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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Seaman
![]() Join Date: Aug 2006
Posts: 39
Downloads: 7
Uploads: 0
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Holy Cow !
OK i'll stop whining. Script editor look's good, maybe i should try to recruit some fellow scripters from Egosoft X3TC community. |
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#32 | |
Rear Admiral
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#33 | |
中国水兵
![]() Join Date: Apr 2005
Location: Germany
Posts: 275
Downloads: 10
Uploads: 0
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![]() The idea that a company with more negotiating power over its customers will cut them a better deal is just bizarre. Mad Science spawns Evil Fiend: http://www.youtube.com/watch?v=dkTZTzsYoZs |
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#34 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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I'm a bit confused, and excited now. If I am reading this right, it seems that there are a bunch of semi-scripted missions that branch out during a campaign game. If this is the case, hallelujah! Omg. This would allow very fine control and modding over campaign game play. By this, I mean that the ability to add scripts into campaign play might include the possibility of adding random factors into the campaign, and even adding a bunch of new game play features. I can now see why UBI went this route with semi-scripted campaign missions. Brilliant. Maybe they did it to possibly allow us modders to script in anything we wanted. If this is true, the potential is incredible.
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#35 |
Navy Dude
![]() Join Date: Oct 2008
Location: Croatia
Posts: 173
Downloads: 73
Uploads: 0
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yessss... imagine the possibilities...
after sinking a merchant... you see the survivors crying for help.. then you decide, send a SOS for those poor souls, and give them something to eat.. Grants extra poitns for renown but increase risk of detection ![]() |
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#36 | |
The Old Man
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#37 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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And the power of scripting could possibly do just what you said, depending on what scripting commands are available in the editor.
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#38 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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I am hoping for the possibility to change most game play features, or even create new ones, through scripting. But we don't really know yet. If we could just get someone to explore the script commands, we could find out soon enough. |
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#39 |
Commodore
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I wonder what kind of scripting can be done with crew members. It would be cool to script different behaviors and actions for battle stations or watch changes. Seeing the next watch come into the control room in their gear and troop up the ladder would be quite the thing.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#40 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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I am only making my best deductions from Urfisch's few screen shots, but it appears that many things which were hard-coded in SH3-Sh4 are now open to scripting. I think it is safe to say that SH5 will be much, much more moddable.
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#41 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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The screen shot below appears to allow the custom scripting of ship AI. Good news if true!
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#42 |
Watch
![]() Join Date: Jan 2010
Posts: 23
Downloads: 28
Uploads: 0
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Drifter..then we need you to get the game ASAP and start working on your scripting magic because SH5 needs alot of help. I got the game last night and while I see it has potential, the immersion factor just isn't there at all anymore. The explosions are just flat out horrible and look too "arcadeish". On an enemy ship after I slammed 2 torps into it's side, as it's sinking I still see crewmen walking on the deck while it's underwater. Ugh.
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#43 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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Also remember that Ubi will release patches. This game is not a done deal in any way.
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#44 |
Navy Seal
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Awesome. I've not got into the news, but this is an extremely powerful tool. It could be our long-wanted solution to things like the ever-present AI gripes.
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#45 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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We knew before release that the UI and AI would be scripted and able to be changed, it's the other things we don't know about - can you add in new equipment for example? How deep does the scripting go?
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