Guest ThomasDWeiss Posted February 15, 2006 Posted February 15, 2006 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 February 15, 2006 Posted February 15, 2006 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.
RD Posted February 15, 2006 Posted February 15, 2006 I hope they add something like this to the mission builder. It really needs it.
Gazehound Posted February 15, 2006 Posted February 15, 2006 Have you guys tried LMR? It rules. You can randomise flight / ground groups, or randomise if they turn up at all. Then you can resample the mission generated and fly it differently. VVS504 Red Hammers
Caretaker Posted February 15, 2006 Posted February 15, 2006 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
Romik Posted February 15, 2006 Posted February 15, 2006 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? Athlon64 3500+; A8V-DX; 1Gig PC3200; Quadro4 980XGL; SCSI; Win2K3; MacBook Pro 17" X52 tweak: http://forum.lockon.ru/showthread.php?t=16972
MBot Posted February 15, 2006 Posted February 15, 2006 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.
S77th-GOYA Posted February 15, 2006 Posted February 15, 2006 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.
britgliderpilot Posted February 15, 2006 Posted February 15, 2006 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 http://img.photobucket.com/albums/v121/britgliderpilot/BS2Britgliderpilot-1.jpg
Guest ThomasDWeiss Posted February 15, 2006 Posted February 15, 2006 it would be a pleasant surprise if some form of random events were included in 1.2 .
Yellonet Posted February 15, 2006 Posted February 15, 2006 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 Wags Posted February 16, 2006 ED Team Posted February 16, 2006 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 Youtube: https://www.youtube.com/user/wagmatt Twitch: wagmatt System: https://forums.eagle.ru/showthread.php?p=3729544#post3729544
S77th-GOYA Posted February 16, 2006 Posted February 16, 2006 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.
Shaman Posted February 16, 2006 Posted February 16, 2006 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? 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Guest ThomasDWeiss Posted February 16, 2006 Posted February 16, 2006 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.
GGTharos Posted February 16, 2006 Posted February 16, 2006 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. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
ED Team Glowing_Amraam Posted February 16, 2006 ED Team Posted February 16, 2006 And don't forget the expanded terrain ;) https://www.youtube.com/channel/UCgJRhtnqA-67pKmQ3A2GsgA ED youtube channel https://www.facebook.com/glowingamraam My facebook page
Romik Posted February 16, 2006 Posted February 16, 2006 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 :-) Athlon64 3500+; A8V-DX; 1Gig PC3200; Quadro4 980XGL; SCSI; Win2K3; MacBook Pro 17" X52 tweak: http://forum.lockon.ru/showthread.php?t=16972
Weta43 Posted February 16, 2006 Posted February 16, 2006 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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