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sidslotm
02-14-11, 01:06 PM
Hi all,
I had a go at some missions and although not the best on record I did enjoy making them and would like have a go at a campaign.

The WDAD by Lurker is the most exciting campaign for because of the T and U Class boats that are now available. Also Lurker has completed so much of the work it really is a shame to let it just sit there unfinished. I know I will never match the masters work, but I would like to make some sort of effort, and who knows. At the moment I need to sort the menu out and there are two main issues causing problems
.
1/ the (DepartureDescription1 and DepartureDescriptionOut1) where can I find this information please.

2/ I still can't work out the data lines below and how to create and save a mission, the ones with the little arrows.

[Flotilla 1]
ID= HMS Talbot
NameDisplayable= HMS Talbot, Valette
AvailabilityInterval=NULL, NULL

[Flotilla 1.Base 1]
ID= Valetta
NameDisplayable= Valetta
Info= Valetta
ExternalBaseName=Valetta
AvailabilityInterval= NULL, 1940-01-01
DepartureDescription1= 9750190, 1021415, 045 <---
DepartureDescriptionOut1= 9750190, 1021415, 045 <---

[Flotilla 1.UserPlayerUnitType 1]
ID= F1TClass
NameDisplayable= T class
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Triton
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 2]
ID= F1TUClass
NameDisplayable= U class
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Upholder
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 1.Objective 1] <----------
ID= EF1Obj1 <----------
NameDisplayable=WEST <----------
AvailabilityInterval=1941-12-06, 1944-10-15 <----------
ObjectiveCode=WEST <----------

any help appreciated sid

peabody
02-14-11, 02:54 PM
Hi all,
I had a go at some missions and although not the best on record I did enjoy making them and would like have a go at a campaign.

The WDAD by Lurker is the most exciting campaign for because of the T and U Class boats that are now available. Also Lurker has completed so much of the work it really is a shame to let it just sit there unfinished. I know I will never match the masters work, but I would like to make some sort of effort, and who knows. At the moment I need to sort the menu out and there are two main issues causing problems
.
1/ the (DepartureDescription1 and DepartureDescriptionOut1) where can I find this information please.

2/ I still can't work out the data lines below and how to create and save a mission, the ones with the little arrows.

[Flotilla 1]
ID= HMS Talbot
NameDisplayable= HMS Talbot, Valette
AvailabilityInterval=NULL, NULL

[Flotilla 1.Base 1]
ID= Valetta
NameDisplayable= Valetta
Info= Valetta
ExternalBaseName=Valetta
AvailabilityInterval= NULL, 1940-01-01
DepartureDescription1= 9750190, 1021415, 045 <---
DepartureDescriptionOut1= 9750190, 1021415, 045 <---

[Flotilla 1.UserPlayerUnitType 1]
ID= F1TClass
NameDisplayable= T class
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Triton
UnitTypeCommonality= 4
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 2]
ID= F1TUClass
NameDisplayable= U class
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Upholder
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 1.Objective 1] <----------
ID= EF1Obj1 <----------
NameDisplayable=WEST <----------
AvailabilityInterval=1941-12-06, 1944-10-15 <----------
ObjectiveCode=WEST <----------

any help appreciated sid

DepartureDescription1= 9750190, 1021415, 045 <---
DepartureDescriptionOut1= 9750190, 1021415, 045 <---DepartDescription1 is for starting from port. Out1 is for starting outside of the port.
To find these numbers, use the mission editor. Open the file containing the port. (you don't need to save it, you are only using it to find the proper numbers). Add a sub inside the port where you want to place the sub and then look at the status bar at the bottom of the mission editor window. On my monitor, I have to move the windows task bar out of the way to see them.
Once the sub is properly placed, use the first two numbers in the status bar.
Coords Ing XXXXXXXXX [m], xxxxxxxxxxx [m] ...........
The third number (045) is the heading of the sub. Using these numbers and the proper heading you can place the sub accurately at a dock.

If you are doing this in WDAD or any campaign that is already written, you will need to check that there are no other ships placed at the same location during the campaign.

[Flotilla 1.UserPlayerUnitType 1.Objective 1] <----------
ID= EF1Obj1 <----------
NameDisplayable=WEST <----------
AvailabilityInterval=1941-12-06, 1944-10-15 <----------
ObjectiveCode=WEST <----------Again using the mission editor you will see you can add an objective. For most you will first need to add a zone by right clicking on the map and 'add map zone'. Then refer to this zone for your objective.
1. The Name displayable is the name you give to the objective. Don't just leave them "Objective 1', 'Objective 2' etc, it will get confusing later.

2.The dates are when this Objective (mission) is available to assign to your sub. Using the 'stock game' as an example ( I have not used WDAD). In the stock game it would not make sense to assign an Objective to Guam in 1945. there are no enemy ships in that area. So the Available interval would be the historical time when subs are actually assigned missions in the area defined by the zone/objective combination.

