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Thanks again Gap for your detailed post.
With the work we have been doing on resupplying, we now have 4 options. 1. Is resupply at axis port as normal. Marked on map as port. 2. Is to request a resupply from supply ships while on patrol. We can now control the ship type to make it any unit in the roster and somewhat the name. This ship will appear within 10km from the coords you are given when resupply is approved. This ship can be attacked (prescripted as in campaign MG) and supply will fail. New supply areas can then be triggered into the campaign. 3. Is the new option when a German/axis ship can be in a neutral port. Marked on map as ship within port. This can be a docked ship/unit of any type and name gived. Full control over dates. 4. This is using the same method as 3 and can be placed anywhere on the map. It can be a unit of anytype and name given. It can be docked or patrol an area. (only as large as the control from the hidden spawn gen that can be made into a hidden navel base) It will be named on the map as the ships name. If attacked - the name will remain and the refuel - even if the ship is sunk. |
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so don't we have any control on dates using the 2nd method? Can't you make a 'normal' ship, with its spawn dates and waypoints, to perform as a supply unit susceptible to enemy attacks (involving that if she is destroyed, refuelling from her won't be possible anymore)? :hmm2: P.S: have you seen this discussion: http://www.subsim.com/radioroom/showthread.php?t=199104 What about some escort, or spare parts delivery missions in OHII? ;) |
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The tricks I can use require making invisible naval bases locked into the paths (nodes) that all units follow. Then place a ship ontop of it. This gives the ilusion that you get resupplied from the ship (option 3 & 4) Quote:
There are many new things been added to OHII that im sure users have not yet seen. Everyone keeps playing Coastal Waters or Happy Times:D |
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As noted by you, there are two problems though: 1 - bases cannot move: we can only set different hidden bases to spawn at different dates/locations but, unlike ships spawned with your 2nd method, those locations wouldn't be "random" within a given range, but linked to nodes' positions. 2 - what is worst, the refitting would be available even if the linked ship is sunk, as long as the hidden base is still there :hmmm: Peraphs I got a better idea, though I am not sure that it would work: you stated that using the 2nd method we can restrict the type of supply units to be used for it... well, then we could clone an existing ship, give it the appropriate start/end dates in its roster cfg file, and assign it to any set refitting. The question is: how would react the game, if it tried to spawn a supply unit outside its start/end range? Would it spawn her anyway, would it crush to desktop :dead: ...or as desired, it would not spawn her at all, and generate instead a refitting failed event? Those clone units would be used solely for any refitting location/date range group, as seen on the map I've posted yesterday. So we need a minimum of 5, maybe 10 if we wanted to add further variety, ad hoc ships. But cloning ship definitions got no secret anyway, and can be done using just notepad. :yep: What do you think? :hmm2: Quote:
...but we are missing this kind of objective/side mission in the Atlantic. I think it would be nice having to look for/sail together with our merchant raiders or blockade runners and having to defend them from enemy attacks. If you like the idea I can look for historical information on it :D Quote:
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This is how the missions work - when you click "request mission" in the brief room - a new layer is loaded into the campagn that can do anything - missions/refuel/triggers etc. This is how I made the refuel attack work in MG. The downside of this is it is a lot of work for one off happenings. So a workaround would be to make a template mission with dated named refuel and paste this info into every mission script for the campaign in question. Quote:
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The supply commands are calling the ships by UnitClass, so you cold clone any or as many ships as you want and give then a new class name. Only these ships would then be called as a supply ship:up: When you clone the ship - you must also give it a group type. Here is where it could get pulled into traffic with the normal traffic systems. Im not sure if we can make new ones - it would be good to have a new section for sully ships etc Code:
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We have only to choice wich ones of the units featured in SH5 + OHII are more suitable for standing in for the various WWII German supply ships I've listed a few posts back. Some of them, like the auxiliary cruiser Pinguin and the Dithmarschen class tanker are already there. Some other (Belchen, Charlotte Schliemann, etc.) have been created for SHIII, and Uekel might have convertet them for SH5 yet... :D Quote:
Type100=Replenishment We can try to add new types, but I suspect that they are somehow hardcoded in game: I remember that there were some issues changing unit types for ships inported from SHIV. IIRC, if they were assigned to the wrong type, they couldn't be heard on hydrophone :hmmm: Anyway, what would be the problem if the cloned supply units are spawned as well in the regular German traffic, other than not being able to refit from them? Quote:
I am starting my research! |
Huh...
Staggering work going on, even if my limited intelligence doesn't allow me to follow in detail. :doh:
Impressive and fabulous. |
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HE HAS ADDED HUNDREDS OF SHIPS TO SH5 :O::D Quote:
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I have just built my new ship - Firestorm:- http://www.blogcdn.com/www.joystiq.c...rm_599x337.jpg I am still taking notes and will continue work on OHII - after I have saved earth:03::D |
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:yeah:
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or that is there a specific mod for that? |
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Doesn't seem to fit in a WWII storyline :nope: |
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guys just tried the download links and they are dead...get re-directed to http status 500...file not found :hmmm:
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Just tried all the links - all work :hmm2: |
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All the others are there - MTNS Quote:
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