View Full Version : Crazy Graphic glitch with containers on merchant!
Hi, just played a LAN game (actually a lot - very stable :up: ) and noticed on a sinking small merchant the 2 containers on the deck were continually opening and closing like a box's 4 flaps opening to the sides then closing again, this continues forever! :88)
Has anyone else noticed this effect, is there a fix? :-?
Thanks.
Reece,
THey are setting as a Trap container on the loadouts definition. Yes, it's ridiculous, I don't know why the devs made this... To correct it you shall change the loadout with any other that you like...
Rubini.
Hi!
My guess as to why the Devs made a "trap" version was that they were thinking about using a Q-ship mod where you could put a deck gun inside.
Pablo
Pablo,
Excuse the dumb question but what is a Q-ship? :hmm:
Rubini.
Pablo,
Excuse the dumb question but what is a Q-ship? :hmm:
Rubini.
A merchant that has some hidden guns. Queership :doh:
Hartmann
11-13-05, 01:45 PM
Pablo,
Excuse the dumb question but what is a Q-ship? :hmm:
Rubini.
Another forgotten feature for the devs :shifty:
Perhaps was planned to include it ...Also in my actual patrol i noticied a curious behaviour of the tower crew when i was near a ship to finish it, they crouch in the tower ,like protecting from a possible gun fire.
Q-ship was a trap ship, with hidden guns, and filled of empty oil drums or wood, that makes sink it very difficult.
generally a small ship, that not makes sense waste a torpedo in it .
The boat surface near the ship to finish her after fire a torpedo and it suddenly uncover the Artillery and start firing with guns and shells. :shifty: :dead:
http://upload.wikimedia.org/wikipedia/en/thumb/7/79/Q-ship_gun.jpg/300px-Q-ship_gun.jpg
I hate to sound dumb Rubini, but could you be more specific with what to edit. :)
Thanks.
coronas
11-14-05, 02:14 PM
All of this would be in the game :down: . but developers forgotten! Tree HURRas for modders!!! :up:
Reece,
Sorry for the delay, i'm in a trip until minutes ago.
You need to modify the cargo entry for the ship units. See these examples:
=====================
1.Random groups:
[RndGroup 2]
GroupName=Russian Merch
Category=0
CommandEntry=0
Long=4551940.000000
Lat=5317960.000000
Height=0.000000
DelayMin=60
DelayMinInterv=1440
SpawnProbability=100
RandStartRadius=0.000000
ReportPosMin=-1
ReportPosProbability=100
Heading=0.000000
Speed=5.000000
ColumnsNo=1
Spacing=500
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
NextWP=0
[RndGroup 2.RndUnit 1]
Type=102
Origin=Russia
Side=0
CargoExt=8 <== change for any number 0-7
CargoInt=0
CfgDate=19431101
No=1
Escort=false
SpawnProbability=100
CrewRating=2
======================================
2.Single Units:
[Unit 40]
Name=RU trap Coastal Merchant#1
Class=KSQ
Type=102
Origin=Russia
Side=0
Commander=0
CargoExt=8 <== change for any number 0-7
CargoInt=1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=4551340.000000
Lat=5324260.000000
Height=0.000000
Heading=0.000000
Speed=5.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
=================================
In others words just open the SCR and RND layer on the notebook and make a simple find and replace action over these two files changing the CargoExt=8 for another of your interest.
Remember:
0=oil
1=freight containers
2=freight crates
3=ammo containers
4=ammo crates
5=aircraft
6=tanks
7=trucks
8=trap container
hopes that this help you!
Rubini.
Reece,
I just realize another way (and very easy) to fix this. Look:
-Open the CargoDef.cfg file in the ...data\sea folder and changes the last entry:
[CargoEntry 9]
NodeName=Trap Container
LinkName=TrapContainer
StartDate=19380101
EndDate=19451231
CargoType=0
with this:
[CargoEntry 9]
NodeName=Freight Containers
LinkName=Container
StartDate=19380101
EndDate=19451231
CargoType=0
Just restart the game and no more trap containers!
In truth I don't test this yet but I think this will be work and is a definitive fix because the references on the missions/campaigns files is only with the numbers 0-8 which refers to this CargoDef.cfg files entries 1-9.
Rubini.
Most Excellent Rubini, you are right, much easier! :D
Thanks Again. :up:
Happy Times
11-16-05, 12:54 AM
Could we see a subtrap in the future? Would be "cool" to piss your pants in encountering one of those in the US east coast. :hmm:
Hartmann
11-16-05, 07:17 PM
Perhaps replacing the container by a gun using a free node and making something to hidde it ?? :roll: :88)
chris911
11-16-05, 08:49 PM
could someone plz look if there is a node inside which could be used as a gun mount . maybe the devs had this allready done .than we just have to equip it right. and clone it of course so that u don t see a difference between a small merchant and a Q ship but have two different in the game.
Who knows best about the equip data of the ship . Sensai maybe could reseach that couse i actually dont know where to look for the file where such infomation could be included.
Hartmann
11-16-05, 11:10 PM
the equipment data of the ships i think that are in data\sea\ship _directory\ eqp file.
the question is know what ship is.. :roll:
i was thinking about changing the gun textures to make it like a box or container.. but i don´t know if is possible. :88)
chris911
11-17-05, 05:43 AM
was thinking about changing the gun textures to make it like a box or container.. but i don´t know if is possible.
i don t think that will be enough cause you are missing the trap effect here . maybe changing a certain in Wings 3d to have a container around it could work.
Just restart the game and no more trap containers!
I wish to see it in the gome once upon a time :(
Hi mates,
I tried a bit to enable a gun into the trap container but don't get anything. :down:
I think that this is one more unfinished feature by the devs. So it's better to deactivate them.
Rubini.
It works! Ah. almost
You may put a gun into trap cantainer! But there is a problem - trap containers repeats animation of opening and closure non-stop, even when the gun inside was firing at my sub. Unfortunately I dont know where is it, and how to slow it down/ :cry:
Another problem is that merchant ships doesn't support armed loadout - guns will be added to all merhant ships of a cirtain class if you rearm them without considering of their cargo :arrgh!: http://www.freeimagelibrary.com/images/Hunter/640.jpg
http://www.freeimagelibrary.com/images/Hunter/203.jpg
http://www.freeimagelibrary.com/images/Hunter/687.jpg
http://www.freeimagelibrary.com/images/Hunter/768.jpg
http://www.freeimagelibrary.com/images/Hunter/546.jpg
Hunter,
Can you show me how you find a way to put the guns on?
Rubini.
Happy Times
11-21-05, 03:35 PM
I LOVE YOU MODDERS! :rock: You make this game something special :up:
Hartmann
11-21-05, 05:09 PM
whow... :huh: :up: great work
Perhaps the movement value is harcoded in some file, but the main question , the working gun, is solved.
Some mod in the horitzont .?? :roll: :up:
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