3.Objective code is using is combination with Data/UPCData/UPCCampaignData/PatrolObjectives.cfg. The PartolObjectives.cfg contains all the Objectives created and you must add any you create to this fils. Then the game uses the "ObjectiveCode" to match with a line in the PatrolObjectives.cfg called "All Match="

For example here is a mission from WDAD:


[Section 2]
ID=ID2
FileName=Data\Campaigns\Campaign\PatrolObjectives\ Andaman Sea 2\Andaman Sea 2.mis
StartDate=19411201
EndDate=19450901
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=WEST <---------------------
ObjectiveType=0
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0
Notice the line "All Match=WEST". That means it is one mission that could be assigned to your sub. It will pick one of several where the "ObjectiveCode" and "Allmatch" are the same and the date falls within the time frame of the Objective/mission.
By using this method you can assign several missions to your sub using only one entry in the Flotilla.upc file and the game will pick one for you to go on. In the version of WDAD I have downloaded there are only two entries in the Flotillas.upc; EAST and WEST, but there are 23 missions in the PatrolObjectives.cfg. The game uses the ObjectiveCode/AllMatch combination to pick one for you.
If you look at the Flotillas.upc the WEST is 41-44, the EAST is 44-45.

I hope that makes sense.

Peabody

sidslotm
02-15-11, 02:43 AM
Thanks Peabody,

the map co-ordinances are now in place.

The building of the menu works in part, in as much as the Malta button is working and I enter the office, I can even load in a previous game which is encourageing.

But right now I feel this will only truly be understood when its applied and working. So if I can get the first campaign mission to work correctly, I can move on, I'll keep you informed, thanks very much.

sid

sidslotm
03-30-11, 10:53 AM
Hi

I have been messing round with WDAD NORTHSEA campaign for a while now. Although I have had some success, it does crash from time to time. One thing I have not been able to understand (among many) is this little beaut from Lurkers WDAD files. How are they arrived at and what do they mean please

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= EF1Obj1 <-------------------------------------------
NameDisplayable=WEST
AvailabilityInterval=1941-12-06, 1944-10-15
ObjectiveCode=WEST

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= EF1Obj2 <-------------------------------------------
NameDisplayable= EAST
AvailabilityInterval=1944-10-16, 1945-10-15
ObjectiveCode=EAST

thanks sid

JapLance
03-30-11, 01:03 PM
Hi

I have been messing round with WDAD NORTHSEA campaign for a while now. Although I have had some success, it does crash from time to time. One thing I have not been able to understand (among many) is this little beaut from Lurkers WDAD files. How are they arrived at and what do they mean please

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= EF1Obj1 <-------------------------------------------
NameDisplayable=WEST
AvailabilityInterval=1941-12-06, 1944-10-15
ObjectiveCode=WEST

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= EF1Obj2 <-------------------------------------------
NameDisplayable= EAST
AvailabilityInterval=1944-10-16, 1945-10-15
ObjectiveCode=EAST

thanks sid

Hi Sid,

This lets you assign different objectives during the campaign as you see necessary. In WDAD you have a set of objectives when you are assigned to the base in Trincomalee (WEST=Andaman islands, Malacca Straits) and a different set when you move to Fremantle (EAST=Java Sea, South China Sea).

After you set these objectives in the flotillas.upc file, each patrol zone or special mission you add to PatrolObjectives.cfg has a field called AllMatch that tells the game which patrol zones belongs to each objective. In WDAD, all objectives set to WEST correspond to Trincomalee-based operations (up to 10/15/1944) and the ones labeled EAST are for Fremantle submarines.

My apologies if it's not very well explained.

sidslotm
03-31-11, 03:21 PM
Hi JL,

greetings to Spain from England.

As you know I have dabbled with the WDAD campaign for some time know and I actually took your Med campaign and managed to get a class U boat to spawn at portsmouth. But the moment I put an Objective in the game map at Heligoland Bight the game crashed.

Im wondering if it's got anything to do with ( ID= EF1Obj2 and D= EF1Obj1 ) I just can't find out how and why these names are derived at, where they might be saved to prevent the game crashing. I see in your Med campaign you put Malta1Obj!.


In WDAD, all objectives set to WEST correspond to Trincomalee-based operations (up to 10/15/1944) and the ones labeled EAST are for Fremantle submarines
.


[Section 1]
ID=ID1
FileName=data/Campaigns/Campaign/PatrolObjectives/Patrol South China Sea 01/Patrol South China Sea 01.mis
StartDate=19420201
EndDate=19450901
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=South China Sea <-------------------------------- yes
ObjectiveType=0
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0


sid, " I used to be uncertain, but now I'm not so sure "

JapLance
03-31-11, 04:18 PM
Hi JL,

greetings to Spain from England.

As you know I have dabbled with the WDAD campaign for some time know and I actually took your Med campaign and managed to get a class U boat to spawn at portsmouth. But the moment I put an Objective in the game map at Heligoland Bight the game crashed.

