View Full Version : eqp file changes?
U-snafu
10-18-06, 10:36 AM
Is it possible to add back the freight choices (without erasing the light changes)for Anvart's lighted ships by opening and changing the eqp file in notepad or do you need to do it on pack3d or such??
bigboywooly
10-18-06, 10:56 AM
Is it possible to add back the freight choices (without erasing the light changes)for Anvart's lighted ships by opening and changing the eqp file in notepad or do you need to do it on pack3d or such??
Yes should be just a matter of adding them back
I think the reason Anvart took off deck cargo was neutral ships wouldnt really need to be sailing at max load
Ducimus
10-18-06, 11:06 AM
Just cargo?
The file in question is
sh3/data/sea/CargoDef.cfg
You could probably just use the stock one, drag and drop it into place without any worries.
bigboywooly
10-18-06, 11:16 AM
No Anvart altered the eqp cfg Decimus
KSQ
[Equipment 1]
NodeName=M01
LinkName=CratePileL
StartDate=19380101
EndDate=19410101
[Equipment 2]
NodeName=M01
LinkName=PlatformL
StartDate=19410101
EndDate=19470101
[Equipment 3]
NodeName=M02
LinkName=NULL
StartDate=19380101
EndDate=19430101
LSQ has all M nodes removed
If you use the unlit models eqp remember to NULL the weapons platforms
U-snafu
10-18-06, 11:21 AM
Sorry for the long post...
I beleive the cargo/def file in the sea folder was unchanged with the install of the lighted ships (Im probably wong on that). But I did notice that the EQP file for the lighted ship in question was different from it's stock version.
Example: KLS=c2 cargo LLS=c2 cargo lighted
KLS EQP FILE:
NodeName=A01
LinkName=NULL[Equipment 1]
NodeName=M01
LinkName=CratePileL
StartDate=19380101
EndDate=19421231
[Equipment 2]
NodeName=M01
LinkName=PlatformL
StartDate=19421231
EndDate=19451231
[Equipment 3]
NodeName=M02
LinkName=CratePileL
StartDate=19380101
EndDate=19401231
[Equipment 4]
NodeName=M02
LinkName=PlatformL
StartDate=19401231
EndDate=19451231
[Equipment 5]
StartDate=19380101
EndDate=19421231
[Equipment 6]
NodeName=A01
LinkName=PlatformS
StartDate=19421231
EndDate=19451231
[Equipment 7]
NodeName=A02
LinkName=NULL
StartDate=19380101
EndDate=19421231 ......And so on dowm the list to unit#30.
LLS EQP FILE:
[Equipment 1]
NodeName=L01
LinkName=REF_small
StartDate=19380101
EndDate=19451231
[Equipment 2]
NodeName=L02
LinkName=REF_small
StartDate=19380101
EndDate=19451231
[Equipment 3]
NodeName=L03
LinkName=REF_small01
StartDate=19380101
EndDate=19451231 .....And thats the whole list.
would it be as simple as copying and pasting the stock eqp list to the end of the lighted eqp list?? Or am I way off base??
edit: sorry bbw you were answering me as i wrote the question
Ducimus
10-18-06, 10:06 PM
Ahh, i see said the blind man. :D
U-snafu
10-19-06, 12:04 AM
Well, I'm still blind to the issue:damn: . I've played with it for awhile, replaced the EQP files for the lighted ship with their respective unlit versions, left the M nodes default and also tried Null on them, and when placing the unit in the editor----there is still no option to choose the external cargo for the lighted ships. (with the unlit versions I can pick any of the options-including Rowi's extra cargo version of german trucks and such).
I have the lighted units typed=100 in my game instead of their default. (I did this to be able to place them in non-neutral countries so I could place some in the ports and not have them spawn everywhere). Would this type change to 100 be my problem??
I know this is a minor Issue but I was curious and now that Iv'e tinkered with it--I've got the "bug up my craw" so to speak. Any suggestions would be appreciated.
bigboywooly
10-19-06, 12:48 AM
Maybe
I can choose any loadout on the mission editor with my lit ships
U-snafu
10-19-06, 03:50 PM
Yah that was it---changed back to 102 and cargo options are available. I've been playing with it to keep it as type 100 by trying to add a loadout option in the CFG file like the tugboat (basic/armed) and supply barge (basic/transport) has.
Is there any diagram/post/file that tells or shows what nodes go where--i.e. m01= is weapons node, A01= is .....?? and so on?
bigboywooly
10-19-06, 04:32 PM
No I dont know of one
Try adding this eqp to the LLS
http://rapidshare.de/files/37390039/NLLS_.eqp (http://rapidshare.de/files/37390039/NLLS_.eqp)
U-snafu
10-19-06, 05:40 PM
Tried it with replacing the lit EQP file with your file and also copying/pasting/and renumbering it after the lit EQP file. Neither change gave option for cargo choice as long is it was Type 100. I guess the "Type 100-Replenishment" does not have an option to chose external cargo. Oh well --the option is there for lit default type 102 and my head is starting to hurt after all the -:damn: - over this trivial matter:rotfl:
Thanks bbw for your time on this.
bigboywooly
10-19-06, 11:41 PM
No worries
I guess its something else to think about when designating ship types
Just a pity it didnt work
This game gies you a lot of :damn: :damn: moments :rotfl:
U-snafu
10-28-06, 01:48 PM
Sorry for bringing this trival matter up again but I'm trying to get my mind wrapped around the issue so I can work my way through another mod I'm trying to do.
