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CB..
08-08-05, 07:59 AM
maybe the old SH2 trick might allso work in SH3 regarding Sub agression and AI behavuoir....we used to set (or i did at least) subs up as destroyers..it might be possible to replace one class of german destroyer with the required sub model details etc....reason why this might be an interesting way to go (if possible ) is that destroyers have torpedoe tubes..(does the game model this?) and if so the subs may just fire their torps..depending on all the usual issues of course..such as model file nodes names functions etc etc..

Gizzmoe
08-08-05, 08:04 AM
destroyers have torpedoe tubes..(does the game model this?) and if so the subs may just fire their torps..

No, AI units in SH3 units don´t fire torpedos, even the torpedo bombers throw bombs... :roll:

CB..
08-08-05, 08:22 AM
that's a dang shame :nope: i'm sure theyres something that can be done perhaps ..maybe the speed for a modified deck gun shell can slowed down to torpeoe like speeds made much more powerfull and the entire sub model damage collision boxes etc can be shifted under the water (other wise the DD's will just kill them instantly..)lol...beyond me at the moment but Serg' is a whizz at this stuff

Col7777
08-09-05, 12:16 AM
We think alike sometimes CB, I too wondered about the same thing. I didn't realise the ships didn't fire torps, but may be that can be changed by adding some of the sub parameters in to the ships parameters then IF it works then you may be half way to changing the sub's AI.
I believe the AI subs fire the deck gun, perhaps the deck gun an AI subs could be made more powerful to compensate no torpedoes, just a thought.

I did have quick play with AI subs, one thing they did do was draw a bit of fire away from the player sub, giving me a better chance of a decent shot. :)

CB..
08-09-05, 12:56 AM
perhaps a wolf pack amd or torpedo attack can be simulated with a spawning mine field (if such a thing were possible)

CB..
08-09-05, 04:59 PM
here's a little food for thought even if the ships have not been seen to fire torpedos they are equiped with them..here's the torp weaponary node and equipment from the NDD HuntIII EQP file

[Equipment 11]
NodeName=T01
LinkName=21TorpedoTriple
StartDate=19380101
EndDate=19451231


maybe they've just never been in a situation where the AI felt triggered to use them

if so this is right up Serg's street with some renaming of nodes and swopping of ai files subs may be bamboozeled into doing the same.. mind you f they can't be made to submerge then it aint going to be overly use-full long term..might be good for early war night time wolfpack surface attacks tho

anyhuw just to up date the thread to say yes the DD's (some anyhuw) have got torpedo weaponary nodes included in their cfgs


here's the main gun from the same DD

[Equipment 1]
NodeName=M01
LinkName=4InchDouble
StartDate=19380101
EndDate=19451231


perhaps a simple editing to this might prompt a torp launch instead of deck gun fire when provoked..either that or nothing will happen or the game will crash

[Equipment 1]
NodeName=M01
LinkName=21TorpedoTriple
StartDate=19380101
EndDate=19451231


my bets on the AI just never quite getting into situations where it triggers a torp type attack not much ship v ship combat seems to take place

Col7777
08-10-05, 12:05 AM
You might be right there CB, I remember in SH2 I put 4 British DD's against 4 German DD's and a Cruiser, the British DD's fired off torpedoes at the cruiser.

I keep wondering if some of the SH2 codes might work in SH3 as well, I might get out some of my old backed up disks and try a few.