Im wondering if it's got anything to do with ( ID= EF1Obj2 and D= EF1Obj1 ) I just can't find out how and why these names are derived at, where they might be saved to prevent the game crashing. I see in your Med campaign you put Malta1Obj!.
.
sid, " I used to be uncertain, but now I'm not so sure "

ID for the objectives can be anything you want, I guess. I just followed the FLOTILLA-number-OBJ-number because it is very clear.

Then, the field ObjectiveCode is what you will use in the field ALLMATCH in PatrolObjectives.cfg.

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= EF1Obj1
NameDisplayable=WEST
AvailabilityInterval=1941-12-06, 1944-10-15
ObjectiveCode=WEST

[Section 1]
ID=ID1
FileName=Data\Campaigns\Campaign\PatrolObjectives\ Andaman Sea 1\Andaman Sea 1.mis
StartDate=19411201
EndDate=19450901
GameModes=Career
InclusionProbability=100
MinimumDifficultyRating=0
MinimumPlayerRating=-3
ExclusiveLayer=No
ExclusiveLayerID=1
EvaluationReason=FirstObjective
AllMatch=WEST
ObjectiveType=0
BriefingMapName=NULL
BriefingMapIcon=NULL
BriefingMapIconPosX=0
BriefingMapIconPosY=0

sidslotm
04-01-11, 01:10 PM
Hi JL,

when you place a map zone thats going to be the Objective file, ie " Heligoland Bight " you save as scripted layer is that right?........ also, on what map file do you place the map zone, campaign_LOC or campaign_NMS.

thanks sid

JapLance
04-02-11, 01:54 AM
Hi JL,

when you place a map zone thats going to be the Objective file, ie " Heligoland Bight " you save as scripted layer is that right?........ also, on what map file do you place the map zone, campaign_LOC or campaign_NMS.

thanks sid

I save the Patrol Objectives files with the Save (Normal Mission) as option.

To place the zones I usually start a new map, merge any needed reference (without marking them as saveable) as convoy routes layers or harbor locations (Campaign_LOC), and then create and position the zone.

Hope this helps you ;)

sidslotm
04-02-11, 03:47 AM
Hi JL,

thanks for that JL, I am beginning to look else where now, dates maybe. It's just I must have exausted every combination of possible permutaions of file type there is, and still I only get a partial loading of the game, at best. :damn:

The Menu works fine to look at, but if date is wrong :damn: . I read somewhere in a thread "peabody" I think, that dates should over lap by a few days, mmmmm.

sid "talk to der hand"

peabody
04-02-11, 01:25 PM
Hi JL,

thanks for that JL, I am beginning to look else where now, dates maybe. It's just I must have exausted every combination of possible permutaions of file type there is, and still I only get a partial loading of the game, at best. :damn:

The Menu works fine to look at, but if date is wrong :damn: . I read somewhere in a thread "peabody" I think, that dates should over lap by a few days, mmmmm.

sid "talk to der hand"

Without seeing all the files it is hard to determine what is wrong. But I did what to clarify a comment I made above.
When I was explaining how to obtain the Departure descriptions, this is only to obtain those numbers for Departure locations. Do not save the mission with the player sub in it! The game adds the player sub. This technique is ONLY used to obtain the numbers. So make sure you did not save any missions with the player sub in them.

To answer another question, No the objective mission does not "NEED" to be saved as a scripted layer. You can save as a regular mission, just delete the .tsr file, it is only needed for single missions.
1. Make sure the mission name and the folder name are the same.
2. Check dates, as you commented.
3. Make sure there is no player sub in the mission.
4. The only reason you would need to overlap the missions is to make sure you don't have a gap where there is no mission available. But you should get a message not a CTD if no mission/objective is available.

when you place a map zone thats going to be the Objective file, ie " Heligoland Bight " you save as scripted layer is that right?........ also, on what map file do you place the map zone, campaign_LOC or campaign_NMS.Simple answer; neither one. As JL pointed out he uses "Merge" to load the NMS and LOC files only as a reference to position the zone. But by NOT using "merge as savable, it will not save the "merged" information when you save the mission/Objective.

One way to test, if you haven't tried it already is to load the mission/objective you created that is crashing. Put the sub into it you want to use and save as a single mission and see if it works. DO NOT use this for the campaign, but only as a test to see if you have a mistake in the mission/objective. You need to remove the sub to save for the Campaign.

Things to check:
1. As you commented: dates.
Make sure the sub is available on that date
Make sure the mission is available on that date
Make sure the base is available on that date

2. Make sure the ID you created for your mission is not the same as any other IDs.

3. Make sure your "Objective Code" and "AllMatch" are exactly the same, check spelling, spaces etc.

Like I commented, it is hard to tell what the problem is without seeing the files.

Peabody

sidslotm
04-03-11, 01:33 AM
Thanks for that peabody your a diamond.


Simple answer; neither one. As JL pointed out he uses "Merge" to load the NMS and LOC files only as a reference to position the zone. But by NOT using "merge as savable, it will not save the "merged" information when you save the mission/Objective.



