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-   -   [TEC] Mission Editor Discussion (https://www.subsim.com/radioroom/showthread.php?t=163364)

HanSolo78 03-13-10 01:39 PM

I think most of the new habours are bigger than in Sh3 and if you have only about 10 ships from the random spawn nodes there are to few.. it looks very empty.
Interesting if we can investigate the spawn nodes further... because if we want to deploy historical units as in SH3/4 it is more difficult now because we could have some units twice which would not be very good.

What do you think?


To the Kiel canal locks... and the traffic... I could observe that a ship made it through the locks... but maybe it was just furtune.

greetings
Han

bigboywooly 03-13-10 01:50 PM

Quote:

Originally Posted by piri_reis (Post 1313205)
Yes it's not a good solution, but what about all the traffic that are spawned by the Generator Node in Kiel or ports in the Baltic, that normally use the Canal to goto anywhere in the Nord Sea. I wonder if you're not in graphical viewing distance, the traffic goes through? There are periodic supply convoys and taskforce units that take the route to go on missions later in the war. I guess the AI avoidance doesn't execute and traffic goes through..

What a pity, it would be great to see traffic come into Kiel, turn into the canal and sail through it... the AI avoidance is a tad too cautious..

Any traffic outside your render range will go through as it technically doesnt go through
If you get my meaning
If you are in the Atlantic and something leaves Kiel its so far away it will only " appear " ingame in the render distance which should be between 25 and 50 KM
Yes always been an issue the avoidance routine
Comes in handy for them avoiding you but trying to get moving traffic correct in harbours is a nightmare
Took me forever to get Lorient right for GWX due to the escort wanting to avoid the port and throw itself aground

Maybe one of the things in the AI which is moddable :hmmm:

bigboywooly 03-13-10 03:06 PM

Ok have been playing with the ME and looking at convoys
I dont have a grasp of everything but heres what I do have so far

Open a project file - this one Total Germany

Will focus on Halix NS so zoom in close to the Node and in the mission pane on the right uncheck all but convoys

http://i60.photobucket.com/albums/h2.../MEConvoy1.jpg

Click on the Halifax node on map and a window will open up on the left giving details

http://i60.photobucket.com/albums/h2.../MEConvoy2.jpg

RelatedSPRadius is the green circle - this covers the spawn points ( docked ships in port ) - any within the radius will get a ship added prior to a convoy leaving
Radius 2 further down is the spawn radius - groups will spawn within this 2km radius so not always in the same spot

Right click the Halifax node and click edit and a new window opens up giving all the convoys leaving Halifax

http://i60.photobucket.com/albums/h2.../MEConvoy3.jpg

Click on the convoy name - HX - Gives you the convoy nationality,entry and exit dates, speed and reporting - map - report probabilities

http://i60.photobucket.com/albums/h2...ditor/ME8c.jpg

Clicking on the country brings up a drop down menu where you can change nationality
Clicking on Entry or exit date brings up a calender to enable date changes
Name and Speed needs to be typed in
Type brings up another drop down menu with a list of all groups listed in GroupTypes cfg ( C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\*project folder*

http://i60.photobucket.com/albums/h2.../MEConvoy4.jpg


Beneath the HX on the Nodeform are Ship Filters and Group Missions
Group Mission on this convoy is Liverpool
Click on the Liverpool and you will see in the centre some new info under misc

http://i60.photobucket.com/albums/h2...ditor/ME8f.jpg

Cooldown days 8 - suspect is the time between spawnings for the convoy - I sat outside Halifax and did indeed spawn again 8 days later
Entry and Exit dates are simple enough
Name is Liverpool - target port
Objective Reach node - so just has to reach port
Priority and reward points are new to me but am guessing something to do with dymanic campaign
UsePath False - will use path nodes to reach Liverpool, am guessing route will vary as opposed to typing in a node path where will be same for all instances of convoy

Continues

bigboywooly 03-13-10 03:10 PM

Now on the Mission Ed taskbar at the top if we click Campaign then Edit groups a new bow will appear

http://i60.photobucket.com/albums/h2.../MEConvoy6.jpg

Find the HX convoy and click edit

http://i60.photobucket.com/albums/h2.../MEConvoy7.jpg

Again a new box will open showing convoy and escorts

http://i60.photobucket.com/albums/h2...MEConvoy7a.jpg

Ok the convoy
Headers across the top

Required - checked will mean ship will show every instance of convoy
Cnt - How many of each ship will show
Ship Class - Generic cargo\tanker entry will pick any cargo\tanker from that countries roster, named class will choose that name of unit
Historical name - shows nothing under merchants but under warships will give a name choice
Etx Cargo - click on the drop down menu and you can choose from a variety of deck cargo

http://i60.photobucket.com/albums/h2...MEConvoy7b.jpg

Int Cargo - drop down menu has Freight ,Ammo amd Fuel - same as SH3 and 4
Spawn % - 100% means ship will show in every instance of that convoy,50% has a one in 2 chance of showing etc
Link - No idea as yet

Below convoy list are spacing boxes
Columns - 0 in this instance which means convoy will sail line astern,odd for a group that will deffo have 25 merchants and a possibily of more though ingame shows with column

http://i60.photobucket.com/albums/h2...editor/ME8.jpg

Spacing - 2 entries for this both 900 meters in this convoy , use to widen columns and lengthen\reduce gaps between rows

