired human controlled platforms. Can only be fired when there is a human player in that particular platform. (In MP it might get more complicated than this, I don't remember)
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![]() http://www.xfire.com/clans/dwobjective/ for those who like playing objectives-based missions. (As opposed to deathmatches) |
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#4 |
Swabbie
![]() Join Date: Jan 2006
Location: Pisa - Italy
Posts: 14
Downloads: 11
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Thank you guys for answers.
![]() I have done!!! ![]() EDIT: Ok guys, i have finally succeeded to create an object when i reach a determinate location. The object that i have created is a Inflatable Rubber Craft. Now i would like to pick it up abord of my submarine... How can i do?:hmm: Thank you again Djmitri Last edited by Djmitri; 03-22-07 at 05:28 AM. |
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#5 |
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
Downloads: 125
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Add an approach trigger to the raft. Set the allowable speed and depth to whatever you want (on or near the surface for a sub) and allowable speed to something slow (3 knots, for example). On the last page of the trigger, select action to perform as 'remove attached object'. You can also add a radio message, text or .wav file to the trigger.
If the raft is created using a dynamic group, I usually add this goal to the group that the raft belongs to and set the min/max number of objects to 2. Hope this helps. |
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#6 |
Swabbie
![]() Join Date: Jan 2006
Location: Pisa - Italy
Posts: 14
Downloads: 11
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That is fantastic...
![]() ![]() ![]() Thank you very much Bill... But i have another question, i hope the last one ![]() Just only remove it from the Dynamic Group?:hmm: Thank you again ![]() Djmitri Last edited by Djmitri; 03-22-07 at 07:35 AM. |
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#7 |
Master of Defense
![]() Join Date: Mar 2000
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You can set it to critical, and you don't need to remove the trigger from the group.
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#8 |
Swabbie
![]() Join Date: Jan 2006
Location: Pisa - Italy
Posts: 14
Downloads: 11
Uploads: 0
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I understand, but if i leave the Approch Trigger in the Dynamic group, i think that it will appear only if i complete the Approch trigger right? :hmm:
I wont see it until the object will be created, so trigger will be hidden, right? ![]() I would like to see it, from the beginning of the mission, because it's a very important Goal. ![]() |
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#9 | |
Swabbie
![]() Join Date: Dec 2011
Posts: 11
Downloads: 12
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![]() Quote:
I have followed all the steps above to spawn a land based object, but regardless of what object/building I try, the building never appears in the 3d view or the map. I've tried an automatic-event/ time based trigger. The trigger DOES fire, as I get the trigger radio or report msg (I tried them both). I have a controllable heli, FFG and Seawolf in the scenario. I've tried a few different geographical locations, near the coastlines. What am I missing ? I've attached my latest attempted scenario (threeTriggers-RunScript-1202-sub-ffgRadio-CYYZ.mu.txt) |
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#10 |
Swabbie
![]() Join Date: Dec 2011
Posts: 11
Downloads: 12
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Ok I finally figured it out, no thanks to the (terse) manual.
Note to self : 1) The "Create Group" script command would be better named "UnHide Group". As I discovered, "Create Group" "unhides" a previously "hidden" dynamic group, which was hidden by specifying zero for it's inclusion probability. 2) The location of the "trigger icon" on the mission editor map has NO influence on where the "hidden" dynamic group object(s) will appear in game, when the "Create Group" script command is executed. The location of those object is just where the objects were created on the mission editor map. |
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#11 |
Girt by Sea
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Thanks Mstram - this was bugging me too.
I'll try your advice out. I wanted to make a mission where calls for TLAM strikes came in at various points in the mission - with the target then being revealed. Will you suggestions work in this scenario? Thanks mate, Stew |
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#12 |
Girt by Sea
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Yep - that got it to work! Thanks for the tip, Mstram!
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#13 |
Girt by Sea
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Just an update - after an hour of trial and error, I thought I'd post all of the steps (for beginner mission makers like me!)
* LINK DATA MUST BE ON * Place Object Include in Sim Auto Detect POI-0 * Put Objects into Dynamic Group POI - 0 Min/Max - Same Number * Script Create Group * Trigger - Create Group * Firing the TLAMs TLAM impact - 1st Waypoint is the target! (Using RA Mod) Hope this helps! Stew ![]() |
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#14 |
Sonar Guy
![]() Join Date: May 2014
Location: In shallow waters
Posts: 388
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