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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: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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If I spend my time making features that need to be enabled by the mission designer, are you guys going to actually use them, even if that makes the missions incompatible with the stock game (like what was done for SCX)?
And if "yes", what kinds of things would you want me to add to DW the mission designers? I need to know this so I can plan the aspects of LWAMI4 that aren't torpedo-related. Thanks. Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-10-06 at 04:10 AM. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
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Perhaps when the mod team is officially formed, it will be a good idea to have mission designers "on-staff", so anyone who is interested in being a mod-team mission designer, please let me know here.
Anyone who has already talked to me about being on the team in some other capacity, I assume will make missions as well if you have time, and don't worry, I know who you are and you will be contacted when the playtest containing the full torpedo mod is released. Thank you! Cheers, David
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LW ![]() ![]() Last edited by LuftWolf; 06-10-06 at 06:45 AM. |
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#3 |
A-ganger
![]() Join Date: Oct 2005
Location: Helsinki
Posts: 78
Downloads: 21
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I´m in!
Although I´m not part of the mod team, you can count on me using (and modding my missions) to mod number 4.
Although it might take some time...:hmm: I'm working on some new missions, which I will send after balancing them according to your next mod. Keep up the good work! Miika
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Constantem Decorat Honor |
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#4 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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My attitude is to design the mission "optimized" for performance with LW/Ami. If it happens to work well in stock too, that's an added bonus, but not essential.
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#5 |
A-ganger
![]() Join Date: Jan 2002
Location: from Poland , in Wales . .
Posts: 72
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Ahoy there.
I create missions for LWAMI i got group of people to play DW together. And we just use LWAMI for our diving. Any chance you could make flooding the torpedo detectable in mission editor ? I thought it is possible as it was in Sub Command (I don't know if that acctually worked before, but it was there). |
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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That would require the "user action" command, which was most likely taken out of the civilian version of the DW mission editor at the government's request (because it's OHH so dangerous [find osama first, worry about us second] for all of us to have the user action command in DW).
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LW ![]() ![]() |
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#7 | |||
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
Uploads: 1
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![]() Quote:
![]() What sort of features are you thinking about? I offer myself for creating missions for your mod... well, in fact I'm begining a campaign so, It will be a pleasure to make it for your mod. I like your mod very much, specially the IA is MUCH better and agressive than stock game and makes the single player experience much interesting. Note: due university tests, I will be "avaiable" from june 27th. Quote:
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A trigger can be done alerting or making a sound when the enemy sub pass xxxxdepth, but can't be represented on the sonar screen. Is possible to make a trigger about if the enemy is detected, and sub depth=xxxx feet and the player is close enought... and then alert the player somehow but, when the player should be alerted and when not? And, that wouldn't give the player an advantage? I know how important is the popping but, as the SC option of making a trigger "if the player goes to sonar screen..." no longer exists, I think that alerting the player if he/she's (politically correct ![]() The other problem will be the hull popping depth: it must be estimated by the mission creator and may not coincide wich the real hull popping depth in game... A complex thing.
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. Last edited by FERdeBOER; 06-13-06 at 11:14 AM. |
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#8 |
Watch
![]() Join Date: Sep 2005
Posts: 21
Downloads: 3
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While I haven't released anything I'm working on, since I only use LWAMI, of course I'm all for creating/releasing them for LWAMI4
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#9 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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I'm not even trying to get political here, and like I said, I wasn't around back then, so... let's not really go any further because it's in the past. ![]()
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LW ![]() ![]() |
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#10 | |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
Posts: 3,167
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![]() Quote:
To keep things realistic, you can make an area trigger which enables the script to run at a certain time so that the player has to be within a certain distance of the target, or not run at all if he fails to make it within detection range in time.
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LW ![]() ![]() |
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#11 | |
Torpedoman
![]() Join Date: Feb 2006
Location: The HEART of Fly Over Country
Posts: 120
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![]() Quote:
Could you provide some examples of features that need to be enabled please.
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Peace is good... Freedom is BETTER! |
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