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Author Topic: Freedom 90 waypoint  (Read 3577 times)

Sea Wolf

  • Forum member
  • Posts: 23
Freedom 90 waypoint
« on: September 27, 2010, 17:32:51 »

1.) I am unable to find guidelines of the type of waypoint to be used for a land/beach mooring (parking)
area for the Freedom 90 AP1-88 Hovercraft.  I checked both the Tutorial as well as the SS8 Mission Editor
Manuals.

2.) Is there any reference as to the file size or number of objects (player, static, AI and waypoints) that can
be put into an edited mission and is playable with a computer that has minimum requirements (CPU, Speed, Graphics etc.) for the game?


Thanks for any help

Sea Wolf
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mvsmith

  • Guest
Re: Freedom 90 waypoint
« Reply #1 on: September 27, 2010, 18:07:54 »

Hi Sea Wolf,

You can make a waypoint on land the same way you do on water: Place an object such as the AREA or a mooring bollard on the land and hang the waypoint on it.
One difference is that you check the box for “land style” to get a green cylinder instead of a flat circle.  (Mission Editor Tutorial page 3 – WAYPOINTS – 9.)

Regards,
Marty

AI ships, AI paths, static ships, and other objects add up in a complex manner to determine if the mission can initialize on a particular system. The complexity of the AI paths also contributes to the problem.
In general, you should limit the number of AI ships to no more than 12, and the number of paths to 4-6 with as few nodes as possible. Don’t use AI as “moving scenery”; only as a necessary part of the mission.
You should not use static ships as scenery. Use only those that play a part in the mission: To be towed, or as taxi or mooring points. Remember that static ships have dynamics too, and their positions must be checked every frame because they might move.
« Last Edit: September 27, 2010, 18:47:22 by mvsmith »
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Sea Wolf

  • Forum member
  • Posts: 23
Re: Freedom 90 waypoint
« Reply #2 on: September 27, 2010, 21:56:33 »

Great info,

Thanks again

Sea Wolf
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