SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop > SH4 Mission Designers' Forum
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-25-07, 08:27 PM   #1
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default SH4 Mission Editor

It looks like the Editor is about the same as it was in SH3.
So mission makers, lets see some new missions being produced.
The ones that came with the game just aren't that good. I
know the guys here at Subsim can do much, much better....

JIM
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline   Reply With Quote
Old 03-25-07, 10:30 PM   #2
corvette k225
Lieutenant
 
Join Date: Jul 2002
Location: USA
Posts: 254
Downloads: 58
Uploads: 0
Default

yes, I have been palying with it, works just like SHIII did with some bugs in it. If a destorys trys to run your down no damage to your sub but the destory will start it self on fire!:rotfl: :rotfl: Look this thing, SHIV could use a large mod like we have on SHIII, GWX + 1.02 etc... I get the feeling that the folks that made GWX are so good at what they can do they should make a good subsim!!!
corvette k225 is offline   Reply With Quote
Old 03-26-07, 12:29 AM   #3
WilhelmSchulz.
The Old Man
 
Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
Default

You can bet youl se me "Mission Man" Schulz pump out some Missions . I just need to find some Ideas(im diging through my SubPac books) Im also unshure if they will work with the upcomming pacthes(there have to be a few more right?).
__________________
"Some ships are designed to sink… others require our assistance."

WilhelmSchulz. is offline   Reply With Quote
Old 04-11-07, 09:24 PM   #4
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default

I made a few missions myself but mostly for testing as they are rather simple
at this stage. If I knew more about the trigger and event commands, I could
probably do better and more complicated ones....

JIM
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline   Reply With Quote
Old 04-12-07, 05:52 AM   #5
Egan
Admiral
 
Join Date: Sep 2001
Posts: 2,019
Downloads: 15
Uploads: 0
Default

Objective, Map locations and triggers are all fairly straight forward when you get used to them. I've been trying to use the same prefixes and so on that the devs used for the campaign ones but i don't think that matters for sinlge missions.

Aside from that, there is some good new stuff in here. My favourite bit being that you can now add new ports and cities directly through the editor rather than having to mess with a separate Locations cfg which took ages to do. When we did the RUB-Ops mod we added over 100 new ports and cities - it took ages to do. With the new functionality I reckon we could have done it in about a tenth of the time, if not less.

Random airgroups is also a great new feature.

Of course, there is still some functionality missing ( I would love for the devs to add 'zigzag' a command to waypoints as it can be a pain to do all that stuff manually.) but on the whole I think there have been some good advances made.
Egan is offline   Reply With Quote
Old 04-12-07, 05:57 AM   #6
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Egan
Random airgroups is also a great new feature.
there were random airgroups in three? just use the drop down in
random groups to change from naval. I use them all the time
to generate air attacks perpetually in my surface combat missions
for Frankenboot.

MM
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 04-12-07, 09:02 AM   #7
Egan
Admiral
 
Join Date: Sep 2001
Posts: 2,019
Downloads: 15
Uploads: 0
Default

Quote:
Originally Posted by Mush Martin
Quote:
Originally Posted by Egan
Random airgroups is also a great new feature.
there were random airgroups in three? just use the drop down in
random groups to change from naval. I use them all the time
to generate air attacks perpetually in my surface combat missions
for Frankenboot.

MM
Really? I wonder what I'm talking about then...Lol, I don't remember them at all. ( or maybe I just couldn't get them to work the way I wanted or something.)
Egan is offline   Reply With Quote
Old 04-12-07, 03:34 PM   #8
FAdmiral
Pacific Aces Dev Team
 
Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
Default

I would also like to know more about the random & scripted data levels
in the editor and how they work in making missions. We need a GOOD
mission editor how-to manual for SH4...

JIM
__________________
If you\'re not taking losses, you\'re not doing enough.
RAdm. Kelly Turner, USN

**********************************
www.fairtax.org
FAdmiral is offline   Reply With Quote
Old 04-12-07, 03:38 PM   #9
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Egan
Quote:
Originally Posted by Mush Martin
Quote:
Originally Posted by Egan
Random airgroups is also a great new feature.
there were random airgroups in three? just use the drop down in
random groups to change from naval. I use them all the time
to generate air attacks perpetually in my surface combat missions
for Frankenboot.

MM
Really? I wonder what I'm talking about then...Lol, I don't remember them at all. ( or maybe I just couldn't get them to work the way I wanted or something.)
Honestly your not the first person to think they werent there I guess that
where they were was just easily overlooked.
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:56 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.