User manual GAMES PC SILENT HILL 4-THE ROOM

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Detailed instructions for use are in the User's Guide.

[. . . ] 4 Editor's Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Name bar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Menus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] 15 Creating Ordnance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 3 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. Missions are run over the campaign engine, so you do not need to cover the whole world with shipping and units. The campaign will take care of this and those players that simply refuse to do what they're told ­ sub simmers for example. Campaign layers The SH3 dynamic campaign runs thousands of units at a time, over the whole world. The data for the campaign is composed of three layers: The Random Layer ­ includes all the naval traffic, from convoys to local fishing boats The Scripted Layer ­ includes all the warship patrols, hunter-killer groups, military task forces and the mine fields The Land Unit Layer ­ includes the naval bases, the air bases and the coastal defenses 4 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. Possible working modes are: · [Normal mission]: the mission must have human controlled units, the save operation saves everything in the "scene", validates triggers, objectives etc · [Random data layer] ­ no validation performed, only random groups are saved · [Scripted data layer] ­ no validation performed, saves everything except random groups · [Map notes layer] ­ no validation performed, only map notes are saved · [Land Units Layer] ­ no validation performed, only land units are saved 5 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. 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). Start date The mission start date will influence the units that can take part in it ­ according to their historical availability. Start time Changing the mission start time will radically change game play, like changing night to day. Weather parameters 8 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. Primary type of objectives must be achieved for the mission to be considered completed, while secondary ones are only meant to give the player a sense of achievement. Hidden objectives need to be revealed using Triggers and Events, or it will not be apparent to the player that he or she needs to complete them. Triggers Triggers are mission elements used to launch specific events, during the game, in specific conditions. The trigger types are: 9 Reach Zone Trigger is activated when the player's u-boat reaches a set zone in the game. [. . . ] 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. Map View The main view used during editing, it displays the world map and the units placed in it. [. . . ]

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