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You need to give us a little time to get to the bottom of this - 'Can it be done or not' depends on letting us replicate the problem and work out a potential solution, which takes time. I'll need to load up a new career in 1942, dock in Lampadusa, start another game in Lampadusa, check whether I have the same problem, check the _SCR files against the actual path of the Vorpostenboot, work out a potential solution and script it into the _SCR file. This takes a little time especially when RL is brought into play.
I'll keep working on a solution for you, just bear in mind that as Lampadusa isn't a submarine base the Vorpostenboot may not be scripted to lead you out of the harbour but only to patrol the harbour area. Regardless, it shouldn't be running into the walls. By insulting subsims 'Most Helpful Member' you're not enamouring yourself to anyone. If you don't like the way GWX is working you can always uninstall and ask for a full refund. |
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</p>Now I appreciate the hard work you're going to on try figuring out the solution not for me only, but for all of us who might need to dock at Lampedusa thus preventing Kaleuns from ramming the nets or mines on the approach. So I'm just an initiator to raise a problem and asker for any fix available. Thus I don't want to hear about user fault problems in this situation because I know how things work in SH3, what bugs still remained after 1.4b patch and that some of them not has not been fixed in GWX due to the hardcoding. So it is not a user related problem and in future I would like less first impressions from 'Most Helpful Member' about a problem as a user-fault made but to pay more attention what has been writen in issue description.</p>Thanks for cooperation. |
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My thoughts are that if one ship is proven to be problematic... it, and any files that it depends on to function... should be removed. Furthermore, you are being rude. No one here owes you anything at all. Help that you are given here... is a gift... not a given right. |
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Furthermore how can you say I'm being rude, when you don't even know me ? What if this is my daily style of communication and point expression huh ?Also pls keep in mind that english is not my native language so some words might sound rude to you when in fact it's not like that how you see it. Btw you yourself are being rude to me right now talking with me from the hights of your pride. Respect each one and each one will respect you. If any further sorties are needed use a bloody PMs, but please don't trash my thread with spam about who owns who what s&^@!. Glad we understand each other.. Hopefully. Cheers. |
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THAT is rude, Sir, since most if not all of us took the bug-fixing process to heart. Those who can still bring some help nowadays do so when they have time to spare on their computer... Please be so kind to take that into account. :stare: |
So apart from criticizing my way of asking for help, may I ask what has been done so far to fix this problem ?
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Was never intended to be a uboat base and as such has no escort The only bases that have escorts are where the player can start from Not Lampedusa That said the Vorpostenboot should travel around the nets and out into the open sea BUT is acting up due to the stupid AI anti collision routine Looking at the mission ed it looks like its gone into that routine due the vorpostenboot docked on the right of the travelling boat Not picked up before as its not a uboat start base If you can open the ME then just delete the docked vorpostenboot and the moving one should behave as planned - or stick to a proper uboat base and all will be well Theres your fix Simple Of course the other way would be for it to be altered on next release of a GWX mod which as we know isnt going to happen If I release anything else will make sure that problem isnt there If |
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Edited: ME = mission editor ? ok which file should I open via ME to be able to see everything ? |
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File Open scripted layer Point to your SH3 install - data/Campaigns/campaign Click on Campaign_SCR When open move to Lampedusa and zoom in ( use the hand button on top bar to drag map around ) When you get to the harbour ditch the hand and change the filter end date at top to 1942 Click on ship GE Coastal Merchant#158 on right highlighted in pic below and press delete on keyboard http://i60.photobucket.com/albums/h2...ooly/lamp1.jpg Now click on ship Vorpostenboot#22 in centre of pic again highlighted and delete http://i60.photobucket.com/albums/h2...ooly/lamp2.jpg Go to file Save scripted layer as Should go straight back to correct folder click Campaign_SCR Click yes on ok to overwrite And your done |
Done it! :) Thanks BBW, for straight support with the issue, with less talks about known bugs and how AI works but more info on technical solutions. Will need to check if problem gone on my next visit there.
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Hi again BBW.I'm sorry to report but today I managed to get to Lampedusa again, docked via esc, reloaded game and I've seen the same Verpostenboot behaviour despite deletion of those two docked ships.What I later done I tried to alter his waypoynts to make him travel correctly. However this gave no desirable results untill I decided to change it's spawn location and removed few unnecessary waypoints for this little guy. Also looped his path so now he's never lost if you accidently missed him on his first cycle run (due to bad weather or so).Now it looks like this: http://img691.imageshack.us/img691/6...mpedusafix.png P.S. The Soldati class DD that supposed to patrol around this island has been also fixed, he's no longer dissapears on the last waypoint.. (Note: remember to uncheck "Delete on last waypoint" cuz even if unit path is looped he will dissapear on his last waypoint).
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