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digitizedsoul
03-05-10, 01:39 PM
All -

I would like to open a thread regarding the new mission editor, different ways to utilize it and how to approach it's interface coming from the older versions.




I will start with a pretty obvious question most will have coming from the SH3/4 editor and that is:

How do I edit a single mission (Multiplayer mission?)
Currently all I can see is how to open "project" files which are the campaign layers basically if you want to relate them to SH3/4. Where from here do you go to load a single mission or create a new one?

ddrgn
03-05-10, 01:57 PM
Hey Dig, good games last night....

You need to open the project and than open existing mission or create a new one.

So open a campaign project or start a blank one and than add existing mission by finding the .misge files in the MultiMission or Campaign folders.

You can add any .misge file to any project.

JU_88
03-05-10, 02:07 PM
Just been playing with the editor today. Managed to create a
mission to test ai subs. For some reason the mission spawns 3 of each unit I placed on the map- and they stack on each other so they take damage and sink.
I'm trying to see if the u class will actually torpedo axis units.... No joy as of yet.......I will keep you all posted on this

kylania
03-05-10, 02:48 PM
I hate the mission editor. I had one all nicely laid out, but it just simply won't get into the game. :( There seems to be a right way and a wrong way and doing the wrong way means the right way won't work anymore. :(

We'll see. I could really use a tutorial or step by step thingie. :)

ddrgn
03-05-10, 02:48 PM
Hi JU88,

I am just about done a taskforce mission and was able to add 2 AI british subs with no problems. I am just making a MP mission if that helps.

ddrgn
03-05-10, 02:50 PM
I hate the mission editor. I had one all nicely laid out, but it just simply won't get into the game. :( There seems to be a right way and a wrong way and doing the wrong way means the right way won't work anymore. :(

We'll see. I could really use a tutorial or step by step thingie. :)

You can use the old manual it still applies for the most part.

The big change is the new project files (.pj).

If you can explain your problem more or maybe show a screenie of your mission we may be able to help.

piri_reis
03-05-10, 03:25 PM
Just been playing with the editor today. Managed to create a
mission to test ai subs. For some reason the mission spawns 3 of each unit I placed on the map- and they stack on each other so they take damage and sink.
I'm trying to see if the u class will actually torpedo axis units.... No joy as of yet.......I will keep you all posted on this

Same problem, only I have 2 of each unit I placed, including my own sub. All stuck to its twin brother... This is a simple single player mission.

So we know the multiplayer missions don't have this problem, but has anybody create a successfull single mission?

ddrgn
03-05-10, 03:31 PM
Odd I am not seeing this same problem are these multiplayer missions you guys are working on??

Here is a shot of one I am working on (MP Of course):

http://i802.photobucket.com/albums/yy309/pwc100/tf1.jpg

piri_reis
03-05-10, 03:38 PM
Odd I am not seeing this same problem are these multiplayer missions you guys are working on??

No, single player :DL
Can you delete the other subs or make them AI and try your mission as single player? I don't think I'm doing anything wrong because the process is pretty basic.. But two guys having the same problem, there must be something..

digitizedsoul
03-05-10, 04:28 PM
Odd I am not seeing this same problem are these multiplayer missions you guys are working on??

Here is a shot of one I am working on (MP Of course):

http://i802.photobucket.com/albums/yy309/pwc100/tf1.jpg


Mwahahaha that looks good :)
Wait till you see what I have in mind. I want to test this one you created with you tonight though if possible.

Let's just say a Gibraltar run, but not by just your sub :D

piri_reis
03-05-10, 06:13 PM
Ok here's a tip, to open up the campaign projects that come with the game, the project files are in data\campaigns\CampaignProjects.

Here's Total Germany project, the layers are accessible on the right pane, it's great, takes a while to load, beware, but after that check out the layers, especially wolfpacks!

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_editor.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/editor.jpg)

ddrgn
03-05-10, 07:21 PM
Mwahahaha that looks good :)
Wait till you see what I have in mind. I want to test this one you created with you tonight though if possible.

Let's just say a Gibraltar run, but not by just your sub :D

Yep, I'm around for testing ;]

ddrgn
03-05-10, 07:21 PM
Ok here's a tip, to open up the campaign projects that come with the game, the project files are in data\campaigns\CampaignProjects.

Here's Total Germany project, the layers are accessible on the right pane, it's great, takes a while to load, beware, but after that check out the layers, especially wolfpacks!

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_editor.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/editor.jpg)

Awesome stuff indeed ;]

ddrgn
03-05-10, 07:24 PM
No, single player :DL
Can you delete the other subs or make them AI and try your mission as single player? I don't think I'm doing anything wrong because the process is pretty basic.. But two guys having the same problem, there must be something..

Are you starting them off submerged?

piri_reis
03-05-10, 07:57 PM
Are you starting them off submerged?

Alright got it working now.
Don't know what I did different than the first 10 times but they don't appear in multiple numbers anymore .

bigboywooly
03-05-10, 08:17 PM
Am curious as to the " nodes "

Looks almost like a preplanned route so no waypoints used

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Taskforces.jpg

Corresponding entry in Taskforces

[LanesGraph.Node 35]
Long=118940.000000
Lat=6045200.000000
Height=0.000000
IsFromSingleMis=false
Name=CHANNEL_Patrol_1 which you can see on the right of the channel
Radius=50.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=0.000000
Category=0
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=true

[LanesGraph.Node 36]
Long=-435860.000000
Lat=5966200.000000
Height=0.000000
IsFromSingleMis=false
Name=Node1780 - which you can see on the left
Radius=50.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=0.000000
Category=0
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=true

So it seems there are preset routes so less need for waypoints
Am guessing here tho - tutorial would be nice

More examples

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Porttraffic.jpg

Those are in the port traffic layer ( the black pit ) and look like pre planned docked nodes though the entry in the mis doesnt reference to a ship or type that I can see - note the same mis is also in the common folder

[LanesGraph.Node 225]
Long=-362629.000000
Lat=6741217.000000
Height=0.000000
IsFromSingleMis=false
Name=NodeP456
Radius=0.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=125.000000
Category=2
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=false

And finally Uboats
Note the UPatrol_Satl2 close to South Africa

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/ME1.jpg

[LanesGraph.Node 1.NodeGroup 8]
Type=TF_UBOAT_Single
Name=Brest_UBOAT_Single8
Country=German
Speed=0.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 1.NodeGroup 8.NGMission 1]
Name=UPatrol_Satl2
ObjectiveType=0
TargetNode=UPatrol_Satl2
PathNodes= < No path given
UsePath=false < Doesnt use path anyway
CooldownMonths=0
CooldownDays=31.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420902
EndDate=19430228

Many entries for UPatrol_Satl2 originating from different U boat bases in France

[LanesGraph.Node 2.NodeGroup 6]
Type=TF_UBOAT_Single
Name=LaPallice_UBOAT_Single8
Country=German
Speed=0.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 2.NodeGroup 6.NGMission 1]
Name=UPatrol_Satl2
ObjectiveType=1
TargetNode=UPatrol_Satl2
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=26.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420905
EndDate=19430228

---------------------------

[LanesGraph.Node 3.NodeGroup 6]
Type=TF_UBOAT_Single
Name=Lorient_UBOAT_Single8
Country=German
Speed=0.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 3.NodeGroup 6.NGMission 1]
Name=UPatrol_Satl2
ObjectiveType=1
TargetNode=UPatrol_Satl2
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=19.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420905
EndDate=19430228

Some interesting stuff in there
Be nice to have some answers

digitizedsoul
03-06-10, 11:17 AM
Very intersting indeed and thank you for taking the time to post all that here for reference sake.