CB..
08-10-05, 06:22 AM
theyre may be difference in AI response depending on wether the ships is part of the RND file or the SCR file....(? possibility)
try sending a few DDHUNTIII's against a german Battleship (perhaps include a brit BB to direct the germans BB's main fire away from the DD's 9or they'll be dead before they can get within torp range) the HUNTIII's do have torpedo loudouts and weapon nodes so if there's any chance of them useing torps then they should use them against overwheming odds.?
no point the AI useing them against anything smaller that they can finish of with their main guns..

what about the torpedo boats surely they can be persuaded to launch torps..?


i'm becoming curious about these
weapon and sensor entrys for the EQP file

[Equipment 1]
NodeName=M01
LinkName=4InchDouble
StartDate=19380101
EndDate=19451231

etc
etc

very similar insome respects to the SH2 sytem except that most ships (not all tho) have all their equipment and weapons on line right from 1938 onwards....the campaign seems to use different DD's to replicate the increase in capability of the DD's rather than up-date-ing the sensors on those allready there (for example going from the HUNTI to the HUNTII as escort for a new convoy that starts in 42 the earlier one ends in 42 and so on..) me thinks that altering the EQP file dates for the later sensor would allow perhaps the campaign to automatically update the type of sensor depending on the date on the campaign/mission/patrol..rather than relying on replacing the dd with a later type...(which requires an entirely new convoy to be included)

trouble with this is the convoy's CFG date in the RND file..which seems to suggest that the ships sensor weaponary date is tied to a constant date rather than dynamically adjusting to the in game date..

so the HUNT II if included early on in the war allready carries its late war weapons sensors simply because it hasn't got a graduated date for the introduction of the newer stuff in the EQP file (everything is dated from 38) AND your limited to the RND convoys CFG date entry...mind you ive probably mised the plot somewhere here..but if not there's a lot of minor but highly impactive alterations that can be made so that the early war DD's can carry late war sensor and weapons which means that convoy escorted by Hunt I DD's will get tougher as the war progresses..

havent messed with it yet just looked at it with a view to hiking the difficulty level a bit..you could just replace all DD HUNT I's with HUNT II's and do it that way (ive tried this and will let you know how it goes on)

but there's no indication that i have seen of a minimal introduction date for the DD HUNTII's so haveing them appear in 38 will either be perfectly ok or if there's a restriction somewhere i haven't found it will obviously crash the campaign ...
which is why the dynamic sensor weapon dates via the EQP files would be best..but that convoy RND cfg date for the DD's is confusing me..not only in the editor does it limit you to 38 or 39...but it might allso mean that setting it manualy by text editor to 42 or 43 might cause problems some where else and it doesn't allow for any progression other than have-ing a completely new convoy replacing the older one at a set date...whilst this allows for greater variety i convoy make up etc it does seem to be wastefull

Gizzmoe
08-10-05, 06:59 AM
if there's any chance of them useing torps then they should use them against overwheming odds.?

That´s wishful thinking! ;) They won´t use torpedos. Never ever. It also makes no difference if the ships are part of the RND or the SCR layer, or whom they fight against.

If you come back here in a while and tell us that you have made them fire torpedos - and that they even use a correct lead angle - I assure you that every community member gives you their first-born son or daughter! Or at least they spend you a beer or two, that´s your choice... :)

CB..
08-10-05, 05:25 PM
i'd just wish that folks would be a little less hasty to say never , it's not possible when quite often after some time and experimentation it becomes possible....it's not a matter of who does it or even for that matter how lol....just that folks don't give up before trying simply because some-body said NO very loudly....been thru all this over and over again with SH2...i simply don't take any notice at all when any one says "that's" not possible...

not to say i can do it....but bet your bottom dollar it CAN be done..and thats the important difference...give it a year or two and they'll be AI subs galavanting all round the place shooting torps at anything that moves..i garantee it.. :arrgh!:

Gizzmoe
08-10-05, 11:12 PM
i'd just wish that folks would be a little less hasty to say never , it's not possible when quite often after some time and experimentation it becomes possible...

You were speculating and all I´ve said is that they currently don´t use torpedos, no matter what you do. I am well aware that mods can do magic things... :)

CB..
08-11-05, 01:44 AM
Jolly Good

ghettojr01
08-20-05, 04:44 PM
could anyone please provide me information on this topic.

Gizzmoe
08-20-05, 11:14 PM
Welcome to the forum!

Player vs. Player you could do that, the AI subs in the game can only use their deckgun, they also don´t dive.

