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View Full Version : [TEC] SH5 Mission Editor Q&D Tutorial


kylania
03-12-10, 02:36 PM
I've made up a quick and dirty step by step tutorial for the SH5 Mission Editor. It's all pretty basic. Place a ship, turn it into a convoy, place the player, do some triggers and events and stuff.

There's a few problems that aren't working quite how I wanted them, Objectives and the Radio Contact Report, but this will hopefully be a good starting point for new users.

Please let me know if you have any suggestions!

You can download the PDF from here:

https://docs.google.com/uc?export=download&id=0B8QyLSqs5IQcYWIzZjk5ZWItNDQ5NC00NDg5LTk1ZDktYT g5N2FhNTYxMDlh

Updated 4/9/2010:
Added information about Player Side changing *.misge vs *.mis saving.
Added information about viewing harbor overlays thanks to peri_reis' information.
Added information about Objectives

Also see this thread for lots of other good information about the Mission Editor and how to do things:

http://www.subsim.com/radioroom/showthread.php?t=163364

Ablemaster
03-12-10, 02:41 PM
Kylania this is excellent work, just looked through your tutorial, very good. Sure this will help many of us, thankyou.

digitizedsoul
03-12-10, 04:45 PM
WoW! Stunning effort kylania!

Will you please add this link to my [TEC] Mission Editor Discussion thread? I would love to have it included in the wealth of information already growing in that thread.

Thanks for your effort and time to produce this great doc!

lynx
03-12-10, 09:22 PM
I like to make my own missions to play with the friendly in multiplayer, certainly your tutorial on the Mision Editor it is helpful for my.
:)Thank you very much Kylania, good work!:salute:

Safe-Keeper
03-12-10, 10:32 PM
Many thanks. So you don't have to check a "Human-controlled" box any more when placing subs, the game just assigns the ones available to players?

That was driving me nuts, thought there was something I had overlooked. Will try creating a mission now.

kylania
03-12-10, 10:58 PM
Many thanks. So you don't have to check a "Human-controlled" box any more when placing subs, the game just assigns the ones available to players?

That was driving me nuts, thought there was something I had overlooked. Will try creating a mission now.

You do, but it's a drop down on the left side under Properties. To be honest I haven't tried a multiplayer mission yet. Still trying to work out how the objectives work in single player. They aren't doing what I expect them to do.

Sender
03-13-10, 05:05 AM
Thanks, it will be very useful! :up:

coronas
03-13-10, 07:36 AM
Easy & usefull!
Thanks, kylania!
:salute:

Ablemaster
03-13-10, 10:19 AM
Done a couple of missions now, did one with 24 merch plus escorts, an historical mission, every time i find the convoy a couple of my DD are burning or sunk and the convoy seems in disarray. Remember the same problems from sh4 and 3 also. I'll keep trying can get the missions working fine just seems end results much the same though. Cant put it down to air raids etc, guess its just the scripting may adjust the screen and distances again and see how it gets on.

Safe-Keeper
03-13-10, 11:14 AM
You do, but it's a drop down on the left side under Properties. To be honest I haven't tried a multiplayer mission yet. Still trying to work out how the objectives work in single player. They aren't doing what I expect them to do. Yeah, found the AI/HUMAN setting on my own, guess I didn't read the doc thoroughly enough:O:.

bigboywooly
03-13-10, 04:50 PM
Very nice
Single missions and MP are written almost identical to SH3 and 4 though nice to see map notes will finally work ingame

Ablemaster
03-14-10, 04:39 AM
Anyone know how to change the start time ie time of day as no matter what i change it to it always seems to start at 1200 midday, although my clock says 0000. Tried to start a misssin at 1000 changed the times everywhere i could think of but still starts at 1200. Anyone else noticed this?

kylania
03-14-10, 04:49 AM
Anyone know how to change the start time ie time of day as no matter what i change it to it always seems to start at 1200 midday, although my clock says 0000. Tried to start a misssin at 1000 changed the times everywhere i could think of but still starts at 1200. Anyone else noticed this?

I ran into that problem, you need to edit the mission file with a text editor and set Current Time to whatever you wanted it to be.