The nodes are indeed a new variable, but I think for working with the campaign it will prove invaluable.


On a simpler note, are there any special requirements for getting a created mission to show up in game? I have followed the usual steps for SH3/4 with naming the folder the same as the .mis file, etc but cannot get the mission to show up in game no matter what.

I think there is a new step I am missing?

bigboywooly
03-06-10, 11:41 AM
Very intersting indeed and thank you for taking the time to post all that here for reference sake.

The nodes are indeed a new variable, but I think for working with the campaign it will prove invaluable.


On a simpler note, are there any special requirements for getting a created mission to show up in game? I have followed the usual steps for SH3/4 with naming the folder the same as the .mis file, etc but cannot get the mission to show up in game no matter what.

I think there is a new step I am missing?

Have you looked at the ingame missions
They have a tsr file also - same as SH4 - aside that I cant see any issue with it not working
And remember to save as a MISGE file not a MIS

Further to the node discussion

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Willy1939.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Willy1939a.jpg

As there are no ship links on the campaign files against the nodes am guessing the game pulls any ship from within the roster
Which makes placing units historically a bit difficult

Wonder if a PM to a dev will get some answers :hmmm:

ddrgn
03-06-10, 03:13 PM
I was having similar issues. One being I couldn't find the dock overlay, was pretty simple to add ships docked at a port in SH3/4 now I can't see the dock to lay them out. Working on figuring that out as well.

digitizedsoul
03-07-10, 12:03 PM
.misGE did the trick. That is new from SH3/4 to my knowledge, .MIS used to be suffice.


I see what you mean about the roster pulls. Unless there are new reference files we are unaware of, it is randomly pulling as far as I can tell. The only way to place historical units would be to create roster entries and that gets......

On 2nd thought that would be far too much trouble.

longdog499
03-07-10, 12:26 PM
So could you lay out the necessary files and file names and the file paths for something as simple as putting a Uboat in the Baltic and getting it to show up and work in the game?:salute:

bigboywooly
03-07-10, 01:19 PM
.misGE did the trick. That is new from SH3/4 to my knowledge, .MIS used to be suffice.


I see what you mean about the roster pulls. Unless there are new reference files we are unaware of, it is randomly pulling as far as I can tell. The only way to place historical units would be to create roster entries and that gets......

On 2nd thought that would be far too much trouble.

Damn forgot the misge
Was something they introduced in SH4 to keep the German campaign seperate from the US - stayed as mis
Noticed the choice to pick your side - allied or axis - in the ME so Axis would save as a misge then

Well I think the docked units are random from the roster as they change every patrol
Though I popped into Amsterdam the other day - late 39 - and there were 3 British and 3 German merchants docked together
lol
Which is worrying
In Bergen all merchants were British

So who knows
Did drop a PM to Dan the dev to see if there was a tutorial knocking about or someone who could answer a few questions but no answer
Guess he is busy bug fixing

digitizedsoul
03-08-10, 04:47 PM
I just noticed the allies / axis as well. I am actually very glad they kept this as it will allow MP missions from an allied perspective, as well as SP ones.

digitizedsoul
03-10-10, 10:16 AM
Objectives requirement -

In SH3/4 you did not have to have an objective. If there was none present, the game would start and continue indefinitely until the host ended the session or all players quit.

It seems that now if you don't have an objective, the mission will start and after about 30sec or so display the "mission complete" message and terminate.

Is there a "generic" type of objective you guys are using to satisfy this? Some missions in multiplayer form simply do not require objectives. We don't want someone accidentaly sinking "too much" and ending a mission that everyone else is just starting to enjoy after 2hrs investment (IE: Stock Missions)

bigboywooly
03-10-10, 01:39 PM
Objectives requirement -

In SH3/4 you did not have to have an objective. If there was none present, the game would start and continue indefinitely until the host ended the session or all players quit.

It seems that now if you don't have an objective, the mission will start and after about 30sec or so display the "mission complete" message and terminate.

Is there a "generic" type of objective you guys are using to satisfy this? Some missions in multiplayer form simply do not require objectives. We don't want someone accidentaly sinking "too much" and ending a mission that everyone else is just starting to enjoy after 2hrs investment (IE: Stock Missions)

You can try a cheat
Add in a type of ship not in the mission - say carrier
Put that carrier hundreds of miles away from your mission location and have the objective as sink the carrier
Should never be completed unless campaign has one sail past you

kylania
03-10-10, 01:53 PM
If you do that then the player will have this unachievable (realistically speaking) objective constantly on their screen.

Why would you make a mission without an objective anyway? Obviously you're intending something to happen, why not make that or part of that an objective?

piri_reis
03-10-10, 05:29 PM
Ok, I've been studying the mission editor (ME) and the campaign system, and it seems pretty complicated. Here's a few things I figured out, sort of :DL



Stock Campaign Project files (*.pj) are in data\Campaigns\CampaignProjects
You can open them in ME and access the different missions it contains.
The missions (*.mis files) are like layers added to the project. They are displayed as a list on the right, and can be filtered for viewing.
The highlighted mission is the one you will be modifying at the moment.
New layers can be created (using Add New Mission) or existing ones added (Add Existing Mission)
Campaign->Edit Campaign will give you options to add Objectives/Macro Objectives. (saved in Campaign.cfg and .tsr files)
Campaign->Edit Groups will open a tool that allows you define Groups of ships. These are named lists which are used when creating convoys/taskforces/wolfpacks using Nodes. (more on that later)
Groups are saved in two files: GroupTypes.cfg and GroupTypeDefs.cfg.

NODES:


There are three node categories. Path, Generator and Spawn.
Path nodes: Generic waypoint in a sense, connects to other path or generator nodes.
Generator nodes: These allow you to create entities from the Groups giving them Mission Objectives, such as ReachNode or PatrolNode. Use Right Click on the node->Edit to access this menu.
Spawn nodes: I think this is used for docked ships. It has no options so not sure how it pulls from the pool of ships.

So we said path and Generator nodes can be connected to form routes to reach places or to determine patrol areas. For example a Generator Node can be in Wilhemshaven (creating a group of three freighters), which has the objective of "ReachNode=Bergen". The many path nodes connected to each other (like highways, streets..) are used to guide this convoy from Wilhems to Bergen. AI Scripting kicks in during voyage for different actions..


EXAMPLE (Adding docked ships in Kiel)

Ok here's what I did.