Sorry JL, I was blind but now I see, thanks peabody.

sid

JapLance
04-03-11, 01:50 AM
One thing about the dates.

A good check could be starting the campaign in the same dates as the original WDAD. We know that the game loads fine with those dates (1-1-1944 for instance). If it would work well this way, there is some certainty that the problem is a date somewhere.

When I was checking the files you sent me, I noticed that the T-Class had an availability date in the UPC file (..Data\Submarine\NSS_Triton) set later than the start of the campaign. I changed it and it would still crash the game, but there could be more of those hidden.

sidslotm
04-04-11, 02:37 AM
Hi JL,

yes I'm looking into this now, thanks. Trying to work it out is to much, heh.

sidslotm
05-09-11, 12:46 PM
Thanks Peabody and JL for all the help on getting WDAD British Campaign running. It took me longer that I anticipated but we are up and running from Gosport and Rosneath. :salute: a breakthough.

Now I just got to come up with some missions, near authentic if possible. A problem I never saw is there are no German convoys to sink, I may have to make them up. We will see and I will keep you updated.

thanks again, sid

keltos01
05-15-11, 11:03 AM
good news sid !

keltos

peabody
05-15-11, 12:26 PM
Thanks Peabody and JL for all the help on getting WDAD British Campaign running. It took me longer that I anticipated but we are up and running from Gosport and Rosneath. :salute: a breakthough.

Now I just got to come up with some missions, near authentic if possible. A problem I never saw is there are no German convoys to sink, I may have to make them up. We will see and I will keep you updated.

thanks again, sid

I need to change a comment I made, I must have been tired!!! For campaign files, you DO NOT need the mission.TSR file for traffic you add to the campaign. You DO need the .tsr file for "PatrolObjectives" files. I must have been thinking you were making more traffic. The TSR file has the mission briefing in it.
Your comment above about adding German convoys woke me up I guess. :doh: Sorry for the mixup.

Here is one if you ever find and answer. I notice in stock (and I think TMO) some Partrol Objectives folders have two missions in them. I never figured that one out. On has like "mission name 01.mis and the other has "mission name 01d.mis. And the mission is suppose to match the folder name, so I never did figure out why they are there.

Peabody

sidslotm
05-15-11, 03:01 PM
HI,

Yes the TSR file issue was cracked without to much of a problem and I have been pleased with the results, it's just the writing of all the mission orders gets me down a bit.

I have to learn how to transfer a mission from one flotilla to another, this is my next objective, from the North Sea to the Atlantic.


Here is one if you ever find and answer. I notice in stock (and I think TMO) some Partrol Objectives folders have two missions in them. I never figured that one out. On has like "mission name 01.mis and the other has "mission name 01d.mis. And the mission is suppose to match the folder name, so I never did figure out why they are there.



I haven't come across this one yet Peabody, something to do with a second objective maybe?

thanks again, any idea's, please post them, like the new TClass from Keltos and JU_88, can't wait.

peabody
05-15-11, 04:00 PM
HI,

Yes the TSR file issue was cracked without to much of a problem and I have been pleased with the results, it's just the writing of all the mission orders gets me down a bit.

I have to learn how to transfer a mission from one flotilla to another, this is my next objective, from the North Sea to the Atlantic.



I haven't come across this one yet Peabody, something to do with a second objective maybe?

thanks again, any idea's, please post them, like the new TClass from Keltos and JU_88, can't wait.

If you want to use the SAME mission from one flotilla to another it is a copy/paste and change the ID and the [Flotilla 1.UserPlayerUnitType 1.Objective 1]. The mission actually gets assigned to the sub in the Flotillas.upc

Example:

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= MB11OBj1
NameDisplayable= NULL
AvailabilityInterval=1943-04-01, 1943-06-15
ObjectiveCode= China-Sea

Change the items in Yellow if it is the same mission but from a different flotilla/port. Since it gets linked to the mission using the "ObjectiveCode=" the other changes only put it into a different flotilla and sub and does not affect the mission at all.

[Flotilla 2.UserPlayerUnitType 1.Objective 1]
ID= DifferentFlotillaOBj1
NameDisplayable= NULL
AvailabilityInterval=1943-04-01, 1943-06-15
ObjectiveCode= China-Sea

***********************************************

My only thoughts on the second mission in the folder is that it may have been an attempt to use them after a Status report. For example if you stayed on your patrol area and completed the objective but didn't see or sink any ships, then send a status report it may tell you to stay longer or try a different location. But I don't seem to see anywhere it was implimented. I opened on, Patrol Bismark Sea and 01 was to patrol but 01d said to "Redeploy to the Bismark Sea..." That is what makes me think it was after a status report, but I don't see where it would work. Maybe it didn't work or wasn't finished so they didn't use it.
Anyway I never have figured out the reason for the second 'd' mission, and they all use the 'd' after the number.