For the workaround I did: KSQ=coastal merchant "type 102"
LSQ=Lit coastal merchant "type 100"
LGSQ=Lit coastal merchant "type 102"
I wanted to have anvart's lit ships in my game so I could script them along ports and coatal areas but not have them spawn anywhere else so I typed them as "100" instead of "102" and assigned them to differnt countries. This worked but when placed in the editor it only gives the default "large crate" cargo and no loadout option is available with "type 100". I wanted to be able to place german lit cargo ships along with certain neutral's (i.e.ireland, spain) in my home ports using the new german cargo loadouts from rowi's mod so I had to leave those as "102" (meaning they would spawn elsewhere-but there isn't too many german convoys so not a issue). But I wanted to still be able to place other country's such as america manually in ports without having them spawn anywhere else but with the data LSQ sea folder as "102"-all the lit ships in any of the countries I assigned them to would spawn.
What I did: installed anvart's LSQ lit ships in the sea folder but cahnged it to "type 100" and assigned them in the roster to america and a few other countries so I could place them along ports and coasts but not have them spawn. I then copied the LSQ folder and related roster CFG file and renamed all files as LGSQ, typed LGSQ back as "102", and replaced the LGSQ eqp file with the stock KSQ eqp file. I then placed the LGSQ folder in my data sea folder and assigned it to germany. It worked and I did this for all of the lit cargo ships (LSQ=LGSQ,LSS=LGSS,LLS=LGLS,etc) and was able to place the german lit caostal ships in the home ports with the cargo loadout option and still have the type "100" lit ships for the other countries.
The Question (after all of that rambling):
Just started to read the past cloning threads in this forum and "How was I able to copy the LSQ to LGSQ without using pack3d and have them both workin game???" :hmm:
PS. My method did not work in trying to copy the JU87 stuka and rename it the AIR folder. :doh:
bigboywooly
10-28-06, 02:46 PM
Sorry for bringing this trival matter up again but I'm trying to get my mind wrapped around the issue so I can work my way through another mod I'm trying to do.
For the workaround I did: KSQ=coastal merchant "type 102"
LSQ=Lit coastal merchant "type 100"
LGSQ=Lit coastal merchant "type 102"
I wanted to have anvart's lit ships in my game so I could script them along ports and coatal areas but not have them spawn anywhere else so I typed them as "100" instead of "102" and assigned them to differnt countries. This worked but when placed in the editor it only gives the default "large crate" cargo and no loadout option is available with "type 100". I wanted to be able to place german lit cargo ships along with certain neutral's (i.e.ireland, spain) in my home ports using the new german cargo loadouts from rowi's mod so I had to leave those as "102" (meaning they would spawn elsewhere-but there isn't too many german convoys so not a issue). But I wanted to still be able to place other country's such as america manually in ports without having them spawn anywhere else but with the data LSQ sea folder as "102"-all the lit ships in any of the countries I assigned them to would spawn.
What I did: installed anvart's LSQ lit ships in the sea folder but cahnged it to "type 100" and assigned them in the roster to america and a few other countries so I could place them along ports and coasts but not have them spawn. I then copied the LSQ folder and related roster CFG file and renamed all files as LGSQ, typed LGSQ back as "102", and replaced the LGSQ eqp file with the stock KSQ eqp file. I then placed the LGSQ folder in my data sea folder and assigned it to germany. It worked and I did this for all of the lit cargo ships (LSQ=LGSQ,LSS=LGSS,LLS=LGLS,etc) and was able to place the german lit caostal ships in the home ports with the cargo loadout option and still have the type "100" lit ships for the other countries.
The Question (after all of that rambling):
Just started to read the past cloning threads in this forum and "How was I able to copy the LSQ to LGSQ without using pack3d and have them both workin game???" :hmm:
PS. My method did not work in trying to copy the JU87 stuka and rename it the AIR folder. :doh:
:hmm: Not sure there to be honest
Have you tried them both together in same place ?
This is an awfull lot of work U-snafu
What mods are you running ?
U-snafu
10-28-06, 03:24 PM
bbw,
Yah it was awfull lot of work for a such a little return:88) :rotfl: but it is helping me learn to manipulate the sh3 files (my fiance tells me I need a differen't hobby).
Im using GW1.1A w/Uwac 1.7 Campaign over it and a slew of smaller mods (sergs's virtual torps,etc.). I couln't use your lit ships campaign files because I modifed my own SCR script and added about 200 locations (cities and ports) with all new harbor traffic.
The LGSQ"102" worked in game when I placed it and both LGSQ and LSQ are available to place in the editor although I havn't placed them in game near each other (gonna have to try that but from what I've read in the other cloning threads I think I might be heading to a CTD if they are together)
I did this fix about a week ago w/no probs but I tried the same copying method with a different unit for a new little (i.e small return) project but it didn't work for that--gonna post more on that later.
bigboywooly
10-28-06, 03:32 PM
Well now you are stuck in the SH3 web :rotfl:
Thats how it starts till it takes up all your free time
There is no better way to learn than by doing
Well at least you have it working and yes wil probably lead to CTD if both units together
Lol will look forward to your next " small return " project
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