View Full Version : Question??
Bubblehead1980
12-09-10, 07:39 PM
Anyone know if can add singles into the single merchant layers for RSRD without causing problems in the convoy layers? I know if you make changes via the ME to the convoy or tf layers it will make them not spawn at right time etc.The single merchant layers seem to be random generated groups so wondering if it would be okay to add some in areas like gulf of siam that are lacking.Save as random layer I suppose?
Anyone know?
Ducimus
12-09-10, 10:34 PM
If you want to add more singles, you could just increase the spawn rate on existing singles. Best way to do that, is to find the proper variable as it exists in the campaign file via wordpad. Find X variable at Y value. Replace with X variable at Z value.
Bubblehead1980
12-10-10, 02:04 PM
If you want to add more singles, you could just increase the spawn rate on existing singles. Best way to do that, is to find the proper variable as it exists in the campaign file via wordpad. Find X variable at Y value. Replace with X variable at Z value.
Well I want some more traffic in Gulf of Thailand...add some escorts to all singles except the coastal small fries after August 44 or so.even some of them will have lesser escorts.
Hi
Show you how to add new types of merchant ships? For example, the types of warships are added without problems, in \ data \ Roster \ English.cfg can add warships at least 99. With the merchant did not work. When adding a new type of mission editor closes with an error.
Thank's
Bubblehead1980
02-01-11, 02:07 PM
yea id love to make changes to suit me, not release.Can never get any help.Asked lurker but never would answer.No one else would either.Almost like dealing with the CIA or something lol :arrgh!:
Armistead
02-01-11, 05:16 PM
If you want to add more singles, you could just increase the spawn rate on existing singles. Best way to do that, is to find the proper variable as it exists in the campaign file via wordpad. Find X variable at Y value. Replace with X variable at Z value.
Ok, but what about 100% scripted traffic, where you want to increase the number in a group that spawns 100% of the time, instead of say 4 escorts in the group, you have 6.
Anyway, I think that's what bubble is also asking, not just more random spawned, but more ships added in the group where you can pick the type.
You can't increase escorts spawn rate if they don't exist in the group..right?
When I open the data/campaign file, you find a notepad file named campaign with files listed as such, but these are the wrong files. I think in my other post you said these were config files, even though I see them as mission files.
[Section 7]
FileName=data/Campaigns/Campaign/41a_Jap_CoastalTraffic.mis
StartDate=19390101
EndDate=19420401
GameModes=SingleMission,SinglePatrol,Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
EntryFocalPointLong=0
EntryFocalPointLat=0
MaximumDistanceFromStartPoint=90000
ExclusiveLayer=No
ExclusiveLayerID=0
What is the exact path to the mis. files to make changes?
Like Bubble I've got so many conflicting reports on what you can do or can't do with ME to RSRD from different modders. Didn't someone once create a program to write traffic outside of ME with instructions. Maybe that's even what lurker used.
Ducimus
02-01-11, 11:36 PM
what about 100% scripted traffic,
Scripted layer as opposed to a random layer? (Big difference here)
where you want to increase the number in a group that spawns 100% of the time, instead of say 4 escorts in the group, you have 6.
In a random layer this is easy. Just edit the random groups unit composition and place more units in it. In a scripted layer, you'll have to place the units individually, make sure the entry and exit dates match the group your trying to attach them to, and attach it to the group leader.
You can't increase escorts spawn rate if they don't exist in the group..right?
I'm assuming your talking about a random layer. Within a random group, you can make individual ships have a chance to spawn. For example, you can have a group randomly spawn every 5 days. Within that group you can have 4 ships that will spawn 100% of the time this random group appears, 3 ships that spawn 50% of the time this random group appears, and another 2 that only spawn 25% of the time this random group appears.
So the ships that appear when this random group does spawn, has a chance to have different numbers of ships every time. On that note, a "generic" entry randomizes the type of ship that appears there. Generic choices are Cargo, destroyer, tanker, etc.
The only problem with generic entries is the mission editor restricts the top speed of this "generic" unit to the slowest unit of that generic type. (for example generic cargo might be restricted to 10 knots even though some might be able to do 15)
When I open the data/campaign file, you find a notepad file named campaign with files listed as such, but these are the wrong files. I think in my other post you said these were config files, even though I see them as mission files.
Again, your looking at the campaign.cfg. Think of this as the file that holds everything together. To understand this file you have to look at SH3's campaign files. How it was in SH3, is you had several different types of traffic:
Convoys
single merchants
task forces
HK groups.
And you had these types of traffic for all years of the war. (1939 through 45)
ALL of these was in one big massive, ugly campaign layer. Tracking down traffic was difficult. What SH4 does, is divide all these traffic types into their own files, by year. What SH4 does with the campaign.cfg file is it compiles it, and loads the traffic needed for whatever year your playing. If its December 1941, then the game will load, just what it needs for that time period. This is why SH4 loads so much faster then SH3.
In the part you cited, your only looking at the japanese coastal traffic for the end up 1941. It's but one piece of the puzzle. If you want to look at mercants or convoys, you'll find a similarly named MIS file. It's the MIS file that holds the traffic. The campaign.cfg file only tells SH4 what files to load.
Didn't someone once create a program to write traffic outside of ME with instructions. Maybe that's even what lurker used.
Yes. I forget the exact name, Automated campaign scripter or something like that. I've used it myself. It's how i got the zig zags in TMO's convoy layers. A relatively simple thing for it. Lurker was doing more advanced stuff, and was running several scripts against the layers to do what he wanted. I don't think he used the Mission editor much. It was too confining, and inefficient given the scope of his work.
chrysanthos
02-07-11, 12:27 PM
can someone help me how to create my own misions please? every time i try to do it i forgot something:/ or at least send me pm a readme file...
peabody
02-07-11, 05:18 PM
can someone help me how to create my own misions please? every time i try to do it i forgot something:/ or at least send me pm a readme file...
Go to the Mission Designers forum and read the first post:
"Mission Building Tips, Tricks, and Advice"
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