View Full Version : Mission generating strange things
UnterSeeTub
07-16-2006, 03:37 AM
I have created a mission but getting some strange effects
1. Ships and planes appearing where I havent put any
2. Hydrophone/sonar not functioning when mission initializes
You can clearly see below that there is a ship where I have not put one
and it happens at start of the mission.
http://www.castlewarbitz.com/stuff/me.jpg
http://www.castlewarbitz.com/stuff/noship.jpg
Gizzmoe
07-16-2006, 03:57 AM
The campaign is fully active even when you play single player missions. Every ship, aircraft and land object is there.
Why the hydrophone doesnīt work I donīt know.
SquareSteelBar
07-17-2006, 12:24 PM
Hi UST,
can remember that there were issues with modded AI Uboats and hydrophone/gauges.
Do you use AI Uboat mods?
Do the gauges work properly? Or are they all on 12 o'clock position?
Greetz,
SSB
UnterSeeTub
07-17-2006, 02:02 PM
Hi SSB and Gizzmoe -- thx for replying Herr Kaleuns :up: /me salutes:smug:Ž
they are 12 oclock and when I press F7 and check the boat it says they are destoyed. My crew tell me just as the map is initialized. :down: aaaaAAARRGH!
http://www.castlewarbitz.com/stuff/dumb.jpg
SquareSteelBar
07-17-2006, 02:47 PM
This seems like AI_Uboats are in the environment of player's sub. Load the 'Campaign_SCR.mis' into MissionEditor, zoom in your Single mission scenario location and look for them. I'm sure you have mods in use which include AI_Uboats.
If they are created by Sergbuto, download the latest versions and replace the faulty subs. I think he fixed these sonar/gauges issues recently.
Serg's page (http://web.telia.com/%7Eu18230645/)
Greetz,
SSB
Koondawg
09-14-2006, 07:49 PM
I have noticed that creating even a new map doesnt mean that a new ghost ship wont appear...I have found this out in many missions I have made...
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