The thing is, WW2 subs were never made for this role. There were only a few cases in WW2 and then it was a surface engagement where a spread of torpedos was fired against a surfaced enemy sub.

The biggest problem is that torpedos are not guided (except for late-war acoustic torpedos). A sub-surface engagement is extremely difficult. The easiest part would be to detect the enemy by Hydrophone, the difficult part is to actually hit it. That would be pure luck.

Then there is the technical limitation that you can´t tell the torpedo to run deeper than 25m. That "problem" hasn´t been solved yet.

ghettojr01
08-21-05, 12:10 AM
thankz for taking the time to reply.

That aside , is it possible to set the other player as enemy?? that way at least your weapons offive could get a firing solution on your multiplayer opponent.


i want to know if is possible to have human controlled sub vs. human controlled sub.

Gizzmoe
08-21-05, 01:00 AM
That aside , is it possible to set the other player as enemy??

As far as I know there is no easy way to do that for multiplayer missions, but...

that way at least your weapons offive could get a firing solution on your multiplayer opponent.

... it shouldn´t be a problem to target a friendly sub. It´s possible to target German ships and get a fire solution from the weapons officer, so subs should also work.

i want to know if is possible to have human controlled sub vs. human controlled sub.

Yes. It´s very easy to create such a mission with the Mission Editor.

ghettojr01
08-21-05, 02:02 AM
hmm.... i'm playing around with this editor now , just wish there was a mod or something. thankz for you input though. ....i wonder if ther is an sdk kit of some kind for mods to this game?

Gizzmoe
08-21-05, 02:09 AM
Ubisoft promised to release a SDK, but they never did... :-? But there are many ways to mod SH3, be it with a simple text editor or a hex editor.

ghettojr01
08-21-05, 02:19 AM
could point me towards a link plzzz, or any more info on this topic would be helpful

Gizzmoe
08-21-05, 02:29 AM
Visit our SH3 Mod forum. There are a billion things you can change with a text editor alone. For example, the entire campaign system (convoys, single ships, aircraft, bases...) are text files. You can change the torpedo loadout of the sub, the crew configuration, the costs of torpedos and upgrades, time compression factors, the crew fatigue system, damage system and many other things.

ghettojr01
08-21-05, 02:36 AM
thankz for taking the time to awnser my questions

Gizzmoe
08-21-05, 02:41 AM
You´re welcome!

Krieg-Schwein
09-14-05, 01:38 AM
I have made a Sub Vs Sub Mission..8 subs every man for himself..with Swordfish planes over head to maintain air cover

I only played it a few times but every one seemed to like it..

a couple things

First you can launch a torpedo at 49 M but yes it the deepest it will swim is 25 M..

Second because there is such limitation on that one way to fire is by Uhmm * Cough Cough um using the follow ship camera


also looking at the TDC map firing manualy which is a challenge but can be done..

I will post it if any one wants to try it

SurfnSea
06-04-06, 10:10 PM
I've created a multiplayer mission and went to try it online and I get a message saying that the mission is set for 0 players. How can that be? I've checked the human control box for the subs. I'm sure it's something simple I'm missing but for the life of me I'm not sure what it is.

TAY999
06-08-06, 10:40 AM
You need to make sure the folder in which your mission is in has exactly the same name as the mission. i.e if mission is called "test.mis" the folder its in must be called "test" then it will work. Had same problem myself when 1st editing. Good Luck

Grim Reaper
06-11-06, 05:41 PM
Why When We Host A Multiplayer SHii Mission We Can Not Set Our Own Difficulty Settings Like We Can In Single mission

When I Host Any of The UBISoft IL2 Air Combat Games Like Pacific Fighters ~ Etc I Can Set My Difficulty Settings

So Why Can Not I Set My Own SHIII Difficulty Setting In This Sub Game When I Am Hosting Omline SHIII Multiplayer ~ So It Will Show All Who Logs On The Setting I Have Set For That Mission I Made

Is A Program That Will Let Me Set It Up The Why I Like It

Thx u in advance for any help In This Matter

Remember: UR Orders Are: Pick Up NO Survivors ~ The Grim Reaper

mjr_health
06-24-06, 05:26 PM
If i remeber obne you have set up the mission online there is a menu you can go to to change the difficulty. Havnt played for a while so will have a look.