Opened TotalGermany39 project. Created a new mission (layer).
File->Add New Misson. Named it "HarborTraffic_PiriReis"
Now you can see your new mission on the list, right hand side.
Located Kiel on the map and zoomed in. Unfortunately no harbor layout is shown. (Update: It's possible!) (http://www.subsim.com/radioroom/showpost.php?p=1308598&postcount=29)
But you can see where the Spawn Nodes are placed. (Which btw are in the PlayerBases mission layer.
I created a Supply Ship and couple of Uboats docked to it and placed them on top or near a spawn node (which you'll have to delete to prevent overlapping)
File->Save Project will save all the files including the new mission you have created. Remember to grap a backup of the whole Campaign folder if you like experimenting!

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_example_me1.png (http://i553.photobucket.com/albums/jj392/pureblue420/misc/example_me1.png)


NOTES:

I checked some of the Campaign projects and improvements are apparent already. Random Patrol groups around enemy harbours are set to Competent crews (which is 3/5 difficulty, they're too easy IMHO)

Ships running wild in harbor, for example in Kiel, could be node placement or the harbor is not deep enough at places, the terrain wasn't leveled properly creating shallow spots entering the canal, making the AI avoid and do silly stuff...

Convoys and their escorts (which are defined in the GroupDefs Tool) will definitely benefit looking over by an experienced campaign designer, like BBW ;)

Lots to explore and understand with these new tools, especially the campaign objectives and how they are tied to each other is complicated as hell. :88)

longdog499
03-10-10, 05:39 PM
Thanks piri reis. This is great.:up:

piri_reis
03-11-10, 10:57 AM
Just wanted to pass a message from Pintea (http://www.subsim.com/radioroom/showpost.php?p=1308369&postcount=5).

Here's how to use the harbor layout in Mission Editor.
Add the data\Terrain\LocationMaps\editor_locations.mis as an "Existing Mission" to your project. This will add many Map Location objects to your project. (Which will overlay the corresponding dds graphics files located in the same folder)

To edit and view these you have to turn on the "Map Locations Edit Mode". And zoom in to observe.

http://i553.photobucket.com/albums/jj392/pureblue420/misc/Editor_MapLocations-1.jpg

digitizedsoul
03-11-10, 01:07 PM
Piri -

Your contributions to this thread are extremely valued and appreciated.

Please thank Pintea for me as well for his discovery of that additional and not obvious layer to add. Eventually we can form all this information together and contribute to the SH5 Wiki or something like that but for right now this thread is perfect.

Again, THANK YOU for your contributions / discoveries!

digitizedsoul
03-11-10, 01:10 PM
If you do that then the player will have this unachievable (realistically speaking) objective constantly on their screen.

Why would you make a mission without an objective anyway? Obviously you're intending something to happen, why not make that or part of that an objective?

Well what we are trying to accomplish with this (and I understand how it sounds a bit odd) is to create multiplayer missions which are centered around the players deciding when the game is over (out of torps, unable to catch up to enemy, etc) and not "Accidentaly" complete an objective and prematurely end the game for all players.

For single player missions this obviously isn't the goal, but for multiplayer you generally want to see the game continue until the players decide to end it. This is a major flaw (in my opinion) with the stock maps. I sank 50,000 tons myself with one torp load because I was the sub that spawned closest to the convoy.

The other players never got a shot in, and the flaw became very apparent.

piri_reis
03-11-10, 01:18 PM
The message was on the main forum, I think Pintea is one of the developers :06:

Yes we should compile a mission/campaign design doc, once we have enough information.

Now we need to learn how the Spawn Nodes (docked ships) are chosen from the pool of ships of a country.. I think normal Roster Ships w/ docked option enabled could be used instead of the spawn nodes, just like in SH3.

On the other hand, there are some confusions. I placed an extra Uboat sailing out and some planes flying overhead, and they should appear at the start of a mission, in Kiel.. But only my other 3 docked ships show up, no sign of the Uboat or planes.. Still experimenting. :up:

L3TUC3
03-11-10, 01:20 PM
Damn forgot the misge
Though I popped into Amsterdam the other day - late 39 - and there were 3 British and 3 German merchants docked together
lol
Which is worrying


So? The dutch remained neutral until the blitzkrieg in may 1940.

It's not like merchants are allowed to shoot each other in a neutral port. Seems perfectly normal to me.

Brits sailing into a German port is pretty weird though, unless it's right after the war breaks.

bigboywooly
03-11-10, 02:07 PM
So? The dutch remained neutral until the blitzkrieg in may 1940.

It's not like merchants are allowed to shoot each other in a neutral port. Seems perfectly normal to me.

Brits sailing into a German port is pretty weird though, unless it's right after the war breaks.

Possibly so
Though the lack of anything Dutch was a worry

And that doesnt explain why Bergen in late 39 had all Br merchants and warship patrols
lol
AND after the Dutch have fallen Br ships still sail along the Dutch coastline with really nowhere to go that isnt occupied

Anyway
Piri Reis

Nice observations and great to have them written down
Picked up on a couple of those myself though not the nodes part so nice job
Off to have a look at the Generaters and convoys to see how they work
Will do a write up if figure it out

Maybe this thread should be a sticky as full of interesting information

HanSolo78
03-11-10, 04:40 PM
Really nice information guys!! :yeah:
Hopefully we will have some historical harbour ship population.
One can also have a look into my WAC mod as I spent several months of work to experience docking times of most big battleships. especially the german ones!

greetings
Han

HanSolo78
03-12-10, 06:08 AM
Hi!

Yesterday evening and today I worked a little bit with the ME and the harbour traffic and I experienced some interesting points... at least for the harbour Kiel.

1.Docked ships create an enourmous FPS hit! i.e. 15 added ships approximately 15-20 FPS

2.Until now I found no way to edit the harbour traffic layer... everytime I wanna change something in position, etc, I had to rework with an editor.
But I think this may only be for the moment.

http://s8b.directupload.net/images/100312/temp/wuzd2leh.jpg (http://s8b.directupload.net/file/d/2096/wuzd2leh_jpg.htm)


So.. thatīs it for now.

greetings
Han

piri_reis
03-12-10, 03:27 PM
The Nodes system is very powerful and flexible, it's a few clicks to create a one time or periodic convoy from point A to B. Because there are so many Path Nodes already created in the common layer, you can just create your ship group and tell them to go from Kiel to Bergen or Halifax to Alexandria.

I'm not definitely sure but I think the Spawn Nodes that are used for docked ships, interact with a close-by Generator Node. This way, if there is a convoy with the SchleswigHolstein included, that is going from Kiel to Danzig, the SchleswigHolstein will be spawned as a docked ship..
I've seen this happen a few times. So it looks like, the pool of ships include ships due to sail..

There is one problem I'm running across though. The ships are not following their waypoints very cleverly. This is the reason they are sailing like drunkards in ports. For example none can enter the kiel canal correctly. I just don't understand this, because they seem to be going ok once inside the canal...

I tried some single missions with ships to enter and exit the canal locks, they all find somewhere to run into and go into a forward/reverse cycle! Simple waypoint following seems broken, they turn too early for the next waypoint, or they skip it all together. (I have at least 1km between each waypoint..)

Must be missing something..

digitizedsoul
03-12-10, 04:31 PM
Piri -

Run said tests WHILE you have the AI Script debugger running. You should see verbose feedback on which autoroutines (scripts) the AI is using to exhbit the behavior.

