PDA

View Full Version : Silent Goals



Jittery
09-08-2008, 04:46 AM
For anyone who designs senarios:

Ive got a mission at the moment that instead of haveing SAG's with random ships in them (say 3 out of the 5 you add in the mission designer) it has this but also about 20/30 different SAG's on your and enemy side and the mission changes randomly.

From this their is actually about 5/6 vastly different ways the mission will pan out when your playing it.

IE: if you start off you will get one of 3 SAG's with different ships and according to this you will then get one of 3 enemy sag's in different positions to take out. From here with Kill goals you get say an airfield and when that spawns you get the air station which triggers a goal that gives the enemy more units (SAG's / Airfields) etc. or vis versa where if your tasked with destroying the enemy air field imediatly afterwards enemy SAG's will apear and your tasked with destroying these etc.

Ive managed to get rid of most of the crashes when new stuff is spawned (a not so normal way of doing it is to add a civillian airliner that travels along and add's units every 1 nm with goals of its own to space out the addition of units :p) however when spawning goals that add units or intel is their any way of making them so they dont show up on the end of mission screen.

One problem at the moment that is really detering me is that at the end of the said mission where you have reached Mission Compleate goal and you go to the review there is roughly 60 odd mission goals and you have only acheived say 10/15 of them.

Is their any way of making goals that still trigger groups additional units but dont apear in the briefing afterwards ???

Fireflyer
09-08-2008, 03:43 PM
If you assign those goals 0 (zero) point value then they won't appear in the final briefing screen.

Mudslide
09-08-2008, 09:02 PM
Ive managed to get rid of most of the crashes when new stuff is spawned

I don't know if you're aware of this, but units/groups are spawned on the goal itself. The implication of that is if a Global Goal is in water, you cannot spawn an airbase or ground unit. Even on the edge of water you cannot spawn an airbase or ground unit. If the Global Goal is on land, you cannot spawn a ship or submarine.

If you're trying to spawn a submarine, make sure the depth is set correctly. You can't spawn a sub with a depth of 600 feet if the sea floor depth is 200 feet.

Also pay close attention to airbases and certain other land-based units when placing them in mountainous areas or on hillsides. You should get a warning if you place an airbase too close to a hill/mountainside that aircraft cannot take-off or land.

If you're trying to spawn an air base with in-flight aircraft, you might want to consider the launch-time options in the in-flight aircraft window.

Jittery
09-09-2008, 12:56 AM
if the goal spawns a dynamic group you make any objects and their patrol paterns part of the dynamic group and that spawns them.

IE: goal reach XYZ island to deploy anti air assets. Creates dynamic group #1.