Peabody

sidslotm
05-18-11, 03:54 AM
Hi Peabody


My only thoughts on the second mission in the folder is that it may have been an attempt to use them after a Status report


I would have guessed first off, re-deploy, I like this idea in missions but have not found the momentum to approach it as yet. This would be a good one to solve

My main issue today is getting the boat able to re-dock after a
successful mission, a little anchor should appear in the top right corner but does not.

peabody
05-18-11, 01:28 PM
My main issue today is getting the boat able to re-dock after a
successful mission, a little anchor should appear in the top right corner but does not

Did an anchor appear when you started the mission? (assuming you were close enough to the base when you started.) Try starting "in port" to see if you get an anchor when leaving port.

What base did you use to create the base you are using? Some change hands during the war and an incorrect date may cause it to be an enemy base which of course would not allow you to dock. I know there are neutral ships in the game but from the version of WDAD on my machine I don't see any neutral ports, but if you added any new ones, I don't know if a neutral port will allow you to get the anchor.

What color is the icon for the port you are having problems with.

Also any port that is not your home port would not allow you to dock, but you should still get the anchor to allow 'refit' at a friendly port, so that should not be the problem.

********************************
I noticed what I believe are mistakes in your first post, which may be fixed by now.


[Flotilla 1]
ID= HMS Talbot
NameDisplayable= HMS Talbot, Valette
AvailabilityInterval=NULL, NULL

[Flotilla 1.Base 1]
ID= Valetta
NameDisplayable= Valetta
Info= Valetta
ExternalBaseName=Valetta
AvailabilityInterval= NULL, 1940-01-01
DepartureDescription1= 9750190, 1021415, 045
DepartureDescriptionOut1= 9750190, 1021415, 045


Your [Flotilla 1] ID is the name of a ship. Is there a ship in your campaign with that name. If there is, that may cause a problem.

For AvailabilityInterval= NULL, 1940-01-01 those are startdate, enddate, so the base ends in 1940-01-01?

Peabody

sidslotm
05-19-11, 09:04 AM
Hi


Did an anchor appear when you started the mission?


No, I had to go back and recheck......I have checked the flotilla file against others and it's much the same. Unless it's a small date glitch that I have not seen.

I installed a new harbour on the Campaign_LOC called Gosport across the bay from Portsmouth and it works well enough. I will look further into it, the Neutral port idea may be suspect. But I checked it out against other harbours that Lurker place and it all look about the same. The colour of the homebase icon is blue, but the Submarine icon is grey?? Im not sure what that means, should be blue as well.




[Flotilla 1]
ID= HomefleetSouth
NameDisplayable= HomeFleet, Gosport
AvailabilityInterval=NULL, NULL

[Flotilla 1.Base 1]
ID= Gosport
NameDisplayable= Gosport
Info= Gosport
ExternalBaseName= Gosport
AvailabilityInterval= NULL, 1945-12-31
DepartureDescription1= -134345, 6094860, 0
DepartureDescriptionOut1= -133666, 6093988, 180

peabody
05-19-11, 12:13 PM
Hi



No, I had to go back and recheck......I have checked the flotilla file against others and it's much the same. Unless it's a small date glitch that I have not seen.

I installed a new harbour on the Campaign_LOC called Gosport across the bay from Portsmouth and it works well enough. I will look further into it, the Neutral port idea may be suspect. But I checked it out against other harbours that Lurker place and it all look about the same. The colour of the homebase icon is blue, but the Submarine icon is grey?? Im not sure what that means, should be blue as well.

My sub is always black. A friendly AIsub if it is modding into the game would be blue, but my player sub is not. I play stock, I don't know if any mods changed that. (My video card won't handle a lot of the environmental stuff in mods)

I took Mission Editor and put in a US sub and a US port in 1940, thereby making it neutral (since Pearl Harbor didn't happen yet) and the port did not have the US flag background and I was able to refit at the "neutral" port. It was a single mission so I could not dock since there is no home port in a single mission.

So I suspect there may be a problem with the Flotilla base you created. A name or date that you looked at 50 times but didn't see. I do that now and then. Most likely suspect is externalbasename=.

Just a suggestion: You CAN put the Naval Base into Campaign.LOC but if you check the files you will see "US NavalBases.mis" and "AxisNavalBases.mis" and "AlliesAirbases", and so on.

If you use one of these or create another with whatever country you want then all the bases are in the same file and you don't have to go searching for them later. You will find later that you may add bases that do not contain Flotillas and are only used for refits/supplies. And if you create several of them, you will soon forget where you put them as you move on to other stuff. Not only makes it easier to find, but also makes it less likely to make a mistake and mess up Campaign.LOC.
Campaign.LOC and Campaign.NMS are two files I use a lot to "Merge" as NOT saveable. It will give locations and names (that's what the LOC and NMS mean) so I can position stuff correctly without adding to the LOC and NMS file. Just a suggestion, not requied to do, but more organized.