For example they should be using a "collision avoidance" autoroutine if what you suspect is true.

I have experienced the same thing you are experiencing with my multiplayer map "Gibraltar Surface Run". The fleets are supposed to follow certain waypoints, but once they get radar contact on each other they completely ignore the waypoints and start exhibiting ridiculous behavior.

In my case both fleets turn away from eachother and start steaming at full speed in the oppisite directions, ignoring all waypoints. I am going to debug the AI on that later but just haven't had time.

Stupid bronchitis got me so sick i can barely work muchless mod.....

digitizedsoul
03-12-10, 04:34 PM
I'm not definitely sure but I think the Spawn Nodes that are used for docked ships, interact with a close-by Generator Node. This way, if there is a convoy with the SchleswigHolstein included, that is going from Kiel to Danzig, the SchleswigHolstein will be spawned as a docked ship..
I've seen this happen a few times. So it looks like, the pool of ships include ships due to sail..



So does this mean that the docked ships won't join the respective convoy and get underway though? A docked ship does not move if I recall correctly.

The generator node spawns it? Or does the spawn node?

piri_reis
03-12-10, 05:53 PM
So does this mean that the docked ships won't join the respective convoy and get underway though? A docked ship does not move if I recall correctly.

The generator node spawns it? Or does the spawn node?

Yes a Generator Node spawns groups of ships which have objectives(Reach or Patrol other node) The ships will just pop up in the game from nothingness and presumably start sailing to their next waypoint. (Connected with Path Nodes)
* There seems to be a bug with this too, If two different ship group spawn at the same time, they get stuck together.. :x

A Spawn Node, seems to be used for docked ships. This draws from some ship pool which we don't know the details. But as I said, I've seen ships that are due to depart tomorrow, docked in the yards. Once the right time comes, they disappear from their Spawn Node spots, and pop up at their Generator Node location..

----

I've gone through all of the AI Scripts, hoping to catch what was throwing off their navigation...
Implementation seems logical enough, it should work.. :hmmm:

bigboywooly
03-13-10, 12:28 PM
The Nodes system is very powerful and flexible, it's a few clicks to create a one time or periodic convoy from point A to B. Because there are so many Path Nodes already created in the common layer, you can just create your ship group and tell them to go from Kiel to Bergen or Halifax to Alexandria.

I'm not definitely sure but I think the Spawn Nodes that are used for docked ships, interact with a close-by Generator Node. This way, if there is a convoy with the SchleswigHolstein included, that is going from Kiel to Danzig, the SchleswigHolstein will be spawned as a docked ship..
I've seen this happen a few times. So it looks like, the pool of ships include ships due to sail..

There is one problem I'm running across though. The ships are not following their waypoints very cleverly. This is the reason they are sailing like drunkards in ports. For example none can enter the kiel canal correctly. I just don't understand this, because they seem to be going ok once inside the canal...

I tried some single missions with ships to enter and exit the canal locks, they all find somewhere to run into and go into a forward/reverse cycle! Simple waypoint following seems broken, they turn too early for the next waypoint, or they skip it all together. (I have at least 1km between each waypoint..)

Must be missing something..

Thats the AI avoidance routine
They dont like narrow areas so no chance of one moving into\out the canal or to leave Wilhelmshaven
Waypoints seem ok but due to the above they will never enter an area like the canal - the canal is now wider than the SH3 modded version so they will sail it ok
Just not enter thru the schleuse

And yes you are correct re convoys
Makes it a breeze adding them though seems game already has most convoy routes included
Adding ships to a convoy is similar to SH3 and 4

bigboywooly
03-13-10, 12:33 PM
Hi!

Yesterday evening and today I worked a little bit with the ME and the harbour traffic and I experienced some interesting points... at least for the harbour Kiel.

1.Docked ships create an enourmous FPS hit! i.e. 15 added ships approximately 15-20 FPS

2.Until now I found no way to edit the harbour traffic layer... everytime I wanna change something in position, etc, I had to rework with an editor.
But I think this may only be for the moment.

http://s8b.directupload.net/images/100312/temp/wuzd2leh.jpg (http://s8b.directupload.net/file/d/2096/wuzd2leh_jpg.htm)


So.. thatīs it for now.

greetings
Han

Hi Hans
You will have to delete some of the spawn nodes to lessen docked units ( the NodeP ) in your photo
The game pulls ships to fill these nodes from the roster and seems pulls them inline with convoys\groups about to depart
So if you plan on adding historical docked units the old way then you will increase the amount of units in port unless you reduce the NodeP's

Hope that helps

piri_reis
03-13-10, 12:40 PM
Thats the AI avoidance routine
They dont like narrow areas so no chance of one moving into\out the canal or to leave Wilhelmshaven

That's weird because there is so much traffic already defined, that will sail through the canal.. How the devs overlooked that, I don't know :hmmm:

So maybe widening the entrance, getting rid of that quay in the middle, would help..

bigboywooly
03-13-10, 01:08 PM
That's weird because there is so much traffic already defined, that will sail through the canal.. How the devs overlooked that, I don't know :hmmm:

So maybe widening the entrance, getting rid of that quay in the middle, would help..

Aye but as that really exists ( and should contain locks ) maybe best to stop any moving traffic short of that and start movement in the canal

piri_reis
03-13-10, 01:27 PM
Aye but as that really exists ( and should contain locks ) maybe best to stop any moving traffic short of that and start movement in the canal

Yes it's not a good solution, but what about all the traffic that are spawned by the Generator Node in Kiel or ports in the Baltic, that normally use the Canal to goto anywhere in the Nord Sea. I wonder if you're not in graphical viewing distance, the traffic goes through? There are periodic supply convoys and taskforce units that take the route to go on missions later in the war. I guess the AI avoidance doesn't execute and traffic goes through..

What a pity, it would be great to see traffic come into Kiel, turn into the canal and sail through it... the AI avoidance is a tad too cautious..

HanSolo78
03-13-10, 01:39 PM
I think most of the new habours are bigger than in Sh3 and if you have only about 10 ships from the random spawn nodes there are to few.. it looks very empty.
Interesting if we can investigate the spawn nodes further... because if we want to deploy historical units as in SH3/4 it is more difficult now because we could have some units twice which would not be very good.

What do you think?


To the Kiel canal locks... and the traffic... I could observe that a ship made it through the locks... but maybe it was just furtune.

greetings
Han

bigboywooly
03-13-10, 01:50 PM
Yes it's not a good solution, but what about all the traffic that are spawned by the Generator Node in Kiel or ports in the Baltic, that normally use the Canal to goto anywhere in the Nord Sea. I wonder if you're not in graphical viewing distance, the traffic goes through? There are periodic supply convoys and taskforce units that take the route to go on missions later in the war. I guess the AI avoidance doesn't execute and traffic goes through..

What a pity, it would be great to see traffic come into Kiel, turn into the canal and sail through it... the AI avoidance is a tad too cautious..