There's five fields for it.

Year=1942
Month=5
Day=13
Hour=8
Minute=0
CurrentYear=1940
CurrentMonth=1
CurrentDay=1
CurrentHour=0
CurrentMinute=0

That's what it defaults to in the *.misge. Just edit the Current ones to match the details above it.

Ablemaster
03-14-10, 05:17 AM
Thanks Kylania, will do that cheers.

longdog499
03-14-10, 06:57 AM
Thanks for the excellent tutorial kylania and your answer to Ablemaster also solved a problem I was getting after setting up a single mission where no matter what month I used in the drop down calender I was getting winter land and tree textures. The date also needs to be altered in the Mission File which solves the texture problem.:up:

Ablemaster
03-14-10, 12:40 PM
Asking to be pointed in the right diretion here, been working on a mission for some time now its almost done, works fine and loads up no problems, just dont know how to get my own picture up on the briefing screen not sure where to start here, as in when you choose your mission from the list in Historical missions then click on the one you want then to the right of it is the brief and usually a map of operations.Getting my own map there is what im after any help appreciated.

Heres the map id like to place in the briefing screen.


http://i6.photobucket.com/albums/y243/chrisgs/SILENT%20HUNTER/14-03-201012-42-22.png

sergei
03-14-10, 01:03 PM
just dont know how to get my own picture up on the briefing screen not sure where to start here

I had a quick look at the tsr file for one of the supplied missions, The Fate of U110.

Opened into notepad it looks like this.

[Text]
MissionBriefing=<title>The Fate of U-110</title>|<subtitle>May 9th, 1941, The Atlantic</subtitle>||#u110.dds#0,0,470,372 |U-110 and U-201 were attacking convoy CB318 in the North Atlantic, when an escorting corvette responded with depthcharges. Severely damaged and forced to surface, the commander of 110 was surprised by two more destroyers on the attack run. You are the captain of U-201 and your mission is to urgently assist and prevent the destruction or capture of U-110. ||<subtitle>MAIN OBJECTIVE</subtitle>|Destroy all ships attacking U-110 before it is either sunk or captured!
MissionTitle=The Fate of U-110
obj=<b>DESTROY ALL THREE WARSHIPS ATTACKING U-110</b>||U-110 is under attack by 3 escorts! Hurry up and help them before it its either sunk or captured!

See in the first line the entry #u110.dds#
That is the link to the mission map. In that mission folder is a dds file called u110.
Amend your tsr file to include this image link.
Copy one of the map dds files from another mission into your mission folder, paste your map into it, rename it what you want, and amend the above entry accordingly.

I haven't actually tried this yet, I'm just surmising from what I see in the tsr file and mission folders.
Let us know how you get on. :DL

don1reed
03-14-10, 01:04 PM
...about as handy as a pocket in a shirt, Kylandia. Well Done.

Ablemaster
03-14-10, 01:13 PM
Thanks for the help Sergei, will let you know how it goes.

Cthulhus
03-14-10, 04:24 PM
thanks you !!!

kylania
03-14-10, 05:05 PM
Hi Kylania,

a relly good jor your tutorial.:up:

I had seen some lines about the ME, but all them are placet
to the high seas.
No picture or lines in harbors directely.
Therefore let me take three questions about this theme, please!

1.) How can I add minefields and antisubnets?
I cannot find any clickpoints in ordnance/roster for them.

These seem to be missing from the Roster which is why they aren't showing up. However, if you create the config files as they were in SH4 the editor errors out saying there's no platform for them and crashes. Perhaps mine fields were never finished for SH5? I'm not familiar enough with the editor to figure out how to restore them, for now. :)

2.) What means the icon "Map LOcation Edit Mod" ?

Info coming in a bit, trying to figure out what all the options do. Basically it's a mode that lets you configure a Map Location you put down, like when it displays where the Carrier should be in the 3rd mission for example.

3.) How can I see the harbor_boudaries and kais?

I can't seem to find a way to see them in the editor. :(

It would be a geat help to me if you can answer to this questions.

Best regards

Karl

See above.

piri_reis
03-14-10, 05:30 PM
See above.

