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Nope, looks to me he's suggesting manual update after every game.
On the other hand IMMO Gap suggestions are perfect.:yeah: |
welcome back!
haegemon! after a two year silent run!:Kaleun_Salute:
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Hi Kumando
I did not say it was not working. The question was, does it solve the problem. It solves the problem in as much as you always have to make changes to it every time to see it next time in your game. The tonnnage bar does not update while the game is being played that is the problem. Peter |
Trev, I think I've found more elegant solution how to give a player one required value point without changing any existing Iscompleted =true/false parameters in campaign cfg file.
The solution is to add one short invisible mission/objective which will be set on Is Completed-true from the start. Something like this... Code:
[Campaign.CampObj.MacroObj 7] ;*************************** http://s6.postimg.org/gkj7g2aup/SH5_...6_16_51_24.jpg Any advice? :hmmm: |
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That could be it! Thanks Kevin. :up:
Will check it this afternoon... |
Excellent Kevin!
http://s2.postimg.org/te5x3ku3d/SH5_...7_17_11_15.jpg One value point problem solved! :) |
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I'm at the moment looking for the linkages that generate the infamous 00.00.00 kill dates in the Captains log. I've made up a target list that can be copied and pasted over the ones in any missions in the Campaign.cfg. It should make everything from a kayak to Captain Nemo's Nautilus a valid and recordable target. :D Hopefully it should stop one type of ship being credited while another is not. I have reinstated the tonnage bar in my game for testing and have been searching for some small coastal freighters to confirm if this list works, but my idiot sound guy has had me going round in circles chasing whales for the first day of the patrol.(not sure if you are credited for sinking a pod of whales!) :/\\!! The new target list is below....you may be able to find some use for it in your current work. Any input on the kill dates issue would be much appreciated. :yep: EDIT: OH Nooo.....I've just realised that this list includes survivors and liferafts!! :arrgh!: *** MacroObj X X=MacroObj number of the particular mission in the campaign eg. MacroObj 4.*** PersObj 1 may have to be changed, eg PersObj 2 if there are multiple PersObj for a single MacroObj This list is at the moment UNTESTED so try at your peril!!!! The number of target slots available may prove to be an issue.... Quote:
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Stolen FLAK...!
sorry, I posted this here because this problem comes after the OHII mod, on the regular game it never happens...
does anybody can help me with my missing FLAK? it is a VIIB type with the VIIB Tower Version II (two FLAKS, but one is missing :/\\!! ) could it be something wrong on the ActiveUserPlayerUnits.upc file? http://imageshack.com/a/img661/5092/vdqjSV.png http://imageshack.com/a/img911/7679/m6bNzG.png:Kaleun_Mad: updated adding some new data on the ActiveUserPlayerUnits.upc works in some way, now the slot on the deck interface shows the flak, but the weapon doesn´t appear on the platform... i think i need to find some A02 node to add the flak type on another file... http://imageshack.com/a/img673/8505/WfjwWM.png another update I think the problem it's somewhere here http://imageshack.com/a/img673/6880/7YSEBO.jpg |
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