If you post or PM a copy of the Flotilla with the base that didn't work and a copy of the file the base is in (Campaign.LOC??) I can take a look to see if I notice the problem. I may not see it, but a second set of eyes can't hurt. Unlesss you have deleted it.

Peabody

JapLance
05-19-11, 01:33 PM
Hi sid,

I took a look at the files you sent me, and at the beginning I couldn't find anything wrong with them. Flotillas seemed OK, and also Careerstart.upc. But this afternoon I think I've found what is wrong with it: the problem lies in the campaign.cfg. That file points to the naval bases in a file called Allied_Navalbases.mis, but the file is named Allies_Navalbases.mis. You can either rename the file or change the campaign.cfg. Also, that .mis starts at 19400101, and the game starts at war's beginning (19390903). As I changed both things at the same time, I'm not sure if the latter is important. You can try fixing the name first, and in case in wouldn't work fix the start date.

I played a couple of career starts (hard to survive in those coastal waters around Heligoland :wah:), and even sunk one of the U-boats, but time compression killed the cat :haha:.

sidslotm
05-20-11, 11:23 AM
Hi JL, Peabody,

Thanks for that, it brings the ports into play for refit, but still no docking, errors are like gnats, if you know what I mean.


That file points to the naval bases in a file called Allied_Navalbases.mis, but the file is named Allies


But we are getting there, thanks fellas

peabody
05-20-11, 11:26 AM
Post deleted. We are in the mission editor forum and I keep thinking Single missions. The comment didn't apply to the allies_navalbases, only to Patrol Objectives.

Peabody

peabody
05-20-11, 01:02 PM
Hi JL, Peabody,

Thanks for that, it brings the ports into play for refit, but still no docking, errors are like gnats, if you know what I mean.



But we are getting there, thanks fellas

Ok, when you corrected the Allied_Navalbases.mis it brought the ports into play BUT if you notice it is trying to dock you at Portsmouth NOT Gosport. Since Gosport is your home port, you can not dock at Portsmouth (only refit.)

I moved Portsmouth off into the distance and it works fine for Gosport. So Portsmouth is too close. Delete Portmouth and you should be ok.

One thing I would suggest is when you place a naval base uncheck "delete on last waypoint". Since you did not assign a waypoint, it technically has reached it's "last waypoint". I only had it happen once, but I did have a base that never appeared and it was deleting itself. It only happened once, but it is a possibility.

I did not have time to test any more of the MOD but now that you can dock, you should be able to continue to other stuff.

Must easier to find the problem once I got the files to look at. Noticed it immediately when trying to dock. A few extra sets of eyes make a big difference. I know in the stuff I am working on, I get a 'bug' and look right at it 100 times and never see it.

Peabody

sidslotm
05-21-11, 12:54 AM
A few extra sets of eyes make a big difference.


I know what you mean Peabody, I find I can't see the wood for the tree's and without the extra eye's this would be impossible.

Thanks for the input and invaluable extra eye's that have helped with these campaign problems, this applies to JL as well.

peabody
05-21-11, 04:32 AM
Thanks for the input and invaluable extra eye's that have helped with these campaign problems, this applies to JL as well.

Definately, catching Allied and Allies is not an easy mistake to find.

Peabody

sidslotm
05-21-11, 09:08 AM
It's working at last, thanks peabody. I can refit and dock, now I can get on with other stuff. Made a new splash screen.

http://img828.imageshack.us/img828/6896/stalkinghorses.jpg

There is still so much to do, so time will tell.

sidslotm
05-24-11, 03:51 AM
HI Peabody,


[Flotilla 2.UserPlayerUnitType 1.Objective 2]
ID= Rosneath1Obj1
NameDisplayable= ATLANTIC
AvailabilityInterval=1941-12-03, 1945-12-31
ObjectiveCode= ATLANTIC


[Flotilla 2.UserPlayerUnitType 2.Objective 2]
ID= Rosneath1Obj2
NameDisplayable= ATLANTIC
AvailabilityInterval=1941-12-03, 1945-12-31
ObjectiveCode= ATLANTIC


I hear what you say about different names, so I changed them back to the original 1 and 2, same for Gosport 1 and 2 which although not fully tested is working.

The Rosneath base suffers from " no primary objective found" I really thought I had this one sorted, but has retfurned to give me that sinking feeling, heh.:rotfl2:

v2 is posted and upto date as I write this, sid

peabody
05-24-11, 05:34 AM
HI Peabody,

[Flotilla 2.UserPlayerUnitType 1.Objective 2]
ID= Rosneath1Obj1
NameDisplayable= ATLANTIC
AvailabilityInterval=1941-12-03, 1945-12-31
ObjectiveCode= ATLANTIC


[Flotilla 2.UserPlayerUnitType 2.Objective 2]
ID= Rosneath1Obj2
NameDisplayable= ATLANTIC
AvailabilityInterval=1941-12-03, 1945-12-31
ObjectiveCode= ATLANTIC

I hear what you say about different names, so I changed them back to the original 1 and 2, same for Gosport 1 and 2 which although not fully tested is working.