When you say harbour boundaries, are you talking about this?

http://www.subsim.com/radioroom/showpost.php?p=1308598&postcount=29

kylania
03-14-10, 05:34 PM
How amazingly intuitive!! :-?

Thanks for that, it's been confusing me all this time. Great find!

KarlSteiner
03-15-10, 12:42 PM
Hi Kylania,
hi Piri REis,

thanks for your help.:sunny:

Best regards

Karl:up:

W_clear
03-16-10, 02:33 AM
no plb

reaper7
03-16-10, 05:13 PM
Just a quick post in case it hasn't been mentioned before.
But I couldn't get my Game mission to save as .misge (Only option was .mis) untill I selected from the menu options Player=Axis (Default was Player=Allies).
Once changed was able to select between .mis and .misge :up:

kylania
03-16-10, 07:35 PM
Just a quick post in case it hasn't been mentioned before.
But I couldn't get my Game mission to save as .misge (Only option was .mis) untill I selected from the menu options Player=Axis (Default was Player=Allies).
Once changed was able to select between .mis and .misge :up:

Yeah, I was talking to makman94 about this eariler. I'm considering putting this slide in my tutorial, but not sure if it makes sense. Comments?


In the mission editor you'll run across Project Names, Mission Names and Mission File Names. Here's how they work:

You'll need a Project somewhere to gain access to working with missions. For single
player missions however they aren't strickly required. You can have a single player mission without having all the campaign and project files along with it.

When you start a new mission you'll give it a name. That name will appear in the right side of the mission editor. The end user won't see this name though, they'll see the Mission
Title you set for it.

The most important thing is that your mission folder and mission file match. Like this:


\data\SingleMissions\MyMission folder should have at minimum MyMission.misge and MyMission.tsr in it. That's all you need. :) The tsr file is created when you save the mis.


You'll also note that the mission editor saves as *.mis. You'll need to change that to *.misge in order to see the missions in game. Do this when you save or later in Windows Explorer.


I'm not really happy with the wording. :/ Also think I need more about the project, but still fuzzy myself about them. :) Currently I just have a blank Project I use essentially to start the editor, haven't made a campaign yet, but soon!

LukeFF
03-16-10, 11:07 PM
Just a quick post in case it hasn't been mentioned before.
But I couldn't get my Game mission to save as .misge (Only option was .mis) untill I selected from the menu options Player=Axis (Default was Player=Allies).
Once changed was able to select between .mis and .misge :up:

Thanks! I was wondering how to go about this.

ddrgn
03-17-10, 04:04 PM
Anyone figure out how to add mines and subnets?

I see files (new files) for them, I cant seem to add them the same way we used to.

Anyone even see any of them in the game anywhere?

kylania
03-17-10, 07:51 PM
Anyone figure out how to add mines and subnets?

I see files (new files) for them, I cant seem to add them the same way we used to.

Anyone even see any of them in the game anywhere?

I'd asked this in the ME Discussion thread and never got a response. When I tried to add them to the editor it broke horribly. Maybe we'll get them back with a patch?

Do any of the current campaigns have mines? I looked through a bunch but didn't see any...

ddrgn
03-17-10, 09:16 PM
I'd asked this in the ME Discussion thread and never got a response. When I tried to add them to the editor it broke horribly. Maybe we'll get them back with a patch?

Do any of the current campaigns have mines? I looked through a bunch but didn't see any...

I got the same problem adding them, red cross through the editor. I have also looked, seems as though SH5 has no subnets or mines, very unfortunate for us port raiders.... liking a challenge of course

bigboywooly
03-20-10, 10:52 AM
There is a dummy minefield dat in the Liibrary along with the NavalMine dat from previous version though is only 1kb
Maybe something not implemented by the devs
yet
No campaign mis files reference any mines or subnets though the miss ed does

Maybe they just not ingame

T-Bone
03-20-10, 02:59 PM
How do you man deck gun ? When I man deck gun through through the Officer Of The Watch the deck gun operates fine. When I press key F5 to operate manualy nothing happens.[AA gun is the same] Am I doing something wrong ? Any help will be appreciated.

kylania
03-20-10, 03:11 PM
How do you man deck gun ? When I man deck gun through through the Officer Of The Watch the deck gun operates fine. When I press key F5 to operate manualy nothing happens.[AA gun is the same] Am I doing something wrong ? Any help will be appreciated.

