Silent Hunter 3 Mission Editor Manual
The Silent Hunter 3 Mission Editor .................................................................................... 3 Types of editable data ......................................................................................................... 4 Missions .......................................................................................................................... 4 Campaign layers..............................................................................................................
Working with the editor .................................................................................................... 15 Creating Single Units.................................................................................................... 15 Creating Ordnance ........................................................................................................
The Silent Hunter 3 Mission Editor Advanced users that require more from the game than it offers in its current form can use the mission editor to add content. This is basically the same tool used to develop Silent Hunter 3 content, so the power is yours. Types of editable data Missions Missions are designed to be single engagements with a limited duration in time. They should focus on limited areas of the map, but there are no limits imposed to the designer.
Editor’s Interface Name bar Up on the program window name bar you can see the current Mission Editor working mode. This acts as a filter for the data to be saved and decides the requirements needed for validating the file.
Menus File New Prompts you with a starting date and creates a new mission based on the date and time entered. Sets the Editor to “Normal Mission” working mode. Open (Normal Mission, Random layer, etc) Opening a file completely loads the data in it, regardless of the type of file the editor is should be looking for. It also sets the editor in the appropriate working mode. Merge Loads data from another file on top of the one currently displayed.
Save Random Layer Save a random layer for the campaign. To use in the game, it will have to replace the file: GameInstallFolder\data\Campaigns\Campaign\Campaign_RND.mis Save Scripted Layer Save a scripted layer for the campaign. To use in the game, it will have to replace the file: GameInstallFolder\data\Campaigns\Campaign\Campaign_SCR.mis Save Map Notes Layer Save a map notes layer. These are not currently used in the game but may be useful as an aid to editing the campaign.
Mission name Not used during actual game-play, the mission name is nevertheless useful in distinguishing one mission from the other. Briefing The mission briefing that the player(s) will see must be entered here. Mission Type This flag will set the mission as meant for Single or Multi player. This will decide the number of controllable submarines that need and can be placed in the mission. You will still need to place the files in the correct location for the game to locate them (see above).
A number of parameters (wind, clouds, fog, precipitations) are used to define the weather conditions. The weather, in turn, will influence sensors efficiency, weapons reliability and the battle in general. You can also adjust the amount the weather can change from the starting conditions, and how soon will it be allowed to do so. Objectives Objectives are needed to give the mission a purpose and the players something to complete.
Reach Zone Trigger is activated when the player’s u-boat reaches a set zone in the game. Obviously, this does not go very well with multiplayer missions Time Trigger is activated when a period of time passes from mission start Unit destroyed Once a certain unit in the mission is destroyed, the trigger is activated. Class destroyed Once a certain number of entities of a set class are destroyed, the trigger is activated. Objective Once the objective in question is achieved, the trigger is activated.
Validate Mission Check the mission to see if the mission basic requirements are met and the objectives are valid. You will be unable to save the data if it does not pass a validation. Tools Radius Ruler (shortcut: R) Toggle mouse between normal mode and Ruler mode. In the ruler mode, it left click and drag to measure distances over the map. Overrides Pan Mode. Show Estimated Time of Arrival Toggles the ETA display for waypoints of scripted units shown on the screen.
View Tool Bar Un-checking this option will disable the buttons toolbar. This will gain you some space for the main editing window at the cost of having several options of the editor less accessible. Status bar Un-checking this option will disable the bar on bottom of the screen. Render Accurate shore line (shortcut: O) Checking this option will increase the resolution and precision the coastlines are rendered at when the map view is zoomed to higher levels of magnification.
Help This shortcut will display information on the mission editor. Check this to see the version of the editor you are running.
Toolbar Groups several of the most used options and commands in a quickly accessible panel. Additionally, a number of controls indispensable for working on the campaign are only shown here: Time Filter Controls Only entities active during the period covered by the filter setting are displayed and run by the simulation. Additionally, entities allegiance (color coded as follows: blue – axis, green – neutral, red – allies) is shown for the start of the filtered period.
Units Roster/Explorer The meat and bones of the mission are the units that take part in it. Through the Roster displayed in the right part of the screen, you can add those needed one by one and then group them in units. To do this, simply select the desired entity, then drag and drop it in the map view. If it does not appear there, check the time filters. It may be that the unit in question is not available in the displayed time period.
Creating Ordnance Ordnance – static, unmanned defenses – require special attention for editing Minefields: a minefield is composed of a minefield entity – placed anywhere on the map – and the waypoints that actually define its location. The radius of every waypoint is the dimension of the field at that particular point. Interpolation is performed between the values set for two adjacent waypoints. A value of 0 cannot be taken into account for this purpose, so 15 m is taken into account in such case.