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Hi WB,
I think that does not make sense because of the savegame-problem. Maybe better to restrict the availability of the Q-ship by restricting the ship's Appearance dates. But first one has to think about whether this is necessary. Does the Q-Ship appear too often??? |
Edit: We're both thinking the same thing!
I think I can do this in one line using SH3 Commander's RandomisedEvents.cfg (I'm away from my SH3 computer so apologies if I get some file names wrong). If I set a 75% chance of replacing the Q-ships ApperanceDate with AppearanceDate=19450501 it means that there's a 25% chance of it appearing per patrol. It won't prevent you seeing more than one during a patrol but it means that on average you see them about every fourth patrol. I'll add it to the list - I've now got four good ideas that I'm working on. P.S. Does anyone have a lightbulb smilie? I could really have done with one here. |
Yes, maybe that works.
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Don't forget, the Q-ship is already limited in it's historical availability time period: Britain....Commencement of hostilities - 31-3-41 USA....1-1-42 - 30-11-43 Quote:
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Modifying AppearanceDate might also be problematic for save games :06: Never tested it.
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Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:
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Hi WB,
changing AppearanceDate between save/reaload leads to a crash, when a Q-Ship is already spawned and part of a convoy. h.sie |
Hi Jim,
I found this old post of yours: http://www.subsim.com/radioroom//sho...74&postcount=2 Does that mean that there are some Q-ships scripted into GWX3 even if I don't install your Q-Ship mod? h.sie |
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Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty: |
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http://www.mediafire.com/download/5j...+mod+GWX3.0.7z |
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Von Tonner, Jimbuna!
:salute: Thank you very much, sirs! (Now, with the addition of this mod and SH3Commander my carrers will really rock to a new level :woot:) |
Hope you live long enough to tell the tale...ship recognition is of paramount importance :arrgh!:
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