From binocs when you see the red + on a ship hit spacebar to fire or stop firing. The deck gun will automatically be manned.

To unman the gun surface your boat, even if you're already on the surface.

Hopefully this broken feature will be fixed with the next patch, but till then that's the workaround.

Chebawookee
03-28-10, 01:56 PM
Hi all,

today i played with the me the first time.
But i have one problem. Every unit i place in the editor appears as 2 in the game. If i set no placement radius, they appear at the very same point. They are melted together and for the ai it takes serveral minutes until they separat from each other. One of the units follows its waypoints then, the other one does not move from the spawn point.
I checked the mission-file there is only one unit per placed unit.
I have no problems with the stock missions every think works fine here.
Did i missed something?

TIA
Chebawookee

Edit: Solved it! Saving of the mission was the problem.

KodiakPA
03-28-10, 03:11 PM
How do you edit detection percentage and report frequency. Every time I play with it I hose my mission up.

kylania
03-28-10, 03:20 PM
How do you edit detection percentage and report frequency. Every time I play with it I hose my mission up.

I played with that a little, but nothing i changed seem to make much of a difference. Hopefully someone smarter than I can explain it! :O:

Denis4510
04-07-10, 08:05 PM
Excellent works guys thanks

kylania
04-09-10, 10:25 PM
Updated with some new info about player sides, viewing harbors and objectives. :DL

tonschk
04-17-10, 06:16 AM
:rock: Thank you , this is very helpful :yeah:

rededge
04-25-10, 01:07 PM
Just made my first custom mission in order to practice manual TDC.

Great tutorial, thank you! :yeah:

Royale-Adio
07-24-10, 01:22 PM
Hi.

Recently, I added a T3Cinnamon Tanker that belonged to belgium, with a few waypoints near Dunkirk. When I went there to see my changes, the ship did not appear on my map and it still had the brittish flag.

How do I fix this?

M1Thompson
08-17-10, 04:55 AM
Thanks for the help :)

u47
09-18-10, 03:51 AM
hello probleme for insertion mine and antisubnet,what insertion minen and antisubnet for mission editor, the folder ordance and roster is empty thankyou

suvger
12-24-10, 07:45 AM
Good job,thank you very much!

homsikpanda
12-31-10, 12:03 AM
hey can you help? i used the editor to try and make a mission, and everything appears/seems to be in order to the best i can tell (the mission is playable) the only problem i have is my sub (and possibly other ships coz i'm not able to actually check) is doubled...

i.e. when i launch the game i'm standing/commanding 1 ship, and this ship has spawned in the exact same spot as a second ship of the same type, so 2 ships are taking up the same space at the same time.... it's not noticable right away until i a) move a little bit, or b) the ocean waves cause the ships to rock a little bit, splitting them apart.
i can't for the life of me figure out wtf is wrong =/

THE_MASK
12-31-10, 03:25 PM
hey can you help? i used the editor to try and make a mission, and everything appears/seems to be in order to the best i can tell (the mission is playable) the only problem i have is my sub (and possibly other ships coz i'm not able to actually check) is doubled...

i.e. when i launch the game i'm standing/commanding 1 ship, and this ship has spawned in the exact same spot as a second ship of the same type, so 2 ships are taking up the same space at the same time.... it's not noticable right away until i a) move a little bit, or b) the ocean waves cause the ships to rock a little bit, splitting them apart.
i can't for the life of me figure out wtf is wrong =/Maybe this helps , i dunno

http://www.subsim.com/radioroom/showpost.php?p=1313097&postcount=3

homsikpanda
12-31-10, 04:04 PM
Maybe this helps , i dunno

http://www.subsim.com/radioroom/showpost.php?p=1313097&postcount=3

i don't fully get it but i think it's saying "change the report post time/probablity"?

