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Will some random events be added in 1.2 ??? I believe it is a must


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Guest ThomasDWeiss
Posted

I read somewhere that after 1.2 the mission builder will be improved.

 

That means sometime in late 2007 early 2008.

 

Until then - a simple random start point option (+/- 10,20,40 km) and timer (5,10,15 minutes) should be added.

 

It takes about a week to ten days to create a mission - and that would add some added re-playability.

Guest ThomasDWeiss
Posted

triggers ... (sigh) just a simple one like a SAM AAA air defence GAI - that would allow to have a unit appear if another was say ... at 20km distance, this way you would not have to spend so much time with timing units so they dont kill FPS.

Posted

Complex scripting capabilities to trigger and influence AI behaviour (and play sound files as a secondary use) is what I dream to get some day...

Caretaker

 

ED Beta Test Team

Posted

a bit OT: Currently we can set start time. Does anyone know if it's possible to specify end-time? For example: S-300 complex start operation at 9:00 and stops at 17:00? Or is it possible to remove the object from the mission on-the-fly?

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Posted

Triggers and scripts for the editor is the overall most important feature missing in Lock On in my opinion. Everything the simulation has to offer is only of limited use without the possibility to build decent missions to utilice it.

Posted

You could spawn an enemy tank right next to it when you want it to stop. If the SAM is not near anything else, the out-of place tank shouldn't cause too much of a problem.

Posted
a bit OT: Currently we can set start time. Does anyone know if it's possible to specify end-time? For example: S-300 complex start operation at 9:00 and stops at 17:00? Or is it possible to remove the object from the mission on-the-fly?

 

I can see the SAM operators punching their cards on the way out of the door already :p

Guest ThomasDWeiss
Posted

it would be a pleasant surprise if some form of random events were included in 1.2 .

Posted
Complex scripting capabilities to trigger and influence AI behaviour (and play sound files as a secondary use) is what I dream to get some day...
An editor as easy to use and as powerful as the one for Operation Flashpoint...:icon_syda

i7-2600k@4GHz, 8GB, R9 280X 3GB, SSD, HOTAS WH, Pro Flight Combat Pedals, TIR5

  • ED Team
Posted

While I have been working with Eagle on the design of new editor features that would be familiar to Jane's F/A-18 fans, such features are well outside the scope of an add-on I'm afraid. I am quite confident that such features will find their way into Eagle products, but I doubt it will be for a Ubisoft owned IP such as Lock On.

 

-Matt

Posted

Last I heard, Ubi only owned the name and ED had all rights to the code. Is that incorrect? A simple name change would solve any Ubi related problems, if that is the case. But apparently, that isn't the case.

Posted
Last I heard, Ubi only owned the name and ED had all rights to the code. Is that incorrect? A simple name change would solve any Ubi related problems, if that is the case. But apparently, that isn't the case.

So what's the case here?

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Guest ThomasDWeiss
Posted

I glad to know that you are working on that Wags - Jane's F/A-18 was awesome .

 

What I would like to see is a maybe a patch that adds some simple options rather than a major change, I know that mission building is not everyones choice of how to spend their time with a sim - that a shiny new fighter to fly is their reason to buy.

 

Mission building has not had any changes to since 1.00.

 

BTW - just finishing a pack, 1.1.2 is much better that 1.1.1, I flew a mission one day with 1.1.1 and the next with 1.1.2 - much more enjoyable.

Posted

Yep, a couple simple things that would -really- help out the crowd ...

 

Random chance of a unit appearing

Random timing of a unit appearing within a certain set max amount of time

Unit respawn a given number of times, or infinite, utilizing the two above settings also

 

These three things combined would really make missions more tractable.

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Posted
You could spawn an enemy tank right next to it when you want it to stop. If the SAM is not near anything else, the out-of place tank shouldn't cause too much of a problem.

 

I had this in mind but it would look kind of strange:-) But should do the trick :-) tnx.

 

 

 

I can see the SAM operators punching their cards on the way out of the door already :p

 

Good one. :-) I had in mind some downtime for SAM untill a secondary (backup) site takes over (spawn in few minutes). Those few minutes may be used as a window for bombers (taken as granted that no SEAD is available at the time) :-)

May be sounds stupid but it may add some time-precision factor to gameplay :-)

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Posted

If it's a red SAM site spawn a blue LAV - time how long it takes to destroy the SAM site then spawn a Red tank & you'll just end up with smoking wrecks & a red tank.

That's what I did in that Su25 campaign I put up, to have the wreckage from an earlier flight still burning during a later one, but only the correct side drifting around.

Cheers.

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