European Ship Simulator

European Ship Simulator

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Mission Editor Tutorial Part 4
By RapheePlays
In this part, we show you how to place AI ships and set way points for them to follow.
   
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AI Ships
In this guide we’re going to show you how to add AI ships to European Ship Simulator. If you’ve missed parts 1 – 3, please check them out so you can be kept up to speed.

If we open up our mission again we will need to de select any triggers or objects that may be selected, just click the De select button, If nothing is selected it should be Red. Now, it’s time to spawn a new AI ship. Underneath the button we just pressed is a box labelled Place AI ship. We can select a ship from here. We can scroll down for more options.


It is important to note that some of these ships will take up more resources than others. The large container ship being a high resource model, if we place too many the games performance will dip. So the goal is to mix your ship selections to keep performance stable.

Once you left click on a ship it will highlight red. Now you need to place it on the map by clicking. Feel free to move and rotate the ship using the same buttons we had used for the tugboat.

If you want to use this ship for decoration, it will stay wherever you place it. But if you’d like the AI ship to move we can begin placing triggers for the ship to follow.

To create triggers for the ship we will need to click the move trigger or ship button and click on the AI ship to select it. It should appear in the selected ship box.


Now, we need to click the Place new trigger button and then click on the map. This will create new green triggers. Place down three and we can see that all the triggers connect to form a loop. The strongest green line indicates the first trigger and the red line indicates the end.


If we were to play this mission now, the ship would continuously loop in a circle indefinitely. In some circumstances to create a moving environment this could work. However, sometimes you want the ship to simply move until they reach a desired point and stop.

Select the move trigger or ship button and select the last trigger that we placed, this will bring up the trigger tool box. From here click the anchor button which will bring up the Anchor menu, simply click the box and it will turn the trigger from a Green square to a red square.


A small Anchor icon will also appear next to the red square too, this means that we have edited a property of the trigger and gives us a little overview of what is happening should we wish to locate something that is causing an issue.

Now that the square is red, the ship will stop at this location.
If we use the move ship or trigger button and select our tugboat, you can see that the triggers related to that boat will appear. The same thing goes for the new AI ship, selecting a ship will allow you to see that ships individual triggers.

In the next part we will talk about creating objectives for the player using the mission editor