Webster
03-04-07, 08:27 PM
when attempting to convert a mp mission into a sp mission i am experiencing game crash issues. i switch the check boxes in mission editor parameters to convert it over to sp then validated the mission. after 15 minutes of gameplay time it crashed. i revalidated it then opened the mission file itself to delete the other u-boats along with thier waypoints, revalidated , tried mission and crashed again.
i've made simular attempts with other mp missions and they all crash at different points but they all crash. some won't even start so i must be doing something wrong even though they pass validation. i have no successfull mp conversions yet.

i run p4 2.8ghz with 1024mb ram & a 128mb nvidia gforce fx5600 grafics card

if you guys cant help me then i guess my only option is to do an autopsy and recreate the missions i wanted to convert from scratch.

Dietrich
03-14-07, 04:05 AM
You should check the "time filter". Sometimes units can be missed, because you limit the time filter to something small, and that units entry/exit date lies outside of this range.

Another idea, would be to give a mission to a friend to try. If it works, then the problem is not the mission, but probably something in your SH3 installation.

Mush Martin
03-15-07, 07:15 PM
Hey Dood's!

I know its a little silly after twenty years of subsimming but
i have never played an online game of SH3 and need some
tips and cautions for M/P Mission Design.

In short although proficient completely at single mission design
I dont know the ins and outs of mp.

Q: Do I have to put more than one Player sub into the mission

Q: if yes do I need to put in one for each potential Player

Q: assuming Yes then I Can set them up to spawn in close
formation simultaneously Yes?

Q: Uberboot mod is heavily modified configs and dats.
will we be able to play online?

Q: all players must have same Datafile/mods to work?

Any help would be apprecitated especially tips and
suggestions beyond these questions.

thanks in advance.

MM:|\\

azn_132
03-15-07, 08:42 PM
I can answer the last question yes u need the same stuff in order to play or else get CTD.

Mush Martin
03-16-07, 12:18 AM
Thanks azn appreciate it did you get computer issue resolved?
MM

Dietrich
03-17-07, 07:47 PM
Q: Do I have to put more than one Player sub into the mission

No. Any number between 1 and 8 will work. If you put in less than 8, it will warn you when you go to start a multiplayer mission... but it is only a warning, and you can still proceed and play a multiplayer mission with less than 8. However, each "possible" U-boat will need to be placed.


Q: if yes do I need to put in one for each potential Player

Yes. When players join, they will be assigned U-boats 1, 2, 3 in the order that you placed them.


Q: assuming Yes then I Can set them up to spawn in close
formation simultaneously Yes?

Yes. Although if they are less than 300m apart, there will be a warning when you validate the mission. However, it is only a warning, and can be ignored. Note that starting them too close can lead to problems, if one player decides to suddenly turn/accelerate/whatever.


Q: Uberboot mod is heavily modified configs and dats.
will we be able to play online?

Yes, but only if all players have the same mods and dats. If not, the player's session will drop out on start up.


Q: all players must have same Datafile/mods to work?

Yes.


Any help would be apprecitated especially tips and
suggestions beyond these questions.

If you are building missions, then you may want to check the Mission Editor Users Guide. The latest version of this document is v1.0, and is available from http://3rdflotilla.org/resources/sh3_missioneditor_v10.pdf

Mush Martin
03-17-07, 09:22 PM
Thanks for your excellent and concise reply Dietrich I totally appreciate
the time and tips and I believe I have read it but ill go and make sure
its the same one before disregarding it of course.

Thanks for all of it.

