View Full Version : Dock a ship temporarily [Mission Editor] ?
uboot48
01-01-13, 12:00 AM
Is there a way to dock a ship in a harbor for a while, and then resume it's way-point.
I can't see any command for that, but perhaps there are some tricks to make it so.
I really need that feature otherwise whole my plan collapses.
I am trying to recreate Rheinübung operation from day 18 may.
Thank you in advance.
Webster
01-02-13, 02:58 PM
try this, make its speed from waypoint 1 to waypoint 2 something like .25 or .1 kts then the ship is moving so slow it looks docked then at waypoint 2 you put in the speed you want for the ship and it will look like it just started moving. the drawback to this method is it will have bow and stern wakes the whole time it looks like its not moving and timing of the slow moving speed and just where to put waypoint 2 so it speeds up at the right time can take time to get right.
another thought is if you just want the ship to react then put speed at 0 but not docked and as soon as the ship reacts to being "alerted" by an attack it will get under way as AI controlled
uboot48
01-03-13, 06:59 AM
try this, make its speed from waypoint 1 to waypoint 2 something like .25 or .1 kts then the ship is moving so slow it looks docked then at waypoint 2 you put in the speed you want for the ship and it will look like it just started moving. the drawback to this method is it will have bow and stern wakes the whole time it looks like its not moving and timing of the slow moving speed and just where to put waypoint 2 so it speeds up at the right time can take time to get right.
another thought is if you just want the ship to react then put speed at 0 but not docked and as soon as the ship reacts to being "alerted" by an attack it will get under way as AI controlled
Fractional numbers did not come to my mind.
I will experiment your tip, thanks !
I was thinking simply to make the ship disappear on a last way point and then re-enter,
but that would require 2 objects with the same name. It could cause problems (?), and have no control over time ( only DATE) .
Does the ship get alerted from a patrol plane ?
Webster
01-03-13, 06:06 PM
Fractional numbers did not come to my mind.
I will experiment your tip, thanks !
I was thinking simply to make the ship disappear on a last way point and then re-enter,
but that would require 2 objects with the same name. It could cause problems (?), and have no control over time ( only DATE) .
Does the ship get alerted from a patrol plane ?
i think so but if its not firing at the plane its not alerted. in order to be "alerted" ships need to be directly attacked or be in very close to the ship being attacked.
i only know this from observation so i dont know the exact circumstances of the trigger for alerting so do some testing
uboot48
01-04-13, 09:00 PM
I spent so much time and can't make it work accordingly to my tune.
The harbor AI is quite dump, even if the unit is ELITE class.
If the way-points are too close my Bismarck tends to ignore it, or do own way.
I did make a way-point ( with 0.2 speed ) to work but I had quite few crashes during testing.
The patrol plane did not make any alert, and when is too low it gets shot instantly.
So I might give up after all, there is no point in trying to achieve something that game engine does not support.
It is sad, I actually giving up any mission creation, don't like to have my hands tight up.
I spent so much time and can't make it work accordingly to my tune.
The harbor AI is quite dump, even if the unit is ELITE class.
If the way-points are too close my Bismarck tends to ignore it, or do own way.
I did make a way-point ( with 0.2 speed ) to work but I had quite few crashes during testing.
The patrol plane did not make any alert, and when is too low it gets shot instantly.
So I might give up after all, there is no point in trying to achieve something that game engine does not support.
It is sad, I actually giving up any mission creation, don't like to have my hands tight up.
As a last resort you might ask Trevally ;)
Webster
01-05-13, 02:09 AM
try asking here in this thread http://www.subsim.com/radioroom/showthread.php?t=190953
or start a new thread asking about "how mission triggers work"
Trevally.
01-05-13, 05:29 AM
Here is a mission where a DD is docked for 1 hour.
It is the replaced by another DD (same) that will goto a waypoint.