The Rosneath base suffers from " no primary objective found" I really thought I had this one sorted, but has retfurned to give me that sinking feeling, heh.:rotfl2:

v2 is posted and upto date as I write this, sid

The IDs are ok but the file listed is the old one the green should be objective1 for the first sub and objective 1 for the second sub.

The IDs are ok but it will be easier to keep track of as you add missions if you keep a pattern
For example use the sub and obj

sub1obj1
sub1obj2
sub1obj3

sub2obj1
sub2obj2
sub2obj3

Now for the "Primary Objective not found" is basically what it says, it can't find the mission objective. Several causes, most common is "AllMatch" and "ObjectiveCode" don't match. Other reasons: the mission isn't written right, the mission isn't in the "PatrolObjectives.cfg" file, the numbering is wrong or dates are wrong.
I will download the new version and take a look.

Now here is your new Flotilla file:

[Flotilla 2.UserPlayerUnitType 1.Objective 1]
ID= AT1Obj1
NameDisplayable= ATLANTIC
AvailabilityInterval=1941-12-03, 1945-12-31
ObjectiveCode= ATLANTIC

[Flotilla 2.UserPlayerUnitType 2.Objective 2]
ID= AT2Obj1
NameDisplayable= ATLANTIC
AvailabilityInterval=1941-12-03, 1945-12-31
ObjectiveCode= ATLANTIC

I fixed the ID but if you notice the first one is Objective1 for sub 1 which is the U Class. Sub 2, the T class does not have an Objective1, it starts with Objective2.

Remember the numbering sequence.

base2 sub1 obj1
base2 sub1 obj2
base2 sub1 obj3

base2 sub2 obj1
base2 sub2 obj2
base2 sub2 obj3

I think you are confusing yourself because you only have one mission for each sub at this point, so you think 1 and then 2. But actually it is Objective1 for sub1 and also objective1 for sub2.

Peabody

sidslotm
05-25-11, 02:20 AM
Thanks Peabody,

I have been working away at this but I hope my last pm message will explain my problem. I hear what you say about the Gosport naval base and may well explain why I cannot move on to the next mission in the campiagn. :salute:

The sun is shinning today and I feel the need to get out, heh, so will look again later when my eye's return to normal:rotfl2:

thanks for your help and input into this work shipmate, sid

peabody
05-25-11, 02:34 AM
Thanks Peabody,

I have been working away at this but I hope my last pm message will explain my problem. I hear what you say about the Gosport naval base and may well explain why I cannot move on to the next mission in the campiagn. :salute:

The sun is shinning today and I feel the need to get out, heh, so will look again later when my eye's return to normal:rotfl2:

thanks for your help and input into this work shipmate, sid

If you stare at it long enough you will go crazy. I know:doh::doh::doh:

Ok in the files you sent me:

In Gosport you have two subs 1 (U class) and 2 (T class), and you have one objective (mission) for each sub. Both are numbered "Objective1". So each sub has one objective. And it is correct as you sent it to me.

In Rosneath you have two subs 1 (U class) and 2 (T class) and you have one Objective for each sub BUT both Objectives are numbered "Objective2". They both need to be numbered "Objective1". They are both the first mission...one for each sub.

Peabody

sidslotm
05-26-11, 10:37 AM
Hi Peabody,

thanks for this, I recon this must be right now.

But the Rosneath start still cannot find the missions objective, I must have a date wrong. I have stripped out most of the campaign objectives to try and find the problem, I will keep you informed, thanks again, sid.

peabody
05-26-11, 12:24 PM
Hi Peabody,

thanks for this, I recon this must be right now.

But the Rosneath start still cannot find the missions objective, I must have a date wrong. I have stripped out most of the campaign objectives to try and find the problem, I will keep you informed, thanks again, sid.

What I sent you works on mine. The mission objective needs some rewording but the mission works on both subs.

Let me know what is not working. Once you get the first one working the rest should be easier to do.

Peabody

sidslotm
05-27-11, 04:12 AM
Hi Peabody,


What I sent you works on mine. The mission objective needs some rewording but the mission works on both subs.


I'm getting there as well, the U Class is working from Rosneath but not the T Classs. I wondering as I write this if I need to re-install SH4, Iv'e been messing with it for ages now. The wording will have to wait till the last, I'm looking at tying the WW2 dates in as near as possible concerning German bases at Brest etc, plus blockade runners. Lurker has done most of the work in truth, I just fill with little extras that come to mind.

Unfortunately the British campaign does not have the huge convoys to attack like the German campaign, so idea's are needed. Sink the Scharnhorst maybe. sid

JapLance
05-27-11, 05:28 AM
Unfortunately the British campaign does not have the huge convoys to attack like the German campaign, so idea's are needed. Sink the Scharnhorst maybe.

