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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
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First, go to the "Mission" drop-down menu and choose "Triggers". Make a new one, and set it to "Unit Destroyed". Select the BB from the list that becomes available.
Second, go to "Events" (again from the "Mission" drop-down list). Create a new event and choose "Update Instance". Choose the ship to appear and check the "Spawn" check-box. I'm not 100% sure on how to make a ship start outside of the game for then to be placed by the trigger, to be honest. You'll have to do a search on that or hope someone else replies.
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#2 |
Watch Officer
![]() Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
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I'll give it a try. Thanks!
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#3 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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Wonder if this could be used to imitate asking for an escort home? Like if the player submits a patrol report while 30km away from home base a minesweeper appears and when the player closes within 5km it begins it's waypointed path back to the sub pens?
Does SH3 support triggers from range/radio actions? |
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#4 |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
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Hello,
Can anybody confirm if this function is KO or not in SH3 1.4b ? If not, can you tell me EXACTLY the conditions to let it work properly ? It is the second time I try to use it, but come again to the conclusion it should be KO. I read on forums that to work, the unit or group has to be defined at a minimum distance of 20 km of the human controlled vessel. I read also that unit(s) time filter has to be "used" but no comments about how. Anyway, I do all the imaginable tests around this "Update instance" function, but all were unsuccessful. Even the stock mission "Malta", which use this function don't work. The unit "LBSSunderlandMKIII#1", which normally should "enter in the dance" only if my sub enter into zone "Convoy air cover", in fact, always start to patrol immediately, no matter if you enter or not into this zone with your sub. The same with the air attack unit, which normally are triggered by a time trigger. I changed the time of the trigger one year later, but all the air groups come anyway. Thanks in forward for any informations about that. Regards, ACS |
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#5 | |||
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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Quote:
time filter to the month your mission is in. units will show red blue or green as per their dispositions on relevant dates. I have never read the bit about AI Units or groups having to be at any distance mine often spawn within 1000 m for single units or most often 3000 for Surface groups or convoys. Quote:
Random Generated Groups can be set to make either defined or random units and spawn them as fast as once an hour or assumably 96 hrs but it may be more for the max. They can also enter on a certain date and leave on a certain date. You would use these to make main convoys not historical recreations. |
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#6 |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
Uploads: 0
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Sorry, we say often KO (Knock Out) in french. I mean broken.
Did-you tryed practically what you explain ? Because myself, I was never able to obtain a triggered spawn. Unit or Group are immediately in action, whatever you do with the time filter. Look in the stock "Malta" mission. Like it is designed, the SunderlandMKIII aircraft is supposed to spawn only if your sub trigger it, by entering into a zone. But it does not work at all. The aircraft is in action from the begin of the mission. You can test this by diving your sub with engines stopped (to not be detected), then go outside (F12) and use x32. You will see it passing over the camera at regular interval. ACS |
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#7 |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
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Eureka !!!
I was finally able to spawn a vessel by a trigger: Function Spawn is, in fact, a way to anticipate the "Entry date & time". This mean the "Entry date & time" must be defined in the future, relatively to the "Mission start date & time" defined in "Parameters". But to occur, IT IS TRUE that the distance between the unit or group to spawn and the human controlled vessel, MUST BE of ABOUT 30 Km !!! Otherwise spawn DO NOT OCCUR unless this condition become true. Was difficult to determine & check. To found a location, with free camera, at such a distance is not easy. Finally I used a chain of small fishboats to guide me to the place. I suppose the "Delete" function is a way to anticipate the "Exit date & time" in the same manner, but I do not test it for now. Hope these explanations will allow other mission designers to not loose all the time I lost myself on this, to finally found how it work. Shame on UBISoft for the documentation of this Mission Editor. ACS |
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#8 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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Ive made many Random groups that spawn much much closer
but I havent used triggers much that im afraid is for a little later. mission building is its own art. like skinning or hexediting but in mission building the medium for the artist is timing. MM |
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#9 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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I have a question and maybe someone here can help me, please.
Recently, I've done some forays into the mission editor, trying to make gamepley a little more interactive in campaign. I attempted to insert combinations of trigger/event/objective in campaign, but no success so far. I used combinations of triggers/events in single missions and they worked, but when I'm doing the same thing in a campaign layer (_SCR or _RND), the game just ignores them. Is there any way to insert such things into the campaign layers? If they could be added, it would make the campaign a lot more fun to play. Just imagine a time trigger in the RND layer which, if happening, would send you to dock at La Spezia - for instance - and relocate in the Med, like in Das Boot. I would be willing to build a lot of such events to be merged with the campaign layers, if I can make the game take them into account. |
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#10 | |
Watch
![]() Join Date: Dec 2007
Location: CG2343
Posts: 18
Downloads: 2
Uploads: 0
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#11 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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http://www.subsim.com/radioroom/show...light=triggers Ah, I was about to forget. Since I posted the initial message here, I learned 100% for sure that campaign mode does not recognise any trigger. Learned it from my own experiments and also got it confirmed by BigBoyWooly, the very knowledgeable guy who "wrote" the campaign for GWX. |
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#12 | |
Watch
![]() Join Date: Dec 2007
Location: CG2343
Posts: 18
Downloads: 2
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#13 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
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Magnito, in SP as well as MP you can add map zones, or say a sinking of a ship/class...tonnage to trigger an event...but as Mark has confirmed (BBW) not in campaign...
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#14 |
Bilge Rat
![]() Join Date: Dec 2007
Posts: 1
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I've been messing around for awhile creating single missions. But I am not able to figure out how to spawn ships or groups using triggers and events. I'd like to have a group be spawned nearby when a specific ship is sunk but nothing seems to work.
Also, same type thing with how to spawn a randomly generated group. Or is this only possible when working with a campaign? Thanks to any who can teach me what I'm doing..... |
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#15 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Hi and welcome aboard
Units wont usually spawn if within player visual range Maybe even as far out as rendering range Have not really played with triggers too much in SP so may be another reason |
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