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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Feb 2006
Location: The HEART of Fly Over Country
Posts: 120
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OK - I know I'll be in the minority here but I FREAKING HATE IT THAT PLAYERS CAN VIEW MISSION STATUS DURING A MISSION!
There's just too much information on the status screen that a platform in real life would never have (I know DW is just a game but playing it like a sim is most of the fun - at least for me). In addition goals can give away critical victory objectives and that's not good if figuring out what is important and what is not is part of the mission. The only legit time I believe mission status should be available to the player is in a mission specifically designed for training purposes. SO! is there a way to turn off a player's ability to view Mission Status while a mission is active? If not should there be? I know if I could I'd turn off a player's ability to view mission status while in mission about 99% of the time for scenarios I make.
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#2 |
Chief
![]() Join Date: Dec 2005
Posts: 326
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you cant turn off mission status..
but you can 'leave blank' names of triggers tied to goals. funny thing is.. we both share the same frustrations.. i know im guilty of plotting around unfinished goals.. the way i do it, is on page 1 toward of the top of a trigger assigment.. fill it with spacebar characters then at the bottom of page 1.. make sure you enter description so you can tell what the trigger is.. in mission status what whould look like this: sink ffg convoy: incomplete will look like this: ' <-- blank spaces --> ':incomplete for more info on it.. check my thread and the numbered items http://www.subsim.com/phpBB/viewtopic.php?t=51609 |
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#3 |
Planesman
![]() Join Date: Aug 2005
Location: United States, CA
Posts: 195
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I think one of the major issues is that people can see what platforms they have killed. Makes it very easy to tell if you hit a sub or not.
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#4 | |
Sonar Guy
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
Posts: 385
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#5 | |
Torpedoman
![]() Join Date: Feb 2006
Location: The HEART of Fly Over Country
Posts: 120
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For example in the Caught in the Middle Mission I made looking at Mission status ruins the whole mission concept. WHY? Because the main idea behind the mission is to get the player to think strategicly and not tacticly, to do something other than just sink ships. Looking at the status screen makes it painfully obvious what must be done to complete the mission. Leaving the goal name blank is a good idea - a really good idea though filling in the goal complete and incomplete messages becomes critical if one does that.
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#6 |
Sonar Guy
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
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"objective alpha"
"objective beta" and so on? The player could observe along the way what has been done, and guess what is what, but Anyway, su88/suBB takes it a bit too far, imo - *every* trigger unnamed. Helping him with one mission became slightly painful around that. The trigger list becomes quite useless.
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#7 | |
Chief
![]() Join Date: Dec 2005
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I didn't know any better before but I’m thinking that if I used event triggers instead I can still have trigger name listed, but not show up on mission status. Instead I was relying on mouseover to explain trigger description, which I did take note of for each and all. By the time I realized the difference between goal and event in regards to mission status, map was 80% finished. The next go-around won't nearly be as bad. @mahuja: Still can’t get setfuel working and I’ve tried everything you've suggested and other possibilities. Instead, I’m pondering another angle for the helo. Is there a way to toggle addeffect smoke/fire, or at least have said script stay active for a period of time? |
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#8 | |
Sonar Guy
![]() Join Date: Jan 2002
Location: 59.96156N 11.02255E
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Sorry 'bout that. Also; if you have one goal trigger "Mission Complete" holding the mission status "incomplete" until you spawn other goal triggers as the user gets his instructions regarding them... One less problem. They can be spawned just as objects are; see attached triggers appearing only as their object is created; and I think triggers can be added to dynamic groups.
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#9 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
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putting the triggers in a dynamic group with probability 0 then create group when you want. So the goals will pup up on mission status ONLY when you will create the group. That's the way I solved this problems, and it works fine you could see examples on this coop mission, where you will know which naval base is the final objetcive ONLY when you will have reached the datum, and not before => http://okof4.free.fr/missions/DW/CO4...ammer_v1.02.mu |
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#10 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
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a small problem, it's quite fast and easy to do |
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