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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Never did get this to work in SH4.
tater |
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#62 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Was kind of hoping someone would point out that there is one critical setting you need to make it work, lol.
tater |
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#63 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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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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#64 | |
Watch
![]() Join Date: Dec 2007
Location: CG2343
Posts: 18
Downloads: 2
Uploads: 0
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#65 | |
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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#66 | |
Watch
![]() Join Date: Dec 2007
Location: CG2343
Posts: 18
Downloads: 2
Uploads: 0
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#67 |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
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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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#68 |
Bilge Rat
![]() Join Date: Dec 2007
Posts: 1
Downloads: 2
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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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#69 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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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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#70 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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To spawn a group when you sink a ship: 1. Create the group or ship and set it's entry date in the future (Remember to name it). Also remember to give it waypoints and speed otherwise it will just sit there or sail off in whatever direction it is facing. 2. Create a trigger for the ship destroyed "Unit destroyed" or "Class destroyed" give it a name that will make sense in case you add more triggers. Use those if it is a specific ship you need to destroy, but you can use tonnage if you just want the group to appear if you sink anything. For example if you sink a ship in a convoy and they radio for help, you can use tonnage and just put 1 ton. Then they will spawn whatever you sink. With "unit destroyed" or "class destroyed" it has to be a specific ship or class of ship. That's why you name your group so you will know which one it is if your mission has 20 groups in it. 3. Go to event and "Update Instance" using the name of your group that you created in step 1 (or it can be a single ship) in "Instance name" and check 'spawn". "Add Trigger" and select the trigger you created for the destroyed ship. Now when you destroy the ship, as long as you are 20nm or more away, the group will spawn and start sailing in the direction of the waypoints you set up. Hope this helped, I know the post is a couple months old so you may already have the answer. Peabody
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#71 |
Grey Wolf
![]() Join Date: Jun 2003
Location: Manchester UK
Posts: 944
Downloads: 260
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If I remeber rightly, going back to SH2 you could attach a unit to your sub, it could be miles away but it made its way to you because it was attached.
I did this a few times and it worked, plus you got added support in a battle and they also acted as a decoy so you could attack without too much attention. I'm not sure if something like this could work in this sim, just a thought, 56
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#72 | |
Stowaway
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#73 | |
Bilge Rat
![]() Join Date: Apr 2023
Posts: 1
Downloads: 27
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#74 |
Gefallen Engel U-666
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jklm!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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