i'm not sure how this would affect my player controlled sub, but i'll give it a try. also what do i put if i don't want them to respawn? since 0 doesn't seem to be working =/

THE_MASK
01-29-11, 03:46 PM
What are threat zones ? How do they work ?
http://img69.imageshack.us/img69/4081/threate.jpg (http://img69.imageshack.us/i/threate.jpg/)

Zedi
04-14-11, 02:18 AM
LF an experienced moder in working with ME, possibly with ME2. Ex GWX team member would be awesome. There is a big problem with the messages in SH5 and the date they are sent. Here is a sample:

[Trigger 1]
TrigName=Radio_M01
Type=1
IsFromSingleMis=false
Time=-131820

[Event 1]
EventName=R01
Type=0
TriggersNo=1
Trigger1=Radio_M01
IsFromSingleMis=false
RepeatedUntilReceived=true
Critical=true

Took me a very long time and a dev to figure out why the messages are not popin up at the date inserted in ME. Time=131820 means .... 91.541666667 days :damn: But what about Time=-131820 ?!?

Now, how the heck I suppose to calculate every message in SH5?! because I cannot figure out when the count start. At the beginning of the recent campaign, the whole campaign, the mission? And the - sign in front of the time is just crazy. - 91 days since/until .. what?! :damn: Was the same in SH3 ?

THE_MASK
04-24-11, 07:46 PM
http://img836.imageshack.us/img836/2213/minesj.jpg (http://img836.imageshack.us/i/minesj.jpg/)
Could i attach this mine to this nodes and have the mine randomly generate anywhere in the node path ? How do i attach something to a node ?

Zedi
04-25-11, 02:44 AM
Tranform the node into a generator in the options panel. Then you will need to set up a "taskforce" with a group of mines or even a single one. Once done, edit the generator and put the new group in the spawn list.

But traveling mines are not healty, they can seriously mess with the traffic. Also, if destroyed, is harder to call for reinforcements. What I did was to spawn them as random naval group and set them as veterans. That way, they go crazy when you get close, they will start moving very similar to a magnetic mine.. very tense. This is already implemented in my WIP :P

jwilliams
04-25-11, 04:21 AM
/snip**
That way, they go crazy when you get close, they will start moving very similar to a magnetic mine.. very tense. This is already implemented in my WIP :P

:o

Guess I'm going to have to steer well clear of minefields. :dead:

:yeah:

Zedi
04-25-11, 05:04 AM
Actually, you have to go slow. First time I noticed this behavior, I got really scared as this was a very unexpected thing. Seeing a mine speeding up and heading straight to your boat its a very-very bad feeling, close to panicking.

I thought its a bug until I figured out that I forgot to set the mine rating to Poor, so when is set to Veteran or Elite.. he start to move when another boat gets close. Very similar behavior to a magnetic or acoustic mine.

So sailing through a Elite minefield will be a unique xp, mostly for those playing with real nav. And do not shot in the mines when too close, they go crazy and also your boat and crew will suffer very heavy damages. And if you engines broke down in a mine field.. well.. start praying :P

kiwi_2005
06-07-11, 08:26 PM
Is this editor stupidly buggy or am I doing something wrong:hmmm:

Sometimes when I add units it doesn't show on the map as if its hidden Then when I do a validate mission later on errors come up that these ships do not have way points. Though I can't see those ships on the map - I zoom right out as maybe they ended up somewhere else on the map but nope I can't see them. Because those ships have errors I can't test the mission, in the Explorer part they show up but I can't delete them so have to start over.

I finally did get a mission to run in the game, tested it & it ran fine then went out and loaded up the mission to add more units but then the disappearing act happened again.

Wonder if the reason for not working correctly cause im running Windows 7 64bit? I spent more time fighting with this editor than enjoying it. :rotfl2:

Zedi
06-08-11, 12:27 PM
If the simulation date is earlier than the game entry date, its normal that you wont see it. For example if your simulation date (on the menu bar) is set to 1940, but your unit entry date is 1941, you need to change the simulation date to 41 or 42 in order to be able to see it.

kiwi_2005
06-08-11, 02:42 PM
If the simulation date is earlier than the game entry date, its normal that you wont see it. For example if your simulation date (on the menu bar) is set to 1940, but your unit entry date is 1941, you need to change the simulation date to 41 or 42 in order to be able to see it.

ahh I see, yes I left it at its default date which I think was Sept 1939. Will change it.

