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@Hitman,
That is very interesting information about SH2, thanks for this. It is certainly possible to have in SH3 a scripted, moving airbase that can spawn aircraft. I experimented with that some time ago, but couldn't find a use for it. Something to consider, anyway. If anyone else is interested in experimenting, I could put my cloned units onto Filefront for download. Any requesters must have the skills to add them to mission files or campaign files, though. Stiebler. |
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nice to see some progress on that! really...would be interesting to see, if this works. and if we keep on trying...we will get it done! as privateer always mentioned: every fail is a further step onto the target.
if i can help, please let me know. but my skills are more graphics, than code. :up: |
For those who wish to experiment:
I've uploaded my efforts on wolfpacks-from-airbases as a 7-zip (.7z) file at this address: http://files.filefront.com/WolfPack7.../fileinfo.html There is a readme file included. Please note that this is strictly *EXPERIMENTAL* only, and must be used only by those familiar with creating mission or campaign files. Good luck, experimenters! Stiebler. |
Wow, this is getting interesting! :yep:
I hope, that you all can figure this out. This would be a revolution! I'd wish I could help, but I have no Idea how these files work... Maybe I do it like Urfisch. Thinking out loud and posting ideas. ;):up: |
I DLed it, which Mod/super Mod did you design it for, ergo on which ones should it be tested on?
Sincerely;) |
@biosthetique:
I've put this package up for download because it does *not* function, not because it does! I cannot make it function, but since other people have expressed interest in trying to make Urfisch's idea successful, I have given them the building blocks from which to start, so they can make an easy start. It is not dependent on any mod package, since all the units are uniquely cloned, so can be used with any mod package. But you must know how to create single missions and campaign missions using these starting blocks. It is certain that anyone who lacks these skills will not be able to make this package function, so it is a basic test before people try to use the package. @Hitman: I've checked the airbases again in SH3, and unfortunately there seems to be no way of adding German units (of any type, air or sea) to British airbases. SH3 assumes that a British airbase must operate British aircraft, and a German airbase must operate German aircraft. That does make sense, certainly! So it appears that the option you had in SH2 is not possible with SH3. Good idea, though. Any more ideas? Stiebler. |
hmmm...what was the problem to add bases with ai-boats in the ocean? there was no visible spawn, even you where spotted, right? god damn! there must be a solution for that...
if that is the problem (invisible spawn of units)...how can it be solved? you said, you looked under water and there was nothing too. maybe the boats fly? high above...somewhere? lol...or maybe the have been deep under water, where you couldnt see them? anyway, its interesting, youve been spotted! i dont know. :roll: |
Very interesting discussion! Would be great if someone managed to crack AI wolf packs, after all these years...
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That was also the first thing that popped into my head when I read that. :hmm:
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AFAIK carriers etc do spawn aircraft as long as an airbase in range
For instance No airbase in GWX has Swordfish in it Carriers only ones that have them and yet have been attacked by Swordfish plenty of times Early war and closeish to land Mid war air coverage is almost total so shouldnt be a problem from carriers Not sure aircraft do spawn from cruisers etc Steibler did some thorough testing a while ago Bit of luck he will pop back up and comment |
Yes, I thought of carrier aircraft too.
I tested the idea of placing a *German* Bogue-class CVE into an Allied convoy, the idea being that the airbase would be so close to the convoy the aircraft would almost certainly respond to the first signal from the convoy (or from the player U-boat). After that, AI air-boats would spawn, while the convoy escort would destroy the German 'Bogue' carrier before the player could arrive on the scene and discover how I cheated to make the idea function! This idea doesn't seem to work either. The escorts destroy the 'rogue Bogue' with zest and enthusiasm, but no AI air-boats come into action. But then I thought - what exactly would be the point even if the idea had functioned? You can easily get proper AI U-boats to attack individual convoys just by adding the AI U-boats to the convoy list. We do this already with NYGM, and I'm pretty sure GWX does the same. So actually this new idea serves no purpose at all. Let us recap: We are *not* trying to force AI U-boats to attack a convoy - NYGM and GWX have that already. We *are* trying to make AI U-boats answer the call when a player U-boat signals contact (or radio message), or when the convoy signals its position. And we've already agreed that, if AI U-boats respond when a convoy signals its position, then a) we will need a lot of airbases for air-boats, and b) there will be a lot of convoys attacked all over the ocean. So that is not really a valid option anyway. So the only realistic problem requiring a solution is this: How do we get AI air-boats to respond to the signal when the player U-boat makes a radio signal? I don't know. Has anyone else any ideas? Stiebler. |
Seriously guys Silent Hunter 3? No way...
Widescreen fix in the works, New ships and mods in the works, AI improvements in the works.. Jezus what's next? Ubisoft is a fool to stop supporting this game. :nope: Awesome ideas guys. I can't wait to see something like this happen. ;) |
I guess the answer lies within a trigger
Wonder if possible to add a new one - clone of the airbase one but pointing to a sub base with a new copy of the airstrike cfg - substrike IIRC someone once made an intercept program that intercepted one of the dlls during start up to add somehing Bit vague I know but cant recall all the details Though I know bugger all about the triggers ingame have to admit |
There is no way aside from intercepting a Dynamic Link Library call to
allow this action. Once you go that route? UBI may have a problem with us. It's called "Hacking the Code". It can, and has been done. Just not for release. I have asked for an 'Official' responce to doing this kind of stuff. I was never answered. As nothing is ever answered anyway? Do what you feel is best and deal with the problem when it arises. |
Good God !
:D AHOY all :D
:o I've been reading this post , and I am very very agree with Wolfehunter .:o what next :o For a couple of days ago I bought me 22'' widescreen for the first time ,wiewing SH3 in widescreen is awsome:p A widescreen mod it's on it's way , also more mod onit's way , and now this:o I never ever gonna be tired of this game . NO WAY:p :p :p :rotfl: |
Yeah , and by the way
:D Ahoy all :D
I am so agree with Wolfehunter when he wrote this and I qoute : " Jezus what's next? Ubisoft is a fool to stop supporting this game " ---------------------------------------------------------------- It's a simple soloution in this . Ubisoft know what they did wrong after they build the SilentHunterIII , and they are jealous on the GWX team who has made those wonderful mods , therefor they stopped to support this game:yep: So why in heavens name can be so difficult for Ubisoft to release the gamecode:hmm: I don't understand it:shifty: |
but is it possible to make u boats fly??:rotfl:
instead of being dropped into the wter...... |
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what you are writing sound very promising! could you send me a pm on that? maybe i can motivate some people who have the skills to do that. as i guess you have no time for a try, dont you? :hmm: |
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Thats been released for ages with nothing AFAIK said as its still available |
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