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-   -   [TEC] Mission Editor Discussion (https://www.subsim.com/radioroom/showthread.php?t=163364)

digitizedsoul 03-05-10 01:39 PM

[TEC] Mission Editor Discussion
 
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

Quote:

Originally Posted by kylania (Post 1296005)
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

Quote:

Originally Posted by JU_88 (Post 1295911)
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

Quote:

Originally Posted by ddrgn (Post 1296112)
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

Quote:

Originally Posted by ddrgn (Post 1296112)
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/j.../th_editor.jpg

ddrgn 03-05-10 07:21 PM

Quote:

Originally Posted by digitizedsoul (Post 1296205)
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

Quote:

Originally Posted by piri_reis (Post 1296416)
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/j.../th_editor.jpg

Awesome stuff indeed ;]

ddrgn 03-05-10 07:24 PM

Quote:

Originally Posted by piri_reis (Post 1296140)
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

Quote:

Originally Posted by ddrgn (Post 1296553)
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/h2...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/h2...orttraffic.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/h2...shaven/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

Quote:

Originally Posted by digitizedsoul (Post 1297921)
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/h2.../Willy1939.jpg

http://i60.photobucket.com/albums/h2...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.


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