Lufhasa
07-20-11, 06:21 AM
Thx :up: This tutorial very help me.

blackswan40
08-09-11, 12:39 AM
Hi Chaps ive been away for a while but started writing new sh5 missions
when i write mission day date time year 01/01/1942 14.00hrs
when mission starts the message bar on bottom of screen says 0.00 not 14.00 my older missions are ok ive give mission a title a objective & a mission briefing mission start time & ships & uboats same start time day date year am i missing something any help would be great

quink99
12-28-11, 11:20 PM
Kylania,

I'd really like to read your Mission Editor.pdf but the link;

https://docs.google.com/uc?export=do...g5N2FhNTYxMDlh (https://docs.google.com/uc?export=do...g5N2FhNTYxMDlh)

leads to a Google page which, as far as I can see, has no access to you tutorial. Could you check the link?

Thanks

grossa_c
01-03-12, 04:07 AM
Very nice, it helps a lot! :03:

quink99
01-10-12, 02:39 PM
Kylania,

I'd really like to read your Mission Editor.pdf but the link;

https://docs.google.com/uc?export=do...g5N2FhNTYxMDlh (https://docs.google.com/uc?export=do...g5N2FhNTYxMDlh)

leads to a Google page which, as far as I can see, has no access to you tutorial. Could you check the link?

Thanks


If anyone who has been able to reach the above mentioned .pdf would be willing to share with me how they reached that .pdf from the Google page that the above link leads to I'd be most appreciative.

Deutschland
01-30-12, 06:44 PM
I think I'd thankful your good work ..
if not .. thank Kylania
great Deutschland

veno_vjc
02-13-12, 10:06 AM
Good tutorial.... + :rock:

Lude
02-28-12, 12:30 PM
nice

zoom4010
03-12-12, 09:06 AM
hey man
thanks for the tut
it worked for me with the singlemissions
but i am having troubles making multiplayer missions
i put the mission in the "multimissions" folder
but i can't see it in the multiplayer menu in the game
thanks for help

Yass_27
03-13-12, 03:30 PM
I'm beginner of modding sh5, and it's great help in it
thanks :)

( sry if my englis is s*cks )

Weinstube
04-06-13, 07:52 AM
I’m new to this Forum and Kylania thanks to your mission editor I succeeded in making a single mission in the editor and got it working. Now I’m intended to make some changes in this mission and thought I may do this without rewriting the whole lot. So in the the editor under OpenRecent Project I opened the .pf file and I reduced the distance from the sub to the convoy considerably and then saved it again as Game Mission. Again the game worked but the convoy could not be found. It seems I am not following the right procedure for adjusting a self made single ingame mission. Will you please help?


With regards,
Weinstube

Trevally.
04-06-13, 08:21 AM
I’m new to this Forum and Kylania thanks to your mission editor I succeeded in making a single mission in the editor and got it working. Now I’m intended to make some changes in this mission and thought I may do this without rewriting the whole lot. So in the the editor under OpenRecent Project I opened the .pf file and I reduced the distance from the sub to the convoy considerably and then saved it again as Game Mission. Again the game worked but the convoy could not be found. It seems I am not following the right procedure for adjusting a self made single ingame mission. Will you please help?


With regards,
Weinstube

Hi Weinstube and welcome to subsim:salute:

If you load your updated mission with the mission editor (ME2) - are the changes still there or has it gone back to your first setup?

If it has gone back - you need to look at how you are saving the mission and then installing ir into the game:hmmm:

If the changes are still there - you should look at the dates for the units entering the game. These dates are a common cause for units not showing up:hmmm:

Weinstube
04-06-13, 10:05 AM
Thanks for your answer. Looked in the mission editor at the projectfile and it seemed allright, at least it shows the new distance and direction I made between Uboot and convoy.The datings are conform those you used in the tutorial mission. I’m not sure though under which headdirectory one has to save a endproject before it is to be saved as Game Mission. Is it under: Steam ….Silent Hunter 5/data/SingleMissions or under:
My Documents/SH5/data/MissionEditor ?

