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Old 02-20-14, 08:13 PM   #2881
TheDarkWraith
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Quote:
Originally Posted by gap View Post
I still don't give up my hopes on this subject. Many times you gave up on a particular task, and then, against any prediction, you came back after a while with a brilliant solution.
For the unit types of the 400 series it's not going to happen. Their Commanders controller isn't setup for it and is missing way too many pointers and functions.

That isn't to say there aren't other ways to do it though with other unit types...
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Old 02-20-14, 08:23 PM   #2882
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Quote:
Originally Posted by TheDarkWraith View Post
For the unit types of the 400 series it's not going to happen. Their Commanders controller isn't setup for it and is missing way too many pointers and functions.

That isn't to say there aren't other ways to do it though with other unit types...
Yep, I was also thinking about dummy ships/aircraft, equipped with coastal artillery guns. There are several shortcomings involved though:

- ME2 won't let us to put sea units on land.

- Air units cannot be set as stationary: set their speed too low and they will crash on land, no matter their minimum speed and mass settings.

- Land units are automatically put on ground, without need to calculate the ground level at their chosen map position. Sea and Air units are not.

- Our watch crew would report the dummy units as enemy ship/aircraft, rather than as coastal defenses.
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Old 02-21-14, 06:32 AM   #2883
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any1 remeber what i must edit in Menu file to report me the maxim what is the maxim depth to dive and depth under the keel ?

i didn't found in or i am to blind

thx

EDIT:

Found it thx ... as i said i was to blind
http://www.subsim.com/radioroom/show...8&postcount=13

Last edited by Sjizzle; 02-21-14 at 03:15 PM.
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Old 02-21-14, 01:42 PM   #2884
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Link information needs to be edited to go to another webpage.
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Old 02-21-14, 03:15 PM   #2885
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Link information needs to be edited to go to another webpage.
thx i change it was my bad

Last edited by Sjizzle; 02-21-14 at 04:55 PM.
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Old 02-21-14, 03:52 PM   #2886
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Where can I find the version # I have installed? Thanks.
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Old 02-21-14, 06:42 PM   #2887
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Where can I find the version # I have installed? Thanks.
How about giving us a reference link? That way I do not have to search all of your threads.
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Old 02-21-14, 07:55 PM   #2888
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It wouldn't be in a thread. I'm talking about on a splash screen or somewhere in the directory.
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Old 02-21-14, 08:10 PM   #2889
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It wouldn't be in a thread. I'm talking about on a splash screen or somewhere in the directory.
If you are talking about the version # for the actual game, it is version 1.2. 1.2 will show up on one of the 4 corners of the main screen.
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Old 02-21-14, 08:51 PM   #2890
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Acch! Wrong forum. I as looking for 688I. My bad/ Sorry!
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Old 02-23-14, 07:39 PM   #2891
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I have created a simple pillbox model, for use as observation outpost "coastal gun":



This is one of the simplest German types, commonly found along the coasts of my country, but I can also model one or more of the types most commonly used by the British. See the following links for reference:
http://www.pillbox-study-group.org.u...es-of-pillbox/
https://en.wikipedia.org/wiki/Britis...f_World_War_II

Each of them will feature:
  • collision model/spheres and damage box(es), in case TDW manages making land units to be attacked by the AI; @ TDW: should I use the radio zone already in use with ships, if we want the unit to report enemies?
  • a configurable 'P' bone, for the linking of a lookout character (purely cosmetic);
  • a configurable 'O' bone, for the linking of a visual sensor; @ All: what range should I give it?
  • a configurable 'L' bone, for the linking of a searchlight (optional, for use around harbors and chockepoints).

Suggestions and info sources highly appreciated
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Old 02-23-14, 10:00 PM   #2892
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Awesome gap .
OT would you know if the EXE patcher , units have to use radio to contact other units is
compatible with OH2.4 .
In other words , do the units in OH2 contain the radio rooms etc ?

Last edited by THE_MASK; 02-24-14 at 01:37 AM.
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Old 02-24-14, 06:55 AM   #2893
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Quote:
Originally Posted by sober View Post
Awesome gap .
OT would you know if the EXE patcher , units have to use radio to contact other units is
compatible with OH2.4 .
In other words , do the units in OH2 contain the radio rooms etc ?
TDW's radio patch requires the ship *.zon and zones.cfg files from FX Update v 0.22.
The version of zones.cfg included in R.S.D. v5.5, contains FXU 0.22's new zone definitions.
The zones.cfg of OHII (2.3 and later versions), contains the new entries from FXU 0.22 and R.S.D. v5.5.
Both R.S.D. and OHII miss the ship zn files required by TDW's patch.

Correct installatin order:

FX Update 0.22
FXU 0.22 fix by Veko (it solves a ctd issue related with some linked damage boxes I had introduced in the new zon files of FXU 0.22, the link to this fix is dead though @ VEKO, can you please re-up it?)
R.S.D. v5.5
OHII v2.4
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Old 02-24-14, 07:04 AM   #2894
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Just a small correction, this would be correct order...

FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4(or v2.3, it's the same file) Compatibility Patch


Dont use zon or zone.cfg files from "unit must use radio..." test mission. Everything needed for radio patches to work correctly is already contained in FXU0.0.22...OHII doesn't deal with zon files...
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Old 02-24-14, 11:36 AM   #2895
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Quote:
Originally Posted by vdr1981 View Post
Just a small correction, this would be correct order...

FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4(or v2.3, it's the same file) Compatibility Patch


Dont use zon or zone.cfg files from "unit must use radio..." test mission. Everything needed for radio patches to work correctly is already contained in FXU0.0.22...OHII doesn't deal with zon files...
yep, your right. I merged the new zone definitions from RSD into OH's zones.cfg mostly for avoiding ctd's when both mods are enabled with OHII on top of R.S.D. Nonetheless, I didn't update the settings of stock zones modified by you, which are needed for keeping full R.S.D functionalities.

On a side note OH 2.3 and later got only three new zone definitions, originally conceived for usage on the barrage balloon, but actually discarded for the final release. Therefore, until when I manage to model balloon's damage, the following mod order would also be correct:

FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981 (without compatibility patch)
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