Any traffic outside your render range will go through as it technically doesnt go through
If you get my meaning
If you are in the Atlantic and something leaves Kiel its so far away it will only " appear " ingame in the render distance which should be between 25 and 50 KM
Yes always been an issue the avoidance routine
Comes in handy for them avoiding you but trying to get moving traffic correct in harbours is a nightmare
Took me forever to get Lorient right for GWX due to the escort wanting to avoid the port and throw itself aground

Maybe one of the things in the AI which is moddable :hmmm:

bigboywooly
03-13-10, 03:06 PM
Ok have been playing with the ME and looking at convoys
I dont have a grasp of everything but heres what I do have so far

Open a project file - this one Total Germany

Will focus on Halix NS so zoom in close to the Node and in the mission pane on the right uncheck all but convoys

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy1.jpg

Click on the Halifax node on map and a window will open up on the left giving details

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy2.jpg

RelatedSPRadius is the green circle - this covers the spawn points ( docked ships in port ) - any within the radius will get a ship added prior to a convoy leaving
Radius 2 further down is the spawn radius - groups will spawn within this 2km radius so not always in the same spot

Right click the Halifax node and click edit and a new window opens up giving all the convoys leaving Halifax

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy3.jpg

Click on the convoy name - HX - Gives you the convoy nationality,entry and exit dates, speed and reporting - map - report probabilities

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/ME8c.jpg

Clicking on the country brings up a drop down menu where you can change nationality
Clicking on Entry or exit date brings up a calender to enable date changes
Name and Speed needs to be typed in
Type brings up another drop down menu with a list of all groups listed in GroupTypes cfg ( C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\*project folder*

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy4.jpg


Beneath the HX on the Nodeform are Ship Filters and Group Missions
Group Mission on this convoy is Liverpool
Click on the Liverpool and you will see in the centre some new info under misc

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/ME8f.jpg

Cooldown days 8 - suspect is the time between spawnings for the convoy - I sat outside Halifax and did indeed spawn again 8 days later
Entry and Exit dates are simple enough
Name is Liverpool - target port
Objective Reach node - so just has to reach port
Priority and reward points are new to me but am guessing something to do with dymanic campaign
UsePath False - will use path nodes to reach Liverpool, am guessing route will vary as opposed to typing in a node path where will be same for all instances of convoy

Continues

bigboywooly
03-13-10, 03:10 PM
Now on the Mission Ed taskbar at the top if we click Campaign then Edit groups a new bow will appear

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy6.jpg

Find the HX convoy and click edit

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy7.jpg

Again a new box will open showing convoy and escorts

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy7a.jpg

Ok the convoy
Headers across the top

Required - checked will mean ship will show every instance of convoy
Cnt - How many of each ship will show
Ship Class - Generic cargo\tanker entry will pick any cargo\tanker from that countries roster, named class will choose that name of unit
Historical name - shows nothing under merchants but under warships will give a name choice
Etx Cargo - click on the drop down menu and you can choose from a variety of deck cargo

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/MEConvoy7b.jpg

Int Cargo - drop down menu has Freight ,Ammo amd Fuel - same as SH3 and 4
Spawn % - 100% means ship will show in every instance of that convoy,50% has a one in 2 chance of showing etc
Link - No idea as yet

Below convoy list are spacing boxes
Columns - 0 in this instance which means convoy will sail line astern,odd for a group that will deffo have 25 merchants and a possibily of more though ingame shows with column

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/ME8.jpg

Spacing - 2 entries for this both 900 meters in this convoy , use to widen columns and lengthen\reduce gaps between rows

Next section is Escort
Same headers as convoy ie Required,Cnt etc

Beneath is escort spacing in meters and escort position
This one shows escort out in front which is so

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/ME8a.jpg

Convoy did appear 8 days later

http://i60.photobucket.com/albums/h22/bigboywooly/mission%20editor/ME8d.jpg

Though this time escorts were not all at front

By no means a definitive guide but will be of some help
Think have a grasp on all above though dont take as 100% correct - some things still working on

piri_reis
03-13-10, 04:27 PM
Wild guess with the RelatedSPRadius:
It's RelatedSPawnRadius, which effects all the Spawn Nodes in range, that will/can be populated with ships in the Group. :hmmm:

bigboywooly
03-13-10, 04:36 PM
Wild guess with the RelatedSPRadius:
It's RelatedSPawnRadius, which effects all the Spawn Nodes in range, that will/can be populated with ships in the Group. :hmmm:

Maybe correct as it covers the actual port
Though no spawn nodes there till Drumbeat project
Doh

piri_reis
03-13-10, 05:02 PM
Maybe correct as it covers the actual port
Though no spawn nodes there till Drumbeat project
Doh

Just checked bunch of Generator Nodes and the RelatedSPRadius always covers the Spawn nodes. So that could be how the spawn nodes work..

Will try to confirm with a dev..

piri_reis
03-13-10, 06:37 PM
Just checked bunch of Generator Nodes and the RelatedSPRadius always covers the Spawn nodes. So that could be how the spawn nodes work..

Ok, tried a few modifications and I can confirm the RelatedSPRadius is used to determine which which Spawn Nodes will be populated from entries of that Generator Node.

In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..

bigboywooly
03-13-10, 07:19 PM
Ok, tried a few modifications and I can confirm the RelatedSPRadius is used to determine which which Spawn Nodes will be populated from entries of that Generator Node.

In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..

Nice
So thats another mystery solved
lol
Will update my thoughts on the convoys to reflect that
:yeah:

piri_reis
03-13-10, 08:12 PM
This is another guess,

The Spawn Nodes might be getting populated in a sequential fashion.
For example in Kiel, at the start of a campaign, the Schleswig_Holstein is due to sail shortly, and it is always placed in the spawn node called NodeP1961. Which is the lowest numbered (1961 in this case) spawn node, inside the range of the Generator Node that will generate it :timeout:

Now the reason for that could be that the NodeP1961 comes before the rest in the mission layer file (.mis), or the name is interpreted to achieve this ordering.

Edit: Alright I tested this thoroughly and it's the actual position of the Node definition in the file. NOT the NodeP1960 or NodeP1961 names. So if you add your own Spawn Node to the project it will come last and thus get populated last.

Anyway this might be not that important, just putting it out there for the knowledge base.. It also seems warships will be picked first, and then the merchants, for populating these so called spawn nodes.

kylania
03-13-10, 11:49 PM
piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.

I've placed the Map Node on the map. I've set it's ZoneCategory to Resupply. I've rclicked on it and Edit to set it's Country to German and it's UnitClass to SSTypeVIIB_AI.

However, from inside or outside the zone and with full, some or no torpedoes every time I talk to my moron Radio guy for Resupply we're denied.

Any idea why this is happening or how to get a Milkcow resupply to work? I think I'm missing some scripting thing somewhere, but I just can't seem to figure out what allows or denies the respupply. I found some references to it in an *.aix file, but it was meaningless to me.

piri_reis
03-14-10, 06:05 AM
piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.

Hi Kylania, interestingly I just created a single mission to test this and my request for supply was denied.

The other day I had done a few tests in the Baltic, and there wasn't any problem in getting the resupply called. No special scripting or anything. Just like you said, A map zone:resupply and you define the range,unit of it. When in range call the resupply. The boat meets you in sea.

I'm going to see if I can get it work again today, after the F1 Race :D

kylania
03-14-10, 11:10 PM
Two new questions.

