Pandacat Posted June 23, 2016 Report Share Posted June 23, 2016 The current Pacific campaign has many deficiencies. I would like to revamp it, but I have no campaign creating and mission creating experience. So how should I get started? What should I get mastered first? FMB? My plan is to create something on the side first and then test it extensively. If everything works fine then we can get Paul's permission to merge with/replace the existing one. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 24, 2016 Report Share Posted June 24, 2016 If you haven't read the attached document, I'd start with it. how_to_make_a_3rd_party_dcg_campaign_from_scratch.zip Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 24, 2016 Report Share Posted June 24, 2016 I should add that it's a little dated so there are new features since it was written, but the core stuff is all there and unchanged. Quote Link to comment Share on other sites More sharing options...
Pandacat Posted June 24, 2016 Author Report Share Posted June 24, 2016 I quick read through this guide. Just have a question. If I want to create something like this, how would it do it? Say in mission 1. I was able to damage the enemy carrier but not sink it. I want the damage recorded and passed onto the 2nd mission, so that the 2nd mission I can continue on to finish it off. I believe currently if you don't sink it in one mission, the carrier will be fresh again in the next mission. Quote Link to comment Share on other sites More sharing options...
Moezilla Posted June 24, 2016 Report Share Posted June 24, 2016 I don't think that is possible as the stock game does not have a feature to start a mission with a carrier in a damaged state. Lowengrin has been kind enough to un-hardcode a few things to help DCG be more compatible with modded games but it doesn't make sense to add a feature to DCG that only a tiny subset of DCG-users (i.e. those with some sort of mod to allow what you are talking about) would be able to use. Quote Link to comment Share on other sites More sharing options...
Pandacat Posted June 24, 2016 Author Report Share Posted June 24, 2016 I would bet Paul is also playing a modded version of the game. Otherwise how could he fly TBD in Coral Sea? Also, I am not trying to introduce new feature into the Generator itself. This gonna be a 3rd party campaign to begin with. Some of the non-stock planes (such as TBD, TBF) will be flyable. It'll be similar to Lonestar's carrier ops campaign, only this is not for DBW. If possible I'll try to make it compatible with HSFX and CUP. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 25, 2016 Report Share Posted June 25, 2016 I wasn't flying the TBD, I was just watching the AI flight. I'm mod clean. And unfortunately the unmodded version doesn't have anything in the log recording hits on ships. Just sinking. If it did, I would add code for it in an instant. Quote Link to comment Share on other sites More sharing options...
Pandacat Posted June 25, 2016 Author Report Share Posted June 25, 2016 Oh, I see. Were the TBD flight able to launch torpedoes successfully? Or just CTD as soon as the torps hit the water? Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted June 25, 2016 Report Share Posted June 25, 2016 In another mission, I saw them launch them fine...those few that survived the flak.... I think the issue is my old computer can't handle a full out carrier battle. It crashed again on a different mission when both sides were fighting off attacks. Quote Link to comment Share on other sites More sharing options...
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