Trevally.
04-06-13, 10:13 AM
place the .misge file in a folder with the same name in the singlemission folder:yep:

Steam ….Silent Hunter 5/data/SingleMissions/yourmission/yourmission.misge
:up:

Weinstube
04-06-13, 11:27 AM
Thanks Trevally for your help.

zzz1
11-29-13, 09:14 AM
Hey, thanks so much for the tutorial!:Kaleun_Salute:

*Working on a mission*

redline202
12-13-13, 10:31 PM
Hi all.
Great tutorial :up:
Does anyone know how to put a ship or ships on map with a random spawn points and random waypoints?

Trevally.
12-16-13, 06:16 AM
Hi all.
Great tutorial :up:
Does anyone know how to put a ship or ships on map with a random spawn points and random waypoints?

To do this you can set the spawn area very large - ship will spawn within that area with a random outcome. Same with the waypoints - just make them large.
If you check the ship properties when selected in ME2 - you can see further spawn chance and delay modifiers
:up:

redline202
12-16-13, 02:53 PM
To do this you can set the spawn area very large - ship will spawn within that area with a random outcome. Same with the waypoints - just make them large.
If you check the ship properties when selected in ME2 - you can see further spawn chance and delay modifiers
:up:

Thanks a lot Trevally, im gonna try that :yep:

Weinstube
03-15-14, 06:17 AM
After addiing the data\Terrain\LocationMaps\editor locations.mis as an "Existing Mission" to my project “Wilhelmshafen” I happily could now re-adjust the place of some of my ships in the harbour (Wilhelmshafen) .
But helas it seems I can’t manage to find the right way to save the mission as a game mission now.
After having saved the mission as a game mission to:
C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 5\data\Wilhelmshafen\ Wilhelmshafen.misge

I get this warning: There are some unsaved missions in your project.

Can somebody please help.

Trevally.
03-16-14, 08:26 AM
editor locations.mis are map marker only and is not the actual harbour.
The harbours are objects placed in your game and will be there in all single missions.
If you want to move or change a harbour - you must use the object editor to do this.

Also - if you are making missions with more than one layer - it becomes a campaign project and thus can not be saved as a single mission

Where you do want to use layers in single mission - you can open the .mis files with a text editor and merge them into one file. This can then be saved as a single mission.

Weinstube
03-17-14, 05:54 AM
Thanks Trevally for your response!

Indeed editor locations.mis are map marker; added as an Existing Mission in the Mission-editor they mark the harbours on the map. But also as you know the editor locations.mis can project the construction, the lay-out of some harbour on the editor map (see kylania’s SH5 Mission Editor, updated 4/9/2010, Subject: Viewing Harbors in the Editor).
Adopted this instruction in my mission “Wilhelmshafen” I could’nt safe this mission very well. After: Save as a Game Mission I got invariably the message: There are unsaved missions in your project.
Think the problem has been solved now, with the following procedure:

Mission Editor
New Project: Wilhelmshafen
Add Existing Mission: ….Silent Hunter\data]Terrain\Location Maps\ editor_locations.mis (see Kilania)
Save Mission
Close Project
Open the editor again and type under Open Recent Project: Wilhelmshafen and under Add New Mission: Wilhelmshafen 01/1942
Zoom out the map on Wilhelmshafen and touch the button: Map Location Edit Mode (Kilania ibidem)
Put some vessels in the harbour, or your submarine, just as you like
After filling in the Parameters and Validating the mission, save Wilhelmshafen.misge as a Game Mission
Check .misge extension in the Windows Explorer
That’s all.

mwlue
07-16-14, 10:12 AM
Hi there,
What's the unit of DelayedEntryTime & DelayedEntryInterval in mission editor for random generated group???

Thank you.

mwlue
07-19-14, 10:30 AM
Hi there,
What's the unit of DelayedEntryTime & DelayedEntryInterval in mission editor for random generated group??? And their effect?