MM:|\\

Webster
05-17-07, 09:06 PM
i just don't know.


i guess they use different files to run them and simply moving a multiplayer mission to singlemission folder and removing the extra subs doesn't work. i guess it cant find the files it needs to run.

Koondawg
10-14-07, 05:12 PM
I did mine simply by taking out all the MP subs but one...and add a way point to the single sub left...that was it...and save it as single player mission in the SM folder...

bigboywooly
10-14-07, 11:38 PM
Change the mission type also

[Mission]
Title=Sinking of the Brake (GWX) - Multiplayer
MissionType=1 <------0 for single missions
MissionDataType=0
Year=1944
Month=3

FIREWALL
02-23-09, 07:19 PM
Doe's anyone play the GWX 3.0 MP missons in the Single missons ?

I've played 6 so far and their great.

Easy to convert and the visuals are Dynomite !!!

FIREWALL
02-24-09, 01:10 PM
Doe's anyone play the GWX 3.0 MP missons in the Single missons ?

I've played 6 so far and their great.

Easy to convert and the visuals are Dynomite !!!:woot:

roadhogg
03-01-09, 09:59 AM
I've played a few, been busy making my own for the last few months tho.

Thought i'd better reply since nobody else bothered.:03:

Edit:

Soz Firewall, has been the SP missions i've tried, not the MP's

owner20071963
03-03-09, 11:03 AM
Yes its easy to convert and play
enjoyable too,
We are currently working on some New Maps,
on a daily basis,
More challenging than ever before,
Can You Survive?
GWX 3.0 Multiplay?:arrgh!:

FIREWALL
04-06-09, 01:39 PM
So... Where are the new missions ? :DL

blackswan40
01-04-16, 04:55 PM
HI Becker re Long Multiplayer Mission say 5-6 hours realtime game play best to play on a weekend early Saturday afternoon
yes its possible at Mission start say 10/6/1942 18:22 closest uboat is 12-18kms kms from a 44 Merchant ship convoy escorted by 8 escorts
the nearest Uboat he would act as contact keeper you could also have timed radio messages from BDU & Luftwaffer Condor Aircraft softening up the convoy bombing & sending radio contact updates vectoring in other uboats of your wolfpack into convoy to give the feeling of the bigger picture of a luftwaffer kriegsmarine join operation aswell as Subsim teamspeak to vector in other Uboats into convoys path then as each uboat closes on convoy & the night closes in the attack begins & as the Radio Messages flow you can have allied radio traffic too reporting estimated number of uboats closing on convoy XXXX Position & what escort reinforncement the allies are sending to come to aid of convoy ill start work on the convoy mission Tuesday 5/1/2015 I will do mission with GWM Mod ok Salute Blackswan40

Fahnenbohn
01-05-16, 06:11 AM
Would it be possible or practical to have missions designed that would take a little longer than usual?

What I was thinking was a mission in which only one boat is in the vicinity of a convoy at the start of an MP mission. This boat would then have to call in the rest of the pack before it could attack.

Obviously time is a factor and we don't have days to complete a mission but would it be possible? I realize the other boats would have to be reasonably close but it would be a lot more like the real thing. Strategically I think it would be a lot more fun too. I'm asking here as I guess you guys can give me a better estimate on how long such a thing might last and if anyone else would be interested in playing out a longer mission/event?

That's absolutely incredible, Becker. I was thinking EXACTLY the same thing this morning before I found your post !!! One U-Boot finds a convoy, and sends a radio message to others in order to attack together ! I was thinking : 30 minutes for each U-Boot to encounter the convoy, with possibly some little .... problems on the way ! ;)

By the way : I'm OK for this week-end to play MP-missions.

F.

Fahnenbohn
01-09-16, 04:59 PM
For the long-play MP mission, I recommend to all players to download the gridXXXX mod. See in my signature. This will be more precise to give our positions and also ennemies' positions.

EDIT : And we should find a way to send an audible signal between us (like a morse message) when we want to communicate, because I don't want to wait hours in front of my screen without any action (time compression is impossible during MP missions).

