Hi Guys,
Here's a sample docking and refueling mission "Docking Practice". Real simple, no enemy, just a player sub and an oiler. You have 7 minutes to get docked and refueled.
The ZIP file contains the mission file (.EMS) and the .DAT file so you can look and play with it in the ENIGMA:Missions editor. It's set up as mission-1. If you need a different mission #, load the .DAT file into the editor and resave it with the mission # you want.
Left click the link. An intermediate page will load. Turn off your download manager if you use one. 3KB.
Docking Practice Mission
-timetraveller
Custom Missions
Post a replyQuestions And Answers For Mission Editor Program
32 posts
Build 280 of ENIGMA:Missions is available, fixing some bugs.
See the sticky thread in this forum.
-timetraveller
See the sticky thread in this forum.
-timetraveller
hi there TT sent you off an email earlier, i mentioned the BB`s in it, and was wondering if it is possible to place an BB as an players ship?, also i cant Quite remember where to change an ships name. ie (lol) i had 3 adm`s of the fleet Hoods, then i suppose you could of called them an bunch of hoodlums.. 
Hi Ronin,hi there TT sent you off an email earlier, i mentioned the BB`s in it, and was wondering if it is possible to place an BB as an players ship?, also i cant Quite remember where to change an ships name. ie (lol) i had 3 adm`s of the fleet Hoods, then i suppose you could of called them an bunch of hoodlums..
The way I understand it, currently the BB isn't drivable, although it might be if you complete the campaigns. Is this right, anyone? You can use a BB for the player ship with the mission editor, but it reverts to a sub when the game starts, at least for me. I haven't finished the campaigns yet.
Not sure about changing ship names, but you can change the task group names on the Task Group Setup window in the editor. Look at the top left for the T-Group Name box. Change at any time then resave the mission of course.
Yeah, I hear ya about setting a couple of battleship fleets against each other and just watching them go at it. Lots of fun. Try making a couple or three squadrons of planes over the fleets and have them go at it. That's lots of fun too. Lately I've been putting 9 planes in a squadron. Three or four squadrons (if your computer will support it) makes for a lot of overhead activity. Good target practice too.
-timetraveller
I was making a mission on the mission editor and pulled up the ammo toolbar and so that you can have mines. What ship can they be used on and how many?
because I don't see how you will be able to set mines when can just blow the opponent up with your guns or torpedoes.
because I don't see how you will be able to set mines when can just blow the opponent up with your guns or torpedoes.
Hi Captain,I was making a mission on the mission editor and pulled up the ammo toolbar and so that you can have mines. What ship can they be used on and how many?
because I don't see how you will be able to set mines when can just blow the opponent up with your guns or torpedoes.
The list of ERT ship's weaponry I have (from the localization.txt file) doesn't show that any sport the ability to lay mines, but the ammo field for the mission editor has a place for them. There is also a death message in the localization.txt file which indicates you can be destroyed by a mine. Maybe East can give us some more info on this one. It might be one of those ideas that was not implemented.
-timetraveller
Mines unfortunately were not implemented...
So we should be expecting them in a future multi-player release I expect? 
The ability to lay mines would allow some extra strategy. Placed around ports you could force your enemy to attack where you want them. If a known attack force is on the way you could slow it down a little by placing a few surprises enroute. A new ship class would be needed to lay the mines, plus you could have a ship that can remove mines. These ships would have weak guns (maybe good AA guns though) but i'm sure they would prove valuable and fun.
The ability to lay mines would allow some extra strategy. Placed around ports you could force your enemy to attack where you want them. If a known attack force is on the way you could slow it down a little by placing a few surprises enroute. A new ship class would be needed to lay the mines, plus you could have a ship that can remove mines. These ships would have weak guns (maybe good AA guns though) but i'm sure they would prove valuable and fun.
When I was modifing the index.pdg and localization.txt, I went into Mission Format.pdg and saw that there was a list of US ports and LFN ports that were not enable. When will they be able to be used in ERT and cand they be used in mission editor?
Hi Captain,
I had originally incorporated the ability to select home ports for each faction in the mission editor but withdrew the dropdown boxes and used them elsewhere. East informed me that port designations will probably never be used by ERT.
-timetraveller
I had originally incorporated the ability to select home ports for each faction in the mission editor but withdrew the dropdown boxes and used them elsewhere. East informed me that port designations will probably never be used by ERT.
-timetraveller
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