1. Anyone gotten minefields to work? The ordandence folders are missing, which is why it's not showing up in the Editor. If you replicate them from SH4 however you end up getting a "not found in platform" error. Any ideas?

2. What's a "threat zone"? How do use them and what do they do? :)

KarlSteiner
03-16-10, 10:42 AM
Just wanted to pass a message from Pintea (http://www.subsim.com/radioroom/showpost.php?p=1308369&postcount=5).

Here's how to use the harbor layout in Mission Editor.
Add the data\Terrain\LocationMaps\editor_locations.mis as an "Existing Mission" to your project. This will add many Map Location objects to your project. (Which will overlay the corresponding dds graphics files located in the same folder)

To edit and view these you have to turn on the "Map Locations Edit Mode". And zoom in to observe.



Many thanks Piri_Reis,

Best regards

Karl

P.S.:
Have you seen the big mistake within the ME.

I had located some waypoints with no smaller distances as 1000 meter for a smal AI-Trawler. And now the crux:

ME simulates the path correctly! :up:
But the game doesnt do that.:down:
Oh, I know it is an old bug since SH3 but this makes coastal and harbor traffic impossible.:stare:
The reason is that some people were angy about collisions of ships, and so there was a patch to solve that. But now ships do not goal following waypoints exactly or they ignore the one or other.
I think it is better to implement the same exact waypointfeature as of the players boot.
It should be the work of the missionauthor to do that good or bad, only.

See the pictures:

http://i6.photobucket.com/albums/y235/Karlsteiner/SIM_and_ME_AI_WP_BUG.jpg

Because this is not moddable to solvew this problem.

I hope you and the other serious modder will submit my opinion, otherwise you can forget a precise and well working traffic near coast an near Habors.

Therion_Prime
03-16-10, 12:41 PM
Is there a way of altering the equipment of the player sub (i.e. conning tower, flaks etc.) for SP/MP missions?

sergei
03-16-10, 03:21 PM
I know the ships have a choice of equipment, early, middle or late war.
Maybe the player subs do too?
Could be worth a shot.

bigboywooly
03-16-10, 04:23 PM
I know the ships have a choice of equipment, early, middle or late war.
Maybe the player subs do too?
Could be worth a shot.

Depends on the cfg date choice IIRC
Not done a SP yet in SH5

bigboywooly
03-16-10, 04:28 PM
Because this is not moddable to solvew this problem.



In SH3 a mission editor 2 was " made " that allowed ships to be closer than the originals minimum and waypoints also IIRC
No reason one cant be done for SH5
BUT
As the mission ed was replaced in the last patch whos to say it wont be again in the next
I have no doubt there will be one just a matter of time

KarlSteiner
03-16-10, 06:44 PM
In SH3 a mission editor 2 was " made " that allowed ships to be closer than the originals minimum and waypoints also IIRC
No reason one cant be done for SH5
BUT
As the mission ed was replaced in the last patch whos to say it wont be again in the next
I have no doubt there will be one just a matter of time

Hi,

anyway I do instantly hope they will solve this problem within the next patch.:rock:

regards

Karl

bigboywooly
03-24-10, 12:17 PM
Couple of mission ed questions if anyone has the answers

I have added ships using the old SH3 scripted way but they dont seem to show
Does this still work
Well as they didnt work I used the random way of SH4 and 5
These are one off docked units BTW that have to stay the same unit

If I only want the ship to spawn once - and stay within the dates - do I use DelayEntryInterval of -1 ? or will any value work if it is the same unit in the group
No random choice but a named unit
And whats the DelayEntry for ?

Final last one
Cooldown days
If I use the Generator nodes and only want 1 instance of a group ever - precise sailing etc - what do I need to use for the cooldown days
Am guessing this is the amount of days till next spawning ?
Will -1 work there or do i need to use enough days to go past wars end :doh:

piri_reis
03-24-10, 01:27 PM
I have added ships using the old SH3 scripted way but they dont seem to show
Does this still work
Well as they didnt work I used the random way of SH4 and 5
These are one off docked units BTW that have to stay the same unit


I can add docked ships just like in SH3, using a new mission layer. Download (http://www.mediafire.com/?zmiymcmzizd)
I've just set them as dockedShip=true,speed=0.

Yet, if I define them to move, using waypoints, they don't show up. I'll play with this more tonight..

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_me1.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/me1.jpg)

http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_SH5Img2010-03-24_202007.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/SH5Img2010-03-24_202007.jpg)


(http://s553.photobucket.com/albums/jj392/pureblue420/misc/?action=view&current=SH5Img2010-03-24_202007.jpg)

bigboywooly
03-24-10, 01:45 PM
Thanx
Have your mis
Will load into game when restart

Wonder why mine didnt show then :hmmm:
May have been cos used a save game

piri_reis
03-24-10, 01:53 PM
May have been cos used a save game

That must be it, because a new mis file is generated from the campaign and saved in your savegame folder. Right now I'm always starting a new campaign to check out the new docked ships in Kiel..

bigboywooly
03-24-10, 01:55 PM
That must be it, because a new mis file is generated from the campaign and saved in your savegame folder. Right now I'm always starting a new campaign to check out the new docked ships in Kiel..

Ah
Damn
Well that cleared that up
Thanx piri

HanSolo78
03-24-10, 02:00 PM
hi guys!

I can confirm this that if I add docked units to harbours and then start a mission there in career mode it does not work.
It only works if I begin a new career!Then the ships and units show up!

Pretty unfortunate to add traffic to the game.. but better than nothing.

Btw.

Did some of you notice that all merchant ships in the game do not show up with external cargo???
It can be added with the ME.. really nice cargo .. so sad that it does not show up in the game... maybe we can change this!?

bigboywooly
03-24-10, 02:19 PM
hi guys!

I can confirm this that if I add docked units to harbours and then start a mission there in career mode it does not work.
It only works if I begin a new career!Then the ships and units show up!

Pretty unfortunate to add traffic to the game.. but better than nothing.

Btw.

Did some of you notice that all merchant ships in the game do not show up with external cargo???
It can be added with the ME.. really nice cargo .. so sad that it does not show up in the game... maybe we can change this!?

Well thats handy
Only seeing changes in a new career
Sigh
Noticed the ext cargo in ME but you are correct doesnt show ingame
IIRC SH4 didnt have deck cargo either at the start so may be fixable
Wonder if the ships have the nodes on them to plcae the cargo :hmmm:

EDIT
Well the NLL and NVV certainly have the K nodes on them

piri_reis
03-24-10, 02:30 PM
Noticed the ext cargo in ME but you are correct doesnt show ingame
IIRC SH4 didnt have deck cargo either at the start so may be fixable
Wonder if the ships have the nodes on them to plcae the cargo :hmmm:

External cargo works great. I've put artillery, train engines, trucks and they all show up. Pretty nice choices in there already..

In fact, for my campaign:
1. I've upped all the enemy patrol CrewRatings in PortTraffic_TG.mis to VETERAN (default Competent 3/5)
2. Randomly added external/internal cargo to convoys.

