SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Dangerous Waters > DW Mod Workshop > DW Mission Designers' Forum
Forget password? Reset here

Reply
 
Thread Tools Search this Thread Display Modes
Old 02-14-07, 11:30 AM   #1
DanielSan
Watch
 
Join Date: Jan 2007
Posts: 15
Downloads: 9
Uploads: 0
Loading doctrine files

Okay sorry for the load of questions, but ... Yesterday I created a custom doctrine for a unit in my mission. Just to get a little more advanced with the AI movements and all.

Does anyone know how to include it in the scenario though? i.o.w. how do I call my doctrine file routine. Thanks in advance.

Btw I'm still working on it but completed 3 missions on my Venezuela campaign.
Muchhhh more work then I thought making it interesting and all. I think 5 more to go. But I really wan't some more script power in these because I hate Krivaks that wrongly set the torpedo depth and torp themselves + doctrine can be more powerful in the file then the mission editor.
DanielSan is offline   Reply With Quote
Old 02-14-07, 11:44 AM   #2
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

The reason AI platforms set their torpedo depth wrong is because the NavalSimEngine feeds the depth to the weapon in meters, but the doctrine reads the input as feet.

So, in order to correct this, you need to create a RunOnce section in the doctrine that converts the SearchDepth variable from meters to feet. If you need an example of this, you can see the torpedo doctrines included with LWAMI.

LWAMI also includes some extra features to make the AI set torpedoes under the layer with some variability in all torpedo depth settings.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 02-14-07, 01:27 PM   #3
DanielSan
Watch
 
Join Date: Jan 2007
Posts: 15
Downloads: 9
Uploads: 0
Default Cheers!

Thanks for the input. I just downloaded this LWAMI monster and it makes things much more yummie. Playing with it makes it harder maybe, but much more forfilling and realistic.
DanielSan is offline   Reply With Quote
Old 02-14-07, 01:37 PM   #4
DanielSan
Watch
 
Join Date: Jan 2007
Posts: 15
Downloads: 9
Uploads: 0
Default

Quote:
Originally Posted by LuftWolf
The reason AI platforms set their torpedo depth wrong is because the NavalSimEngine feeds the depth to the weapon in meters, but the doctrine reads the input as feet.

So, in order to correct this, you need to create a RunOnce section in the doctrine that converts the SearchDepth variable from meters to feet. If you need an example of this, you can see the torpedo doctrines included with LWAMI.

LWAMI also includes some extra features to make the AI set torpedoes under the layer with some variability in all torpedo depth settings.

Cheers,
David
By the way ... now I have programmed some doctrine in a file and placed in in the directory. How do I use it in the mission? Do you know? Thnks
DanielSan is offline   Reply With Quote
Old 02-14-07, 01:48 PM   #5
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

You must go into the database and assign it to the platform you want to use it.

Keep in mind, it then will not use any other doctrine.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 02-14-07, 01:51 PM   #6
GrayOwl
Soundman
 
Join Date: Sep 2004
Location: Compartment № 5 /Silos/
Posts: 149
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by DanielSan
Quote:
Originally Posted by LuftWolf
The reason AI platforms set their torpedo depth wrong is because the NavalSimEngine feeds the depth to the weapon in meters, but the doctrine reads the input as feet.

So, in order to correct this, you need to create a RunOnce section in the doctrine that converts the SearchDepth variable from meters to feet. If you need an example of this, you can see the torpedo doctrines included with LWAMI.

LWAMI also includes some extra features to make the AI set torpedoes under the layer with some variability in all torpedo depth settings.

Cheers,
David
By the way ... now I have programmed some doctrine in a file and placed in in the directory. How do I use it in the mission? Do you know? Thnks
In any way. The mission works with other operators.
__________________
-+= I the ocean hunter, and I am dangerous =+-
*** Kalashnikov - the best ***
GrayOwl is offline   Reply With Quote
Old 02-14-07, 02:22 PM   #7
DanielSan
Watch
 
Join Date: Jan 2007
Posts: 15
Downloads: 9
Uploads: 0
Default

So to get this clear. When I open my .mc file in say notepad, I can manually assign other commands within the doctrine of the script that is written there. Operators like == != $= etc. ?

Thanks LuftWolf. I will not edit thos other ship files because I guess LWAMI does that already and I love it already. Must be a load of work I reckon, great job!

Thanks
DanielSan is offline   Reply With Quote
Old 02-15-07, 04:40 AM   #8
LuftWolf
Ocean Warrior
 
Join Date: May 2005
Location: Free New York
Posts: 3,167
Downloads: 2
Uploads: 0
Default

I'm not sure.

I didn't know you were talking about a mission script (doctrine).

As far as editing the .mu file directly with a text editor, that would be news to me, but a great find if in fact the mission editor was more limited than the mission interpretor.

Unfortunately, my knowledge is related primarily to modding, and I'm not as familar with the advanced features of the mission editor as I'd like to be.

Cheers,
David
__________________
LW
LuftWolf is offline   Reply With Quote
Old 02-15-07, 08:17 AM   #9
Fish
Eternal Patrol
 
Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by LuftWolf
I'm not sure.

I didn't know you were talking about a mission script (doctrine).

As far as editing the .mu file directly with a text editor, that would be news to me, but a great find if in fact the mission editor was more limited than the mission interpretor.

Unfortunately, my knowledge is related primarily to modding, and I'm not as familar with the advanced features of the mission editor as I'd like to be.

Cheers,
David
Editing teks in .mu file is common. At least for me.
Fish is offline   Reply With Quote
Old 02-15-07, 09:21 AM   #10
DanielSan
Watch
 
Join Date: Jan 2007
Posts: 15
Downloads: 9
Uploads: 0
Default

Fish, would you be so kind to show some examples of your work in the .mu?
Thnx, I wonder what is possible here.
DanielSan is offline   Reply With Quote
Old 02-16-07, 07:00 PM   #11
kage
Helmsman
 
Join Date: Feb 2005
Posts: 104
Downloads: 0
Uploads: 0
Default

One thing I can mention for that, is briefings and messages; The mission editor has a text editor that simply doesn't cut it. But before password protection (every .mu file) is plain text.
__________________

http://www.xfire.com/clans/dwobjective/ for those who like playing objectives-based missions. (As opposed to deathmatches)
kage is offline   Reply With Quote
Old 02-28-07, 07:22 AM   #12
Fish
Eternal Patrol
 
Join Date: Sep 2001
Location: Netherlands
Posts: 1,923
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by DanielSan
Fish, would you be so kind to show some examples of your work in the .mu?
Thnx, I wonder what is possible here.
Here you go, open the map with notebook (all files).
Fish is offline   Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:25 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.