View Full Version : Adding? Or replacing? (Addon Surface Units)
KeybdFlyer
08-09-06, 01:17 PM
I can't make up my mind if this is a dumb question or not, lol. When a new ship is added to SH3 (Rose Castle Ore Carrier, for example) does SH3 randomly choose a ship and maybe it'll be the RC, or is the RC truly "added" - as an extra route, so-to-speak? I suspect the former and if this is correct, is there any way to actually add a new "route" to the game. If taken to the logical extreme of course, it would end up that we'd be able to walk across the North Sea from ship to ship, but I would dearly like to be able to have SH3 generate more surface traffic dependant upon how many units it had to choose from.
Apart from making a single mission with the mission editor, is there in fact any way to add extra traffic yourself? I'd like to see small coastal traffic hugging the shoreline (and if it's calm and I feel lucky, maybe surface and put a few shells into them, lol).
Oh. If this WAS a dumb question; please don't tell me, my feelings are so easily hurt!! :cry:
Yes-you can add units using the mission editor.Basicly what you do is make a "mission" in the editor and merge it with the campaign file.Bigboywooly posted some help about that around here but I can't remember the thread.Search for "mission editor" or something like that and you should find it.
bigboywooly
08-09-06, 03:17 PM
Yes-you can add units using the mission editor.Basicly what you do is make a "mission" in the editor and merge it with the campaign file.Bigboywooly posted some help about that around here but I can't remember the thread.Search for "mission editor" or something like that and you should find it.
Hi
Here it is - not definative but will help you start
http://www.subsim.com/radioroom/showthread.php?t=94915&highlight=German
Yep-that's it.Sure helped me a lot :D
I can't make up my mind if this is a dumb question or not, lol. When a new ship is added to SH3 (Rose Castle Ore Carrier, for example) does SH3 randomly choose a ship and maybe it'll be the RC, or is the RC truly "added" - as an extra route, so-to-speak?
SHIII randomly chooses a ship from the type of ships specified.
bigboywooly
08-09-06, 03:59 PM
I can't make up my mind if this is a dumb question or not, lol. When a new ship is added to SH3 (Rose Castle Ore Carrier, for example) does SH3 randomly choose a ship and maybe it'll be the RC, or is the RC truly "added" - as an extra route, so-to-speak?
SHIII randomly chooses a ship from the type of ships specified.
Partly true
In the example below there is no "Class=" specified so the game will pick any "Type=4" ( Destroyer ) ship
[RndGroup 61.RndUnit 22]
Type=4
Origin=British
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390801
No=1
Escort=true
SpawnProbability=30
CrewRating=2
Where as the entry below specifies class so in this example a Hunt 1 will be spawned
[RndGroup 80.RndUnit 8]
Class=DDHuntI
Type=4
Origin=British
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19421201
No=2
Escort=true
SpawnProbability=100
CrewRating=3
KeybdFlyer
08-10-06, 01:25 AM
That is excellent! Thanks to all who replied, especially BigBoyWooly - that run-through is a great help, I'll be up all night on the editor now! The example you gave there about specifying a ship type, which file is that? I'd like to maybe specify a couple for myself. Once again - thanks a million!:rock:
KeybdFlyer
08-10-06, 01:49 AM
I've struck a problem already, lol. In the editor, I see no harbours (which are clearly visible in BigBoyWooly's screenshots). Is this just a "feature" of my editor or do they have to be enabled in some way? It makes no difference how far I zoom in, nor if I have "render accurate coastline" selected, thay just aren't there? Any ideas?
You need to be running a patched game, as the unpatched editor does not show the harbours.:yep:
bigboywooly
08-10-06, 09:01 AM
That is excellent! Thanks to all who replied, especially BigBoyWooly - that run-through is a great help, I'll be up all night on the editor now! The example you gave there about specifying a ship type, which file is that? I'd like to maybe specify a couple for myself. Once again - thanks a million!:rock:
That was the Campaign.rnd file
Located in data\campaigns\campaign
Open in notepad
Only make changes when in port and make a back up first
KeybdFlyer
08-11-06, 04:46 AM
Thanks for that BBW. AG? The game is patched to 1.4, so I guess it didn't update the editor then? Can you think of any way around that? Is there a way to update the editor only as I obviously don't want to mess around with the installation itself.
Forget that, AG. Wierdest thing needs a little explanation. Follow the story here, lol. A short while back I decided to go for GW so uninstalled SH3 completely. Re-installed, patched the game and then made a copy of the entire SH3 folder to another directory entirely. Then applied GW mod, plus some extra ship type etc. The "spare" version of SH3 was left entirely standard and has never actually been run. The shortcut in my START menu points to the editor in the GW modified version, and it is this editor that doesn't show the harbours. Right after posting this reply initially, I suddenly remembered the "standard" copy I had and decided to just try that editor - guess what, it has the harbours showing. Bearing in mind that it was a direct copy of the other editor, that just seems wierd. GW can't have altered the editor, surely? The other mods were mainly ships, NYGM Periscope mod, a skin for my Type VIIB and a few altered sound files. Any thoughts? (I'm happy though, I have my harbours - pointed my shortcut to the other editor)
DAMN IT! This is getting embarrassing! Ok, adenddum to the above. It now seems BOTH editors are ok, providing I double-click on their icon in the game folder itself. Attempting to run either of them from the Start Menu results in no harbours. This is getting silly. I've just rechecked again (prior to hitting "Save") and it's definately the case that running the editor from the Start Menu doesn't work - now that's wierd!!
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