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Old 01-29-13, 07:57 PM   #1
Sniper297
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Default US_NavalBases.mis

I used the mission editor back in 2009 to hack that file, adding a new resupply base closer to the action. It had a stationary sub tender and tanker with a few patrolling destroyers, and worked very well. I'm now trying to add another, and in the process screwed up the first, and can't for the life of me remember how I did the first one.



The bases themselves work fine for resupply, the only problem I'm having is disappearing ships - I place one, set it as a docked ship zero speed, uncheck the "Delete on last waypoint" box and save, but for some reason it's not in the game and it's gone the next time I open the LandUnitsLayer US_NavalBases.mis in the editor. What am I doing wrong here?
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Old 01-29-13, 09:51 PM   #2
Sniper297
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Maybe I should rephrase this, am I doing anything right?



I'm using "Open LandUnits Layer" to open US_NavalBases.misto place these ships, should I be using a different menu option and/or opening a different .mis file to add anchored ships in these supply ports?
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Old 01-29-13, 11:57 PM   #3
Sniper297
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Restored a zipped backup with my original hack;



And there's all the stuff at the original addon base.



And they're all present & accounted for whatever year I start a career. Trouble is trying to remember how I did it in the first place, none of the keyword searches I've tried turned up any clues.
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Old 01-30-13, 03:26 AM   #4
peabody
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Quote:
Originally Posted by Sniper297 View Post
I used the mission editor back in 2009 to hack that file, adding a new resupply base closer to the action. It had a stationary sub tender and tanker with a few patrolling destroyers, and worked very well. I'm now trying to add another, and in the process screwed up the first, and can't for the life of me remember how I did the first one.

The bases themselves work fine for resupply, the only problem I'm having is disappearing ships - I place one, set it as a docked ship zero speed, uncheck the "Delete on last waypoint" box and save, but for some reason it's not in the game and it's gone the next time I open the LandUnitsLayer US_NavalBases.mis in the editor. What am I doing wrong here?
The base is really all you need for the resupply, this ships just make it seem more realistic.
Your mistake is saving and opening as a "LandUnit Layer". Saving as a Land Unit does just what it says it saves ONLY "Land Units" which is the naval base in this case, the ships do not save. Just save as a Normal mission but you will have to go to the Mission menu, and in Parameters check "Ignore Player Units" and DO NOT put a sub in the mission.
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Old 01-30-13, 10:47 AM   #5
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Crud, I was hoping to add a couple of S boats tied up to the tender. Anyway opening as a normal mission I get this kind of thing;



Obviously the bases don't actually need waypoints since this ain't an earthquake simulator so they shouldn't be going anywhere, but the rest of these errors are with stuff that I didn't put in, those units were from the stock game AFAIK. I checked those three and all are set as docked, so what's with the "too close" errors?
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Old 01-30-13, 02:06 PM   #6
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go to the Mission menu, and in Parameters check "Ignore Player Units"

That appears to be the key to the whole thing, with that checked on it ignores any errors and just saves it.



That's what I got so far for the secret Luzon Straits resupply base, added a couple of shore batteries to defend it - the Marines have landed.



To do list;
1. Figure out where the trees and bushes are, add camouflage to the tender - something like that you would normally have a steep shore with deep enough water close to the edge with netting and brush, that could be faked with just a small strip of land with a line of palm trees, or trees set on the masts.
2. After testing figure out how to package and upload the little beast for those who are interested.



That's what it looks like after the fall of Java, instead of shifting to Australia and having to go 2000 miles just to get to where the fun is, the new base is closer to the action and resupply is only 1500 miles from Tokyo.
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Old 01-31-13, 03:05 PM   #7
peabody
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Quote:
Originally Posted by Sniper297 View Post
Crud, I was hoping to add a couple of S boats tied up to the tender. Anyway opening as a normal mission I get this kind of thing;



Obviously the bases don't actually need waypoints since this ain't an earthquake simulator so they shouldn't be going anywhere, but the rest of these errors are with stuff that I didn't put in, those units were from the stock game AFAIK. I checked those three and all are set as docked, so what's with the "too close" errors?

Two things:
1. When I said don't put a "Player Unit", I mean don't set it as "Human Control" if it is going to put into the Campaign/Career. If it is just a "Single mission" then obviously you will need a player unit. If it is for the Campaign you can put in subs just Don't select Human control, you will be assigned a human control sub when leave base and having two may cause problems.

2. As for the too close, that usually happens when they are docked ships as you pointed out. The mission editor checks how close the ships are so they do not run into each other when the mission starts, that is why docked ships are usually too close to each other. But since they are not moving it does not matter. Another common warning is the first waypoint is too close. Sometimes if the waypoint is too close the ship can not change direction that fast depending on how close it is. So by placing it farther away it gives the ships time to get up to speed and if it is a group they get into position before they have to maneuver.
Also if you note they are all "Warnings" and you can ignore "warnings", If it is an "Error" it must be corrected or the mission will not save.

"Warning" you can ignore
"Errors" you must fix.

Edit: One more point, according to the "SH3 Mission Editor Manual" ALL units must have waypoints. All it really does it help you position it and face it in the right direction. So you don't need to worry about it, but you will get a warning. This mission editor for Sh4 does not have a manual, but it is almost the same program, with a few changes.
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Last edited by peabody; 01-31-13 at 03:15 PM.
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Old 01-31-13, 09:34 PM   #8
Sniper297
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Yeah, further testing shows that for this type of "mission" the "Ignore player submarine" is the key to the whole thing. Place and align anything with no waypoints wherever you want, as long as that "Ignore player submarine" is checked on it will accept anything. Playtesting is important tho;





Put the static scenery subs too close to the tender or each other and they have collisions when the seas get rough. Only thing I've been unable to find is trees and bushes, environmental apparently only has icebergs.
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Old 01-31-13, 11:50 PM   #9
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Quote:
Originally Posted by Sniper297 View Post
Put the static scenery subs too close to the tender or each other and they have collisions when the seas get rough. Only thing I've been unable to find is trees and bushes, environmental apparently only has icebergs.
Is there a way to change the land contours so you would have a sheltered place where the seas will be calm?
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