What about agents and commandos in and out of Norway and perhaps France, attack the small but important traffic between Germany and Norway, all the ship movement of Wesserübung in April-May 1940, chase the Tirpitz and the rest of Kriegsmarine heavy units from 1942 onwards in the Arctic, Murmansk-bound convoy escort, U-boot hunt in Biscay Bay and Norway... and of course loads of patrol zones. Some British subs were transfered to the USSR port of Poliarny, and some other were used as beacons for important operations (HMS Sealion - Dec 41, acted as marker submarine for Operation Anklet, the raid on Lofoten Islands, Norway.).

There is more than meets the eye in a British Atlantic campaign :arrgh!:.

sidslotm
05-27-11, 03:51 PM
Hi JL,


What about agents and commandos in and out of Norway and perhaps France


of coarse your right and thnks, I will look into this soon enough. The problem is overcoming the issues of the day right now. But these are great idea's and I will use them. Peabody has helped no end as you can see.... sid

sidslotm
06-21-11, 03:53 PM
how do I create a change of base condition please, :up:

peabody
06-22-11, 12:45 PM
how do I create a change of base condition please, :up:

If you look at the Flotillas for the US stock Campaign you will see an example with the Fremantle Command (Flotilla 2)

Flotilla 2 contains three bases:
Flotilla 2. Base 1 (Manila)
Flotilla 2. Base 2 (Surabaya)
Flotilla 2. Base 3 (Fremantle)

As each base gets captured by the Japanese you get moved to the next base until you end up in Fremantle. This is simply done using the AvailableInterval dates.
Manila AvailableInterval=NULL, 1941-12-23 so you get transferred to Surabaya on Dec 23.
Then Surabaya AvailableInterval=1941-12-24, 1942-02-28.
Then on Feb 28 you go to Fremantle.

Because of the dates you actually don't have a base for one day. Manila gets deleted when the date reaches Dec 23 but Surabaya isn't available until the next day Dec 24.
You will see a listing for Corregidor but that is commented out with ; in front of each line, so it actually is not used as base 2.

I am assuming that is what you mean by a "change of base"? If not then you would need to do a manual transfer in the game.
************************************************** ***
If you want the original base to remain, I would imagine (I never tested it) you could have the base disband as the US example and then on the map, put the naval base back after it is deleted, without creating a Flotilla for it. (possibly the next day.) That would give you back the base but force the transfer since the Flotilla no longer exists.

Hope that makes sense.

Peabody

sidslotm
06-23-11, 02:23 AM
thanks Peabody I'll look at this today. The idea is just to change base as war progresses. A request of base change may be different but I'm not planning that far ahead right now.

WDAD British campaign is working but for proper testing, I have found a few glitches and loose ends that need tidying up, if I can tie them off I will.

The SUBOFPATHS text that keeps cropping up and I need to fix that and change it to HOMEFLEET or something. The loose ends take and age.

thanks matey

peabody
06-23-11, 04:13 AM
thanks Peabody I'll look at this today. The idea is just to change base as war progresses. A request of base change may be different but I'm not planning that far ahead right now.

WDAD British campaign is working but for proper testing, I have found a few glitches and loose ends that need tidying up, if I can tie them off I will.

The SUBOFPATHS text that keeps cropping up and I need to fix that and change it to HOMEFLEET or something. The loose ends take and age.

thanks matey

An automatic change of base needs to be set up, but a 'request' for a change of base is simply pick up the phone on the desk in the capatain's room in port. You will be able to transfer to another base from there as long as your sub is available at the base you want to transfer to.

Peabody.

sidslotm
06-24-11, 11:38 AM
An automatic change of base needs to be set up.


thanks peabody, I will have look into this pretty soon. I keep pecking away at it, but there are so many niggly little issues it's hard to keep up. The boat does't stop when contact is made while surfaced, but it does while submerged. The crew dissapear from time to time, gone fer a cuppa tea I recon, Brits huh.

peabody
06-24-11, 01:35 PM
thanks peabody, I will have look into this pretty soon. I keep pecking away at it, but there are so many niggly little issues it's hard to keep up. The boat does't stop when contact is made while surfaced, but it does while submerged.

That is the first time I have heard that one. By 'stop' I assume you mean it doesn't drop out of Time Compression? Maybe a radar or a deck watch that isn't set up right? Submerged the sonar should pick it up, but maybe on the surface the Deck Watch isn't seeing it? Does it NEVER stop or will it stop if you get closer?

The crew dissapear from time to time, gone fer a cuppa tea I recon, Brits huh.

If the crew disappears, maybe that is why it doesn't stop? I don't remember, but is that one of the effects of ALT tabbing out of the game? Someone will know the answer to that one....I just don't remember. CRS ya know (Can't remember ****).

Good luck!!

Peabody

sidslotm
07-15-11, 08:38 AM
Hi Peabody and everyone,

Getting there now, for the most it's testing getting missions right. I keep on tweaking the mod and find errors popping up, the one over riding thing that I have learned in doing this, is how good lurker really is.


http://img34.imageshack.us/img34/4708/stalkinghorse.jpg