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Old 09-27-2006, 06:04 PM   #1
U-snafu
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Default Assisgning "type=" to ships?

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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Old 09-28-2006, 01:50 AM   #2
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Quote:
Originally Posted by U-snafu
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?
Changing both .cfg ( sea and roster ) to type=100 should do it
All cfg for the ship have to be changed to the same - every countries entry in the roster folders
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Old 09-28-2006, 08:06 AM   #3
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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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Old 09-28-2006, 02:27 PM   #4
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Quote:
Originally Posted by U-snafu
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.
:rotfl: oh how i wish i had all the answers
What ship were you changing BTW
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Old 09-29-2006, 05:47 AM   #5
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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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Old 09-29-2006, 12:39 PM   #6
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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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Old 09-29-2006, 12:54 PM   #7
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Quote:
Originally Posted by supposedtobeworking
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,
No , the whale ship is classed a type=102 which is a cargo so the ship may appear for generic 102 entries
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Old 09-29-2006, 03:58 PM   #8
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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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Old 09-29-2006, 04:24 PM   #9
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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

Last edited by bigboywooly; 09-29-2006 at 04:28 PM.
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