See you tomorrow on tunngle, 15:00 GMT

F.

Fahnenbohn
01-10-16, 07:07 AM
EDIT : And we should find a way to send an audible signal between us (like a morse message) when we want to communicate, because I don't want to wait hours in front of my screen without any action (time compression is impossible during MP missions.

What I would like : in a multiplayer mission, by sending a message from the U-Boot's radio room, other human U-Boots are able to receive the message. I'm sure this is possible to do. But I don't know how. Maybe this is an easy hardcode fix to do. Fader Berg ? :D

ExFishermanBob
01-10-16, 08:14 AM
What I would like : in a multiplayer mission, by sending a message from the U-Boot's radio room, other human U-Boots are able to receive the message. I'm sure this is possible to do. But I don't know how. Maybe this is an easy hardcode fix to do. Fader Berg ? :D

Fader and I had a discussion regarding the in-game messaging (to link it with the radio-text exchange): although we suspect that it can be triggered, there are problems to do with the save mechanism (to the various logs) which require experimentation. SH3 only seems to write the log files upon exit (or save and exit).

Fahnenbohn
01-10-16, 08:25 AM
Fader and I had a discussion regarding the in-game messaging (to link it with the radio-text exchange): although we suspect that it can be triggered, there are problems to do with the save mechanism (to the various logs) which require experimentation. SH3 only seems to write the log files upon exit (or save and exit).

I don't understand very well... you are talking about singleplayer patrols, isn't it ?

ExFishermanBob
01-11-16, 02:16 AM
I don't understand very well... you are talking about singleplayer patrols, isn't it ?


Ah, yes, I forgot that there is in-game chat in the multiplayer setup.

Fahnenbohn
01-11-16, 07:32 AM
Ah, yes, I forgot that there is in-game chat in the multiplayer setup.

Yes, I know, my friend ! But this is not adapted for a long MP mission. Why ? Because :

1 - there may be some long periods of inaction during which I am doing something else (eg, reading a book) - so I need a sonor signal (DT .. DT .... bip bip biip biip bip biiip bip ... new message Herr Kaleun !!!!!)
2 - the messages are going to be long, and there is not enough place on a single line
3 - moreover, you don't have time to read them carefully
4 - and messages are important and need to be written somewhere
5 - message should not be received when the U-Boot is deep underwater.

But I see another way to communicate :

1 -> sonor signal = 3 beeps on Tunngle (you have to learn how to do this), then one minute to let players return in the game.
2 -> several lines, message starting by "here U-109, position AA-XXXX, etc."
3 -> simple informations on separate lines (in-game chat)
4 -> write the messages on a piece of paper, or notepad, or Tycho's in-game Notepad ..... no !!!!! no mods in MP missions !!!!!!!!
5 -> not simulated

Or this way : messages written on Teamspeak, with an enough powerful sonor signal.

What do you think, my comrades ?

Fahnenbohn
01-11-16, 10:05 AM
SH3 only seems to write the log files upon exit (or save and exit).

In fact, you are saying to me that messages_en.txt can't be edited, then reloaded in the game's memory during the mission ?

ExFishermanBob
01-12-16, 02:10 AM
In fact, you are saying to me that messages_en.txt can't be edited, then reloaded in the game's memory during the mission ?

Not without a patch of some kind - I've experimented with a 'normal' system. My thought was that triggering a reload might be possible, but we would need to test a lot to see what happens: for instance, would SH3 reset internal counters, etc., following the reload (e.g. if the messages file now contained extra lines, and so on). Because of the amount of testing needed, any patch was deferred until there was time to work upon it: it might not matter for m/user play, of course.

Fahnenbohn
01-12-16, 09:54 AM
Because of the amount of testing needed, any patch was deferred until there was time to work upon it: it might not matter for m/user play, of course.

I would be ready to test, but I guess I'm supposed to master concepts about code, exe editing, and so one ...