Your uboat is just off watching:-
[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1941
Month=5
Day=18
Hour=10
Minute=0
CurrentYear=1941
CurrentMonth=5
CurrentDay=18
CurrentHour=10
CurrentMinute=0
GroupMissionStartDelay=0
IconIndex=0
Fog=0
FogRand=0
Clouds=0
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=5.000000
WindRand=0
WeatherRndInterval=5
SeaType=0
ActivationAchievements=
[Unit 1]
Name=_GE DD Type 34#1
Class=DDType34
Type=4
Origin=German
LayerOperation=0
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19410501
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=true
DockedShip=true
IsEscort=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19410518
GameExitTime=1059
EvolveFromEntryDate=false
Long=-2410000.000000
Lat=6304000.000000
Height=0.000000
IsFromSingleMis=false
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=false
CombatRadius2D=30.000000
CommandedSpeed2D=0.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
NextWP=0
[Unit 2]
Name=_GE DD Type 34#2
Class=DDType34
Type=4
Origin=German
LayerOperation=0
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19410501
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=true
DockedShip=false
IsEscort=false
GameEntryDate=19410518
GameEntryTime=1100
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-2409982.000000
Lat=6304000.000000
Height=0.000000
IsFromSingleMis=false
Heading=0.000000
Speed=5.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=false
CombatRadius2D=30.000000
CommandedSpeed2D=0.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
NextWP=0
[Unit 2.Waypoint 1]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=-2410304.000000
Lat=6306734.000000
Height=0.000000
IsFromSingleMis=false
[Unit 3]
Name=_Type VIIC#1
Class=SSTypeVIIC
Type=200
Origin=German
LayerOperation=0
Side=2
Commander=1
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19410501
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=false
DockedShip=false
IsEscort=false
GameEntryDate=19410301
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=-2409519.000000
Lat=6303995.000000
Height=0.000000
IsFromSingleMis=false
Heading=270.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=true
CombatRadius2D=30.000000
CommandedSpeed2D=0.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
NextWP=0
[EditorParams]
InitLongOff=0.000000
InitLatOff=0.000000
ZoomIndex=0
Prefix=
uboot48
01-05-13, 07:06 PM
Trevally, miles of thanks !
I am coping your "code" right now with high hopes.
uboot48
01-05-13, 10:42 PM
Trevally,
Unit 1 stays where begins, and Unit 2 appears all of a sudden as seen on screenshot. We have no movement to waypoint 1.
I guess the ENGINE is very confused about our "ghost trick"
I still playing with every possible combination, but no success ...
http://s8.postimage.org/q6m4lw0hd/units.jpg (http://postimage.org/image/q6m4lw0hd/)
Trevally.
01-06-13, 02:44 AM
:hmmm:
You could try changing unit 1 to not docked, but moving very slow to a very close waypoint. This can then set to delete at end of waypoint.
Try moving unit 2s waypoint to further away.
:up:
uboot48
01-06-13, 06:22 AM
Perhaps it's possible to do it, but in practice it is a nightmare.
I have been moving longitude of way-point of unit 1 little by little and could not make it. I had to reload mission 40 times. ( I would be tired to do 100 )
In other words I could not achieve any synchronization.
Anyway UNIT 2 behaves ODD, regardless of it's way-point 1 location.
I guess it's behavior is driven by UNIT 1.
What interesting is that GameExitDate and GameExitTime have no effect.
This trick could be easily implemented if those 2 parameters could trigger the behavior.
I made another simple play with just one ship (Bismarck), that suppose to exit in 5 min.
I manipulated all other factors ( DockedShip, DeleteOnLastWaypoint, etc...) in every possible combination and it did NOT work.
I would say is a BUG.
Any comment on this please.
Trevally.
01-06-13, 06:51 AM
Delete on last waypoint does work - I have used it many times.
Also delete by date works - not tried by time, perhaps your uboat is too close to the deleting ones - try moving further away.
Just what is it you are trying to do?