Thank you.

Submariner750
09-17-14, 07:55 AM
Hello there!

I was wondering if anyone had come across the problem of duplicate ships in a user generated mission before. I have only placed one of them, and yet when i start the mission there are two of them in each place tangled together. Does anyone know what causes this? :nope:

Many thanks!

YoYo
09-10-15, 12:55 PM
Hello,

I back to SH5 from the poor release + Wolves of Steel. The new game!

Id like to create simply test missions but always Im in Long/Lat 0' 0' :( (not in my position from Editor) . Any ideas why?

http://i921.photobucket.com/albums/ad52/rafikst/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-10%2018-01-43-77_zpsc68qglmo.jpg (http://s921.photobucket.com/user/rafikst/media/Silent%20Hunter%20V%20The%20Wolves%20of%20Steel/sh5%202015-09-10%2018-01-43-77_zpsc68qglmo.jpg.html)

Mission:
https://www.sendspace.com/file/71wlur

Btw. I see that I registered 10 years ago :D.... ! Yep, it was great time with SH2 and 3.

larrygene
07-20-16, 09:48 AM
thank u so very much, I like creating some cool mission that I know I can sink ships you modders r so great at what u do for us peeon's hahaha. keep up the good work mattie.:arrgh!:

Ashikaga
09-07-16, 01:47 PM
Looks great ! Will make a wolfpack mission in the future and post it if it works :)

Ashikaga.

OldCoder
01-20-17, 09:40 AM
Noob editor question.

When I open MissionEditor2 I see a lot of pop-ups during startup such as

Engine Message
Could not make sense of RecManualCategory = Other in Data\Sea\JPFish01\JPFish01.cfg as (null)

Anything to worry about?

totheorder
01-25-17, 06:08 PM
After making several single missions, I keep getting a CTD. Are there any known issues in placing units, waypoints, adding Aircraft, etc?

Are there objectives which are more buggy than others? After about 5 or 10 minutes, I get the dreaded CTD. I'm adding about 15 to 20 units including air, sub, sea and land. Always validate mission w/ no errors, but without fail a CTD is not far behind after a 5-10 minutes of game play.

Any help on this would be appreciated. :k_confused:

vdr1981
01-26-17, 10:27 AM
After making several single missions, I keep getting a CTD. Are there any known issues in placing units, waypoints, adding Aircraft, etc?

Are there objectives which are more buggy than others? After about 5 or 10 minutes, I get the dreaded CTD. I'm adding about 15 to 20 units including air, sub, sea and land. Always validate mission w/ no errors, but without fail a CTD is not far behind after a 5-10 minutes of game play.

Any help on this would be appreciated. :k_confused:

IIRC, something from New UIs mod causes all single missions to CTD after approximately 24h of sim time (sometimes even less). Or it could be some other mod, cant remember really. Please, tell us if you find out something regarding this issue...:yep:

gap
01-26-17, 04:53 PM
IIRC, something from New UIs mod causes all single missions to CTD after approximately 24h of sim time (sometimes even less). Or it could be some other mod, cant remember really. Please, tell us if you find out something regarding this issue...:yep:

I seem to remember the same :-?

aniballecter
02-01-17, 03:37 AM
IIRC, something from New UIs mod causes all single missions to CTD after approximately 24h of sim time (sometimes even less). Or it could be some other mod, cant remember really. Please, tell us if you find out something regarding this issue...:yep:

Hi, I'm new working with mission editor SH5. I was more comfortable with ME SH3. I've found the same problem when I create a new single mission. After 24 hrs sailing, the game CTD. Doesn't matter with mods loaded or not. I tried with no mods loaded and the game CTD too.

Aktungbby
02-01-17, 03:45 AM
aniballecter!:Kaleun_Salute:

fenneclynx
03-30-20, 11:48 AM
Noob editor question.

When I open MissionEditor2 I see a lot of pop-ups during startup such as

Engine Message
Could not make sense of RecManualCategory = Other in Data\Sea\JPFish01\JPFish01.cfg as (null)

Anything to worry about?
I have exactly the same issue; I did not find any solution until now; have you ? thanks