After the next patch, some small campaign mods might start surfacing :03:

bigboywooly
03-24-10, 02:45 PM
External cargo works great. I've put artillery, train engines, trucks and they all show up. Pretty nice choices in there already..

In fact, for my campaign:
1. I've upped all the enemy patrol CrewRatings in PortTraffic_TG.mis to VETERAN (default Competent 3/5)
2. Randomly added external/internal cargo to convoys.

After the next patch, some small campaign mods might start surfacing :03:

Oh
Not seen any yet
Yes I think you are right
Tis a pity you have to start a new career to see any changes tho
That wont go down well

So if I need to test something in 42 I need to start a new career then play till 42 to check if ok :doh:
Tried a single mission but was only me not the rest of the world,bases etc

sergei
03-24-10, 03:02 PM
So if I need to test something in 42 I need to start a new career then play till 42 to check if ok :doh:

Oh man I didn't even think of that.
That's gonna make building a campaign a frikkin nightmare.

bigboywooly
03-24-10, 03:05 PM
What we need is a set of all mission completed JSGME ready files
Providing you can go back in time with your career
Or testing will be a nightmare

blackswan40
03-25-10, 12:31 AM
When i write SH5 Multi player mission start date may 1942 & i want to put in Greek ships dutch ships & ships from the occupied lands of Europe
all them ships have blue icons same as the axis controlled units
so when you place them in a convoy the allied merchants & escorts
fire on them is there any way to have the ship icons red same as the allied side just like in sh3
any help would be appreciated

regards blackswan

tater
03-25-10, 12:49 AM
Does the new editor still have "merge" like SH4 so you can load up, say, the harbor layer UNDER the mission you are working on to see the facilities?

Is that now the check boxes under Missions on the right? Turn different layers on and off, and saved or not saved changes? That's pretty cool.

BTW, some date and time stuff in SH4 did not save tot he minute from the editor, but I think to the nearest hour. If you edit the TEXT file, it would work, however.

kylania
03-25-10, 01:10 AM
Does the new editor still have "merge" like SH4 so you can load up, say, the harbor layer UNDER the mission you are working on to see the facilities?

Is that now the check boxes under Missions on the right? Turn different layers on and off, and saved or not saved changes? That's pretty cool.

BTW, some date and time stuff in SH4 did not save tot he minute from the editor, but I think to the nearest hour. If you edit the TEXT file, it would work, however.

Yup, exactly. In fact in order to see the harbor overlays you need to load up a default mission into your "project".

AcidEric
04-24-10, 02:27 PM
2. What's a "threat zone"? How do use them and what do they do? :)


Any one any idears yet?

AE

kylania
04-24-10, 02:45 PM
Any one any idears yet?

AE

Never found one scrap of info about what one is yet. :wah:

AcidEric
04-24-10, 03:16 PM
cheers
i'm building a new MP mission but have some german and english warships not engaging each other when well within range.

i shall have a play with the zones see if it makes any difference

AcidEric
04-24-10, 08:20 PM
:down: adding threat zones made no difference to the range that the warships engaged but changing there crews to elite did:yeah:

a few tweaks and one more play test to do then i'll upload it:woot:

AE

KarlSteiner
05-20-10, 07:54 AM
Hi,

do not add a waypoint to the ship mas in SH3/4 usual.

It works so that the boat runs to them.

Iven if the speed is set to zero on them and the added wp.


Karl

homsikpanda
12-31-10, 10:49 AM
what was that fix for multiple ships spawning onto of each other? D:
i've been reading the thread but it seems like someone forgot to actually post what fixed it =/

Trevally.
12-31-10, 11:08 AM
Try ensuring the folder you save to is the same as the save mission name.:hmmm:

Or was it ensure you pick player side axis:06:

homsikpanda
12-31-10, 11:31 AM
Try ensuring the folder you save to is the same as the save mission name.:hmmm:

Or was it ensure you pick player side axis:06:

did both i've followed the little sticky guide on how to use the mission editor... i actually figured out too that all you need is the misge folder (and the tgr if you want to have your little mission briefing) for the mission to work, none of the other stuff in the project folder is required =D

still can't figure out how to get the ships to stop doublespawning ontop of each other though =.=;

i even went in and edited the misge file manually and couldn't figure it out =/

homsikpanda
12-31-10, 11:33 AM
Any one any idears yet?

AE

a threat zone is the zone in which one ship identifies the other ship as a threat

i.e. ship a) enters ship B)'s "threat zone" it will then identify ship B) as a threat and shoot at it....

Trevally.
12-31-10, 11:45 AM
did both i've followed the little sticky guide on how to use the mission editor... i actually figured out too that all you need is the misge folder (and the tgr if you want to have your little mission briefing) for the mission to work, none of the other stuff in the project folder is required =D

still can't figure out how to get the ships to stop doublespawning ontop of each other though =.=;

This was happening to me.
Sorry I cant remember what fixed it.
I think I just re-read the PDF guide, followed that and it has not happened again.

homsikpanda
12-31-10, 01:08 PM
This was happening to me.
Sorry I cant remember what fixed it.
I think I just re-read the PDF guide, followed that and it has not happened again.

i sopose i could just try remaking the mission from scratch? D: sigh -goes back to the drawing board-

homsikpanda
12-31-10, 03:09 PM
ok i tried remaking it making sure to follow the guide, the ships are still duplicating D:

only on the single player though, i haven't tested it on the multiplayer =/

homsikpanda
12-31-10, 07:33 PM
recreating the mission didn't work either =/ ARGH! -flails-

charognard
02-19-11, 07:46 AM
Hello all,

I m loocking for use the objectiv " Sink Specifik "

My problem is, i can t add any specific ship to this mission objectiv, do someone can help me with it ??

#Is there any way to add more country ship ( like brezilian ship ) to the ediotor ?

#Is there any way to make an axis ship neutral ?? I m trying to make OB 188 convoy. Into this convois, thyere some norvegian ship ( 7/26/1940 ) I d like make them neutral or Allies...

#I haven t understand why i can t add some ship to a group. I m trying to includ a troop transport into the convoy.
Convoy leader : FlowerCO / entry date 2/14/1939
Troop transport, entry date 10/1/1939
Mission date : 7/26/1940
Editor message : "Unit s date of commissioning is after leader entry date"
Why i can join this troop transport to the convoy ??? Do it mean, i must allways, set convoy leader the most recent ship ???

#when i m using terrain, do port generate automatically some traffic or docked ship or are they totaly empty ?

#I can see on many MP mission some Threat Zone Allie or AXIs, what is it and what is this zone fonction plz ? Edit, i have understand ^^

#What is Combat CombatRadius2D into sub attributs ??

#Sometime, when i test a mission, it stop after few minuts, any idea ?


Thx for answer :)

Ps : I have read node concerning posts, but i really don t understand it. Is node usefull for multiplayer missions ?

Zedi
02-20-11, 03:41 AM
I never understood why there is such a conflict regarding te entry date when building convoys, but make sure that the leader ship will have the entry date something like 01.01.39 and exit date 31.12.45. Then there should be no more conflicts. Adding ports will not generate traffic, that have to be generated manually.