Why don't you go ahead and make your mission - then parts that dont work can be looked at.
ME2 can do most things - it is a powerful editor for missions and campaignwork:know:
uboot48
01-06-13, 07:55 AM
yes, DeleteOnLastWaypoint does always work, I confirm too, however GameExitTime does not, that's why UNIT 1 in your example did not exit ( GameExitTime=1059 ).
I thought you wanna show me how a docked UNIT 1 can be replaced by moving UNIT 2, so visually we have nice transition of 1 destroyer only.
I could not make it work even with those added way-points.
I am trying to make my Bismarck move in a harbor and then resume its trip.
Right now my mission is totally destroyed because of changes I've been making during the last days.
I better start from a scratch, make it short so I can copy it here,
so you can see what I want.
I should be back soon.
Thank you and everyone else for your time.
Webster
01-06-13, 12:24 PM
Right now my mission is totally destroyed because of changes I've been making during the last days.
this is why when modding or doing anything always make and keep several copies of your modded files so you can always go back to the point where you made a mistake rather then start over from scratch
uboot48
01-07-13, 11:38 AM
Here is a mission where Bismarck anchors in the Grimstadfjord on 21 May.
It's 11am, and we want to stop at waypoint 1 till 8pm.
The starting position and last waypoint ( of Bismarck ) has been shortened for ease. I have removed all other objects as well.
Can it be done ?
Because I have no idea how, and have doubts, but ... (?)
Thank you for looking at it.
[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1941
Month=5
Day=21
Hour=11
Minute=0
CurrentYear=1941
CurrentMonth=5
CurrentDay=21
CurrentHour=11
CurrentMinute=0
GroupMissionStartDelay=0
IconIndex=0
Fog=0
FogRand=0
Clouds=0
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=5.000000
WindRand=0
WeatherRndInterval=5
SeaType=0
ActivationAchievements=
[Unit 1]
Name=_Type VIIC#2
Class=SSTypeVIIC
Type=200
Origin=German
LayerOperation=0
Side=2
Commander=1
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19410501
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=false
DockedShip=false
IsEscort=false
GameEntryDate=19400730
GameEntryTime=0
GameExitDate=19450508
GameExitTime=0
EvolveFromEntryDate=false
Long=627780.000000
Lat=7240225.000000
Height=0.000000
IsFromSingleMis=false
Heading=163.933594
Speed=5.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-2.462462
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=true
CombatRadius2D=30.000000
CommandedSpeed2D=5.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
NextWP=0
[Unit 2]
Name=KM Bismarck
Class=BBBismark
Type=11
Origin=German
LayerOperation=0
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
Doctrine=0
CfgDate=19410501
MainEquipment=1
SecondaryEquipment=1
DeleteOnLastWaypoint=false
DockedShip=false
IsEscort=false
GameEntryDate=19400824
GameEntryTime=0
GameExitDate=19441112
GameExitTime=0
EvolveFromEntryDate=false
Long=627850.000000
Lat=7239380.000000
Height=0.000000
IsFromSingleMis=false
Heading=79.533890
Speed=8.000000
CrewRating=4
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
SecondsUntilReport=-28.048048
HighPrioContact=false
RandStartRadius=0.000000
TacticalUnit=false
AvailStartDate=19380101
AvailEndDate=19451231
TempHeading=0.000000
TempNextWP=0
CombatSubmarine2D=false
CombatRadius2D=30.000000
CommandedSpeed2D=8.000000
Num2DCombatKills=0
Intercept2DCooldown=6.000000
NextWP=0
[Unit 2.Waypoint 1]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=629225.000000
Lat=7239634.000000
Height=0.000000
IsFromSingleMis=false
[Unit 2.Waypoint 2]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=627134.000000
Lat=7239675.000000
Height=0.000000
IsFromSingleMis=false
[EditorParams]
InitLongOff=0.000000
InitLatOff=0.000000
ZoomIndex=0
Prefix=
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