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Old 06-10-06, 04:07 AM   #1
LuftWolf
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Default Would You Make Dedicated LWAMI Missions?

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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Last edited by LuftWolf; 06-10-06 at 04:10 AM.
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Old 06-10-06, 06:43 AM   #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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Last edited by LuftWolf; 06-10-06 at 06:45 AM.
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Old 06-10-06, 03:39 PM   #3
Miika
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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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Old 06-11-06, 08:48 AM   #4
Molon Labe
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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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Old 06-11-06, 09:49 AM   #5
Qppralke
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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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Old 06-12-06, 12:41 AM   #6
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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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Old 06-13-06, 11:07 AM   #7
FERdeBOER
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Quote:
Originally Posted by LuftWolf
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)?
First answer: yes.
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:
Originally Posted by LuftWolf
I think a lot of people forget that SCX and the SCU were indeed hacks that broke the EULA...
Good to know. I knew all the problems SCU caused to the creator, but thought that SCX was "legal" :hmm:

Quote:
Originally Posted by Fish
Could you make the hull popping sound detectable? IIRC it was in 688(I), as the implosion sound was.
It can be "simulated", but will be a bit tricky.
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 ) not looking at the sonar screen...

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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Last edited by FERdeBOER; 06-13-06 at 11:14 AM.
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Old 06-13-06, 04:32 PM   #8
Rob86TA
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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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Old 06-14-06, 12:21 AM   #9
LuftWolf
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Quote:
Good to know. I knew all the problems SCU caused to the creator, but thought that SCX was "legal" :hmm:
Yes, but they are integrally related, and as far as I can tell, it's not really a useful distinction to make.

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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Old 06-14-06, 12:24 AM   #10
LuftWolf
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Quote:
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.
My suggestion for something like this would be to just pick a moment when it happens and use a report message.

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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Old 06-24-06, 09:25 AM   #11
Werewolf13
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Quote:
Originally Posted by LuftWolf
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)?
I just got the 3.2 Lwami and didn't know there were certain features that needed to be enabled in a scenario. Did a quick review (emphasis on quick) and didn't notice any mention of same either.

Could you provide some examples of features that need to be enabled please.
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