PS Mission Editor Released Demo/Retail

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PS Mission Editor Released Demo/Retail

Postby timetraveller » Sun Oct 08, 2006 4:36 pm

PS Missions, the Pacific Storm mission editor is released.

PS Missions is a 2D graphical mission editor/creator for Pacific Storm. It can create complicated missions using all unit combinations for the game. Unit AI pathing can be drawn or specified, carrier air groups created, unit patrol lines and patrol loops, map points, and much more. It also has its own simplified scripting engine which allows you to code detailed mission commands, generating the Buka scripting code for you.

Important! Be sure to read the help file. Also, hotkeys are used for many functions in the editor. Press F1. hotkey.txt file is in the install.

Go get 'em-

http://www.savefile.com/projects/704264

TT
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Postby KiloAlpha4 » Sun Oct 08, 2006 7:07 pm

man all the work you put into this....damn fine job TT. made it sticky also.
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Postby timetraveller » Sun Oct 08, 2006 7:55 pm

[quote="KiloAlpha4"]man all the work you put into this....damn fine job TT. made it sticky also.


Thanks Kilo. Much appreciated. :D Thanks again for your testing help.
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Postby KiloAlpha4 » Mon Oct 09, 2006 3:50 pm

NP :D
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Postby Hunter » Tue Oct 10, 2006 7:20 am

This news are posted both to English and Russian PS main sites.
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Postby PS_gamelover » Tue Oct 10, 2006 10:17 am

Cant U make a Thai PS website for my thai and lao friends?
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Postby Hunter » Tue Oct 10, 2006 10:49 am

Unfortunately, no one us here in Leasta can speak Thai and we do not suppose to release Pacific Storm in Thai speaking countries yet. But who knows if we find a publiosher somewhere there By the way, PS will be released in Japan and China.
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Postby timetraveller » Tue Oct 10, 2006 11:05 am

[quote="Hunter"]This news are posted both to English and Russian PS main sites.


Thank you Hunter! :D
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Postby PS_gamelover » Tue Oct 10, 2006 11:06 am

what Im the only one can speak english.thai,and lao?
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Postby PS_gamelover » Tue Oct 10, 2006 11:32 am

This what happend when I was playin.

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Postby chip5541 » Tue Oct 10, 2006 1:12 pm

ROFL!!!

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Postby timetraveller » Tue Oct 10, 2006 2:10 pm

This is the bug alluded to in the help file for the mission editor.

From the help file:

ISSUES

There is an occasional issue with ships where suddenly one or more ship units may go "underwater" while still alive and continuing to fire. At the same time, the ship group icon at the top left hand corner of the window will disappear. This often seems to follow a single massive killer hit on one ship, like a magazine hit, etc. It is not known if this is a game bug or an editor bug.

Maybe Buka could take a look at this to see if it is a game bug. I can't seem to find any problems with the generated editor script.
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Postby KiloAlpha4 » Tue Oct 10, 2006 2:15 pm

secret weapons ;)
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Postby PS_gamelover » Tue Oct 10, 2006 2:31 pm

Also, The TBF wont atacked the ships.I make two missions,one the ships go underwater,the other one the TBFs wont attack.
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Postby KiloAlpha4 » Tue Oct 10, 2006 2:34 pm

make sure your not using a early plane with later war ordinance or one that a tfb doesn't normally use. The ordinance selections though valid in the rack.smu do not all work properly in the game. This can cause miscellaneous bugs with the missions even ctd's.
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Postby timetraveller » Tue Oct 10, 2006 3:05 pm

[quote="PS_gamelover"]Also, The TBF wont atacked the ships.I make two missions,one the ships go underwater,the other one the TBFs wont attack.


The attack problem is the game AI, not the editor.

Although I'm sure you read the tips on attacking in the help file that took me 3 days to write, I'll repeat them here for you.

Game AI interference.
Although you can set unit AI in the editor, nothing in this department is an exact science. Game AI may take over your best wishes at any time, and probably will. Plan early in the mission with your unit AI pathing. Delayed AI paths may get taken over by the game AI.

Aircraft altitude and bombing height.
For all aircraft, make sure bombing height is close in value or a little less than the flying altitude.

Keep torpedo bombers low or they won't drop their torpedo or may drop it from too high an altitude. If placed too high, the game sometimes seems to forget what they are supposed to do and they circle aimlessly.

More testing is needed for fighters with bomb loads. Experiment.

Attack runs by aircraft.
Game AI is pretty good in taking over when units need to attack. The trick is to make sure your aircraft AI path does not go beyond (past or too close to) the unit you want attacked. Stop the AI path short of the unit about 1,000-2,000 meters, then let the game AI take over the attack. This is usually the best way, rather than scripting an attack_unit command.

If you issue a scripted attack_unit command from too far way (out of sensor range perhaps?), the unit will circle aimlessly not knowing what to do. If the unit already has an AI path, the attack_unit command will cancel it. Rather, set a map point about 1,000 meters from the unit you want attacked, send the unit off in that direction, then command an on:reach_point to trigger the attack command when the point viscinity is reached.

--------------------------------------------
And beyond that, there should be a game patch coming out in about 2 weeks or so. Hopefully it will fix some of the AI problems.
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Postby PS_gamelover » Tue Oct 10, 2006 9:42 pm

whn ar u going to update the mission editor?
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Postby PS_gamelover » Tue Oct 10, 2006 11:24 pm

Also, two nagato became my friends,but my two carriers be became enemies even tho I play on the US side.[/img]
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Postby timetraveller » Wed Oct 11, 2006 12:05 am

[quote="PS_gamelover"]whn ar u going to update the mission editor?


Update it for what?
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Postby Hunter » Wed Oct 11, 2006 7:26 am

Are you sure that you do not place t6hese ships as submarines? PS engine allows to place a unit on the map as plane, ship or submarine.
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Postby PS_gamelover » Wed Oct 11, 2006 10:36 am

Keep torpedo bombers low or they won't drop their torpedo or may drop it from too high an altitude. If placed too high, the game sometimes seems to forget what they are supposed to do and they circle aimlessly.

I think thats why the TBFs wont attacked. I read the help thing too fast.
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Postby PS_gamelover » Wed Oct 11, 2006 10:37 am

[quote="timetraveller"][quote="PS_gamelover"]whn ar u going to update the mission editor?


Update it for what?


To do not make the ships go underwater and still alive and firing.
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Postby timetraveller » Wed Oct 11, 2006 10:56 am

[quote="PS_gamelover"][quote="timetraveller"][quote="PS_gamelover"]whn ar u going to update the mission editor?


Update it for what?


To do not make the ships go underwater and still alive and firing.


Yes, I would love to find this problem. It might be a game bug, I don't know. Maybe Buka could create a mission or two and test it out. I can't see any script error from the editor that would make this happen.
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Postby KiloAlpha4 » Wed Oct 11, 2006 1:26 pm

I think thats why the TBFs wont attacked. I read the help thing too fast.


lol ;) keep the attack height no more than the 200 game set up for torpedo bombers. You can set the attack height for whatever you want under that and the editor/game will do it. Also for bombers (dive bombers) remember that they dive to attack so cruise height and attack height should not be close together or they may not dive on a target. example cruise height 800 attack height 400 to assure they will dive when bombing. The thing is to not go out of what the AI likes to do.

To do not make the ships go underwater and still alive and firing.


note that out of all the editor testing I did, I did not have this happen to me. As Hunter stated once, make sure you are not trying to have the mission/game do anything illogical. Could be just a random bug.
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Postby PS_gamelover » Wed Oct 11, 2006 2:32 pm

well, just that it happend to me like in the middle of the mission.
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