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View Full Version : Best method to remove nonexistant units in campaign layers?


Ducimus
01-30-07, 06:44 PM
Let's say in the interest of quicking load time, one was to remove some of the units in the /data/sea directory after making the apporpiate changes in the roster directory.

Now how would one go about removing the "extra" units from the campaign layers other doing it by hand in the editor? Is there another way to go about it?

edit:
Nevermind, i thought of a way.
I'd have to keep a list of the unit type being removed, then Find/Replace it with another in wordpad.

Mush Martin
01-30-07, 09:25 PM
Let's say in the interest of quicking load time, one was to remove some of the units in the /data/sea directory after making the apporpiate changes in the roster directory.

Now how would one go about removing the "extra" units from the campaign layers other doing it by hand in the editor? Is there another way to go about it?

edit:
Nevermind, i thought of a way.
I'd have to keep a list of the unit type being removed, then Find/Replace it with another in wordpad.

I built a mission builder fast loading mod and it works but as a application
its only useful if your jumping in and out of SH3 to workup missions mods or models its only function in play is in mission play itself where by if the MBFL mod is active while you are playing your mission or working it up, the only units that will appear are ones you programmed in , that is there will be
no random encounters in mission while mbfl mod is active
It wont make SH# the game load faster but your missions will load faster
by 60-80% as what takes so long to load a mission is that every unit in every year in everytheatre of the war is put into the game before your mission MBFL MOD just removes the campaign layers while active and
JSGME puts them back unharmed when your done and want to go back to
campaigning. the mods on my file front the info is on this thread

http://www.subsim.com/radioroom/showthread.php?t=103633
Hopefully what your looking for.
this was my very first mod.
MM:|\\