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27-05-2009, 17:56 | #1 |
БЧ-2
Регистрация: Nov 2008
Сообщений: 255
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Глубокое синее море...
Спецназ выходит на работу :) Последний раз редактировалось Jaf; 27-05-2009 в 21:33. |
28-05-2009, 00:30 | #2 |
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 31
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29-05-2009, 15:49 | #3 |
БЧ-2
Регистрация: Nov 2008
Сообщений: 255
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Оседлали морского конька... :)
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04-06-2009, 20:21 | #4 |
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 31
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nice!!!!
i have a couple of questions: are these objects(as well as new objects for RA) found when editor is used to generate missions?? also, will these new objects work for design triggers and scripting? Can i tie an approach trigger to the mini-sub to fire if it comes within range of trigger? Can i write a script for the seal team to attack a target? |
05-06-2009, 17:08 | #5 |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
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Still is not determined enough - by what way to use this device.
We are able to do it as Special Forces - they departure and kill the target. To nominate the purpose it is possible from a navigating map (similarly to departure DSRV or Special Forces). The second way - to operate this device on a wire - similarly to the control of a torpedo or UUV. When the siren reaches the target very close - they kills this object. By russian subs it will be established only on Kilo a class. (Maybe - LADA) We also can place it and on Western and European sub of NATO. (Different 3D model of course) |
06-06-2009, 23:43 | #6 | |||
Senior Aircraftsman
Регистрация: Nov 2008
Сообщений: 31
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Цитата:
I need to verify, but if I remember correctly, when the command from navigation is executed, DW runs its own subroutine and ignores actual coding in the editor(custom mission), basically by-passing the design. So regardless of the mission performed by SF, demolition is always the outcome. If submarines use SF for intelligence gathering, rescue, retrieval, insertion or / and reconnaissance, then having SF destroy objects doesn’t make sense. And, if the mission is demolition, then, yes of course blow up the object!!! Цитата:
But if you make it where it does not blow up objects in close range, not only you can make the non-destructive SF missions(I.E. rescue, retrieval, insertion, etc) but you can also simulate destruction of objects using the mission editor. Simply use event triggers checking for range between two objects and run a script that plays explosion.wav and removes the platform when logic conditions are true. I used this trick to simulate su-27 interceptors engaging a UAV as visual contact or promoted link in one of my dynamic MP scenarios. If / when contact made, the flankers break CAP, use afterburners to close distance and engage with missiles. If any of the missiles are fired at the UAV come within critical range OR if the missiles miss and the flankers come close enough for guns, the UAV plays an explosion sound and is removed from the scenario. If this approach sounds okay to you, I can run some tests on beta RA and send you .mu files so you can monitor results. Цитата:
Also, in the grand scheme of things, when the submarine is in position, SF are briefed before deployment based on intelligence provided by the submarine. Having it wire guided would just simulate deployment to a location or target of interest based on intelligence briefing. |
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07-06-2009, 22:18 | #7 | |
Bugcatcher
Регистрация: Nov 2008
Адрес: Russia Kursk City
Сообщений: 1,017
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Цитата:
As Seal or DSRV mode - Launch and forgotten - target 100% kill features. OR - driveable this Unit conditions - for manual user kill target.... |
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