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09-27-2006, 06:04 PM
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#1 |
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XO
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If anyone can help me with this i'd appreciate it.
If i wanted to add a ship to my sea and roster files to place it in ports or manually script it in but not have it spawn in convoys or anywhere else---is changing the "type=" inside the cfg file within the respective ships sea data folder the solution?? If i change any of the ships to a type 100 or 0 will that do it or is thier something else i need to do? would there be any other unintended consequences with this change?
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09-28-2006, 01:50 AM
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#2 | |
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Rear Admiral
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Quote:
All cfg for the ship have to be changed to the same - every countries entry in the roster folders
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09-28-2006, 08:06 AM
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#3 |
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XO
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Thank you bbw. At first I was going to address the question/post just to you-you seem to have all the answers
(but i figured that would be impolite and too demanding ) . Anyway thks again for all the help.
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09-28-2006, 02:27 PM
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#4 | |
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Rear Admiral
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Quote:
What ship were you changing BTW
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09-29-2006, 05:47 AM
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#5 |
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XO
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Anvart's lighted ship collection.
My campaign file is GW but with U-wac1.7 over it so I didn't want to try the script file fix you gave. Also, I placed a few of the lit merchants in the american and british files (after changing thier exit dates). It's not historical but after adding some ports and cities on the N.C. coast I wanted to populate them from some of the new ships and scripted a few of the smaller lighted vessels on courses within the sounds. Problem is (as to be expected) thier spawning everywhere. I figured with typing them seperate--I can place them manually where I want along coastal ports and patterns but leave the high seas for the blacked out versions. Basically just messing with the new ships and features until GWX comes out---don't worry- i won't even ask when it's ready-just from my little experiance I can see how much time (besides all the new features) that the scripting and testing takes by itself
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.."Some men are born mediocre, some men acheive mediocrity, and some men have mediocrity thrust upon them"... |
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09-29-2006, 12:39 PM
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#6 |
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Commander
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I am interested in adding a converted whale factory ship to GW 1.1a among other ships. Could someone give or point me to info on how to properly integrate this ship into the game...so far I just installed the files via JGSME, added the entry to englishnames.cfg, and copied some files over to the different countries....I am guessing I still have to do something in the Campaign files right? thanks,
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09-29-2006, 12:54 PM
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#7 | |
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Rear Admiral
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Quote:
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09-29-2006, 03:58 PM
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#8 |
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Commander
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ok thanks, so I guess you're saying I am done..I am also assuming that it is that easy for the other ships I dl to work in GW 1,1a--i.e. lit Cargo, Pyro Tanker/freighter, etc. as long as they are cargo right? in other words, I guess SH3 just reads whats in these folders and spawms them randomly in game? Thanks for your insight.
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09-29-2006, 04:24 PM
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#9 |
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Rear Admiral
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Yep
2 quick examples from RND [RndGroup 14.RndUnit 5] Class=OTMST2 <------------- T2 tanker will be called for here Type=101 Origin=British <------------- From British roster folder Side=0 CargoExt=-1 CargoInt=0 CfgDate=19430101 No=1 Escort=false SpawnProbability=100 CrewRating=3 [RndGroup 14.RndUnit 14] Type=102 Origin=British Side=0 CargoExt=1 CargoInt=0 CfgDate=19390101 No=1 Escort=false SpawnProbability=100 CrewRating=3 The 2nd one has no class specified so the game will spawn ANY type=102 in the British roster folder The same works for type=101 ( tankers )104 - coastal and 103 troop transports Smaller warships up to DD are normally generic in Rnd too so no problem with those - from the major nations The specialist ships such as the Roma,Spee etc will need to be added
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![]() My mediafire page http://www.mediafire.com/?11eoq19bq9r41 Gamefront http://www.gamefront.com/files/user/bigboywooly Last edited by bigboywooly; 09-29-2006 at 04:28 PM. |
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