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Custom Missions
Posted: Thu Dec 09, 2004 10:46 pm
by Buxton
Got my first custom patrol mission appearing in the game menus now.
Not actually coded scripted* the mission yet but its a start
/bux
*Edit - after talking to Pioneer I noticed my carelessness in terminology.
Custom Missions
Posted: Fri Dec 10, 2004 12:24 am
by Reaves
Is there a maximum amount of vehicles you can put in the patrol? As soon as the AUS patch is out i want to create a HUGE battle with as many ships/subs/aircraft as possible.
Custom Missions
Posted: Fri Dec 10, 2004 4:07 am
by Pioneer
Hmmm.
I scripted about two or three months ago a mission, being the first of a seven part series. I wanted to try my hand at developing a campaign based on a storyline.
Question for the floor, cause I'm still downloading the patch. Do you create the missions and give them a name, and they automatically appear in the menu?
I'm looking to see if I write a custom mission, could I "email" it to Bux for beta testing?
Hey....my download just finshed
Addendum: Bux, how do you write your own missions? Step by step please.
Custom Missions
Posted: Fri Dec 10, 2004 10:28 am
by Buxton
There are 2 documents in /missions which give the basics of adding custom patrols and campaigns.
Could probably use a few more examples (maybe the script for one of the simpler existing patrols, so you can tweak rather than write from scratch).
Distributing the missions is pretty easy, its just a matter of zipping up a few files and directories - a few kilobytes, no big downloads. The only slight issue is that there is a 'master index' so if you have missions from more than one source you'll need to manually edit this.
/bux
Custom Missions
Posted: Wed Dec 15, 2004 2:13 am
by Ronin J.N
i like the idea, of being able to make an mission that might go for several hours where as such you would have to go to designated co-ords patrol areas defined in the prebriefing, with hook ups for refuel repairs. also that when you might have beaten all your foe, or are on your way to combat an main force,patrol could come across your path. not only them but other random single ship encounters that keep coming long after you have completed your main patrol. plus the occaisonal plane that comes diving out of the clouds .one question is it poss for the pby`s to be landed on the sea at an meeting of some sort. as i had in mind for an defecter pickup mission like one i played in sub command.
Custom Missions
Posted: Wed Dec 15, 2004 3:15 am
by Reaves
Repair ship mission sounds good. Would be a valuable ship to captain in multiplayer too. You wouldn't get many kills but i'm sure the people you help would be grateful.
Custom Missions
Posted: Wed Dec 15, 2004 3:05 pm
by Ronin J.N
to be honest reaves i would love to cpt an sub purely there to serve in the roll of tanker,repairs and or if future development ever allowed for it an role as an mine layer...imagine the tactical influence the latter could have on an battle. lol certainly make an captain think before they went charging down on ya, to suddenly find their path laden with large bobbing hull crackers
Custom Missions
Posted: Thu Dec 16, 2004 1:06 am
by Reaves
That's why multiplayer will be so good
I'm sure there will be plenty of ships/subs for those who like to do a support role instead of going head first guns ablazing. Afterall, it's with things like mine layers and repair ships that tactis come into the game.
Custom Missions
Posted: Thu Dec 16, 2004 2:58 pm
by Ronin J.N
quick question to east and co. do you envision that we might one day get to drive any of the M,T, or oiler`s, which might then give rise to factional merchant navies.
Custom Missions
Posted: Thu Dec 16, 2004 3:37 pm
by East
Yes you will be able to drive the tankers and merchants. We intend in the future to support a merchant marine and a civilian shipping component (player commanded).