To make more ships available for a specific country, you have to copy the ships in the roster. For example, copy the nkl .cfg from the brit folder into the brazilian one. I dont think you can use neutral ships, but Im not sure about this. Try create and insert into the mission few spanish ships and see if they will be neutral. So far only neutral objects are the icebergs, they will shown on your map in green as neutral merchant ships.

The nodes are for random traffic, but also you can use it to make a ship or convoy to loop between two or more points on map.

charognard
02-21-11, 03:46 AM
About creating new country an rooster, i have find a side.cfg file
This file give war entry date for country and define if neutral allie or axis...

Do someone know how this file interact with the game engine and if we can add some entry ?

I have an another question, do someone have succeful creat a random convoy into a MP mission...
I have tryed, but after crating the mission, play it in the editor, when i launch the game en enter the mission, no convoy appear...
I have found the sollution, you must just change : IsTactical on True and the random convoy will be created

charognard
02-24-11, 08:30 AM
Finaly, i m allways in pain with random groups :/

A may be stupid question... If i creat new country rooster, and make a MP mission, do other player must have the new folders into their SH5 folder ? I think yes, but i prefer ask before :) :)

Zedi
02-24-11, 09:15 AM
Sure, but its simple to resolve by making a mod and share it with the other players.

charognard
02-24-11, 09:36 AM
Ok, i ll release it in JSGME ready, incluing new rooster needed by mission ;)

thx Magnum :)

charognard
03-03-11, 08:48 AM
A new question about Carriers

- Do a Carrier auto generate some aircraft patrol in a short range around it ?

- Is there any way to make some aircraft take off the carier bridge ???

Zedi
03-03-11, 10:16 AM
There is no animation for planes taking off, they will just spawn around the carrier. This is the result of an attack on a large convoy with a carrier in.

http://i1232.photobucket.com/albums/ff366/Zhedi/SH5/SH5Img2011-02-13_0039113.jpg?t=1299165268

charognard
03-03-11, 10:39 AM
Well ok, do a specific setting needed or is it a default carrier parameter ?

I m asking because, in an home made mission with a carrier, i haven t noticed any aircraft.

DieReeperbahn
03-11-16, 02:26 PM
Old thread but I'm going anyway...
Okay, i'm working on my Harbour Charts Mod and have come across some odd things like nav buoys leading you to a dead end in Stavanger:

http://www.subsim.com/radioroom/picture.php?albumid=1012&pictureid=8718

and rules not being followed like Red Right Return where red buoys should be on your right side when returning to harbour. Basically, I want to edit the locations of buoys using ME but before I break something I just want to ask if I alter their locations and/or add more and save that file, say Total Germany, will that cause any issues? Is there something about altering the default campaign files in that way that I could screw up? Also what files have been changed by overwriting it: just the .pj file or the whole Total Germany folder?

Trevally.
03-12-16, 04:33 AM
:salute:

US has RRR, but the rest of the world:O: I mean Europe is "red port left in the bottle" or something like that:D

So these buoys are ok:up:

To edit a move for them - just load the harbour layer in ME2 and click and drag. Save changes and as this layer is common in all campaigns - save updated layer to all:up:

DieReeperbahn
03-12-16, 02:46 PM
Okay, that's super! I checked for navaids online and sure enough North & South America, with Japan and Philippines,are in one region with RRR but the rest of the world is Red Left Return. Here is my update:

http://www.subsim.com/radioroom/picture.php?albumid=1012&pictureid=8719

Anyway, also wondering if this NavBuoys in game is a Mod or default SH5; is it yours, Trevally?

DieReeperbahn
03-17-16, 04:09 PM
Save changes and as this layer is common in all campaigns - save updated layer to all:up:

I'm not sure what you mean by save update to all. I've discovered that the harbour.mis file is different for all campaigns and when I copy/pasted it around I got some very odd results.

The other odd thing was that whenever I load up my current campaign, nothing was changed, so does that mean that I must restart a new campaign for that change to take effect? :06:

Another question, :D is this object viewer the GR2 application?

Trevally.
03-18-16, 04:22 AM
I'm not sure what you mean by save update to all. I've discovered that the harbour.mis file is different for all campaigns and when I copy/pasted it around I got some very odd results.

:hmmm: This is odd. OHII campaign should have this harbour.mis file the same for each campaign. So yes, paste a copy of your updated one to all campaign folders (NOT monsun gruppe, It shares nothing from the rest of the campaigns)

What are you using as a base for your changes? OHIv2.5? or TWOS?

The other odd thing was that whenever I load up my current campaign, nothing was changed, so does that mean that I must restart a new campaign for that change to take effect? :06:

Yes a campaign restart to make all changes take effect:up:

DieReeperbahn
03-18-16, 10:22 AM
:hmmm: This is odd. OHII campaign should have this harbour.mis file the same for each campaign. So yes, paste a copy of your updated one to all campaign folders (NOT monsun gruppe, It shares nothing from the rest of the campaigns)

What are you using as a base for your changes? OHIv2.5? or TWOS?


I'm using TWOS as a base. The only differences that I see in harbour.mis files are where the AI subs are placed but when I paste in other folders, my start position was altered, ex; Coastal Waters had me starting outside Stavanger instead of Memel. That may have been my problem as I made a single mission with that start point and copied that file...so all this work I did was probably for nothing! :O:

Anyway, the only changes I made was Stavanger and La Pallice, the south entrance had green buoys on both sides.

Thanks for your help, Trevally!

Trevally.
03-18-16, 11:36 AM
I'm using TWOS as a base. The only differences that I see in harbour.mis files are where the AI subs are placed but when I paste in other folders, my start position was altered, ex; Coastal Waters had me starting outside Stavanger instead of Memel. That may have been my problem as I made a single mission with that start point and copied that file...so all this work I did was probably for nothing! :O:

Anyway, the only changes I made was Stavanger and La Pallice, the south entrance had green buoys on both sides.

Thanks for your help, Trevally!

Glad you got it sorted:up:

If you ever do need to edit the starting coords for your boat in the bunker - it can be found here:-
data\UPCDataGE\UPCCampaignData\Flotillas.upc

edit with text editor (lat in meter, long in meter, starting bearing)

Just shout if you need any help:salute:

jrg
10-14-17, 03:30 AM
Hi All

This is my first post so sorry if I have put it in a wrong place.

I created a simple mission with the Bismark next to me and all went well. I then added the Yamato, however this time it did not appear, only the Bismark was there. Anyone have an Idea, please.

gap
10-14-17, 03:54 AM
Hi All

This is my first post so sorry if I have put it in a wrong place.

I created a simple mission with the Bismark next to me and all went well. I then added the Yamato, however this time it did not appear, only the Bismark was there. Anyone have an Idea, please.

Hi jrg and welcome to subsim. :salute:

Have you checked that Yamato's appearance date, in her roster cfg file, is previous or equal to the date that your mission is set to?

jrg
10-14-17, 09:55 AM
Hi gap

Thank you for the welcome and your reply. You were correct and it was the date in the .cfg file

gap
10-14-17, 11:44 AM
Hi gap

Thank you for the welcome and your reply. You were correct and it was the date in the .cfg file

My pleasure, I am glad that you got your problem solved :up: