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-   -   SH4 Mission Editor (https://www.subsim.com/radioroom/showthread.php?t=109105)

FAdmiral 03-25-07 08:27 PM

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

corvette k225 03-25-07 10:30 PM

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!!!:up: :up:

WilhelmSchulz. 03-26-07 12:29 AM

You can bet youl se me "Mission Man" Schulz pump out some Missions:smug: . 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?).
http://img101.imageshack.us/img101/1...bsimsigta1.jpg

FAdmiral 04-11-07 09:24 PM

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

Egan 04-12-07 05:52 AM

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.

Mush Martin 04-12-07 05:57 AM

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

Egan 04-12-07 09:02 AM

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.)

FAdmiral 04-12-07 03:34 PM

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

Mush Martin 04-12-07 03:38 PM

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.


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