Next section is Escort
Same headers as convoy ie Required,Cnt etc

Beneath is escort spacing in meters and escort position
This one shows escort out in front which is so

http://i60.photobucket.com/albums/h2...ditor/ME8a.jpg

Convoy did appear 8 days later

http://i60.photobucket.com/albums/h2...ditor/ME8d.jpg

Though this time escorts were not all at front

By no means a definitive guide but will be of some help
Think have a grasp on all above though dont take as 100% correct - some things still working on

piri_reis 03-13-10 04:27 PM

Wild guess with the RelatedSPRadius:
It's RelatedSPawnRadius, which effects all the Spawn Nodes in range, that will/can be populated with ships in the Group. :hmmm:

bigboywooly 03-13-10 04:36 PM

Quote:

Originally Posted by piri_reis (Post 1313547)
Wild guess with the RelatedSPRadius:
It's RelatedSPawnRadius, which effects all the Spawn Nodes in range, that will/can be populated with ships in the Group. :hmmm:

Maybe correct as it covers the actual port
Though no spawn nodes there till Drumbeat project
Doh

piri_reis 03-13-10 05:02 PM

Quote:

Originally Posted by bigboywooly (Post 1313571)
Maybe correct as it covers the actual port
Though no spawn nodes there till Drumbeat project
Doh

Just checked bunch of Generator Nodes and the RelatedSPRadius always covers the Spawn nodes. So that could be how the spawn nodes work..

Will try to confirm with a dev..

piri_reis 03-13-10 06:37 PM

Quote:

Originally Posted by piri_reis (Post 1313618)
Just checked bunch of Generator Nodes and the RelatedSPRadius always covers the Spawn nodes. So that could be how the spawn nodes work..

Ok, tried a few modifications and I can confirm the RelatedSPRadius is used to determine which which Spawn Nodes will be populated from entries of that Generator Node.

In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..

bigboywooly 03-13-10 07:19 PM

Quote:

Originally Posted by piri_reis (Post 1313800)
Ok, tried a few modifications and I can confirm the RelatedSPRadius is used to determine which which Spawn Nodes will be populated from entries of that Generator Node.

In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..

Nice
So thats another mystery solved
lol
Will update my thoughts on the convoys to reflect that
:yeah:

piri_reis 03-13-10 08:12 PM

This is another guess,

The Spawn Nodes might be getting populated in a sequential fashion.
For example in Kiel, at the start of a campaign, the Schleswig_Holstein is due to sail shortly, and it is always placed in the spawn node called NodeP1961. Which is the lowest numbered (1961 in this case) spawn node, inside the range of the Generator Node that will generate it :timeout:

Now the reason for that could be that the NodeP1961 comes before the rest in the mission layer file (.mis), or the name is interpreted to achieve this ordering.

Edit: Alright I tested this thoroughly and it's the actual position of the Node definition in the file. NOT the NodeP1960 or NodeP1961 names. So if you add your own Spawn Node to the project it will come last and thus get populated last.

Anyway this might be not that important, just putting it out there for the knowledge base.. It also seems warships will be picked first, and then the merchants, for populating these so called spawn nodes.

kylania 03-13-10 11:49 PM

piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.

I've placed the Map Node on the map. I've set it's ZoneCategory to Resupply. I've rclicked on it and Edit to set it's Country to German and it's UnitClass to SSTypeVIIB_AI.

However, from inside or outside the zone and with full, some or no torpedoes every time I talk to my moron Radio guy for Resupply we're denied.

Any idea why this is happening or how to get a Milkcow resupply to work? I think I'm missing some scripting thing somewhere, but I just can't seem to figure out what allows or denies the respupply. I found some references to it in an *.aix file, but it was meaningless to me.

piri_reis 03-14-10 06:05 AM

Quote:

Originally Posted by kylania (Post 1314209)
piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.

Hi Kylania, interestingly I just created a single mission to test this and my request for supply was denied.

The other day I had done a few tests in the Baltic, and there wasn't any problem in getting the resupply called. No special scripting or anything. Just like you said, A map zone:resupply and you define the range,unit of it. When in range call the resupply. The boat meets you in sea.

I'm going to see if I can get it work again today, after the F1 Race :D

kylania 03-14-10 11:10 PM

Two new questions.

1. Anyone gotten minefields to work? The ordandence folders are missing, which is why it's not showing up in the Editor. If you replicate them from SH4 however you end up getting a "not found in platform" error. Any ideas?

2. What's a "threat zone"? How do use them and what do they do? :)

KarlSteiner 03-16-10 10:42 AM

Quote:

Originally Posted by piri_reis (Post 1308598)
Just wanted to pass a message from Pintea.

Here's how to use the harbor layout in Mission Editor.
Add the data\Terrain\LocationMaps\editor_locations.mis as an "Existing Mission" to your project. This will add many Map Location objects to your project. (Which will overlay the corresponding dds graphics files located in the same folder)

To edit and view these you have to turn on the "Map Locations Edit Mode". And zoom in to observe.

Many thanks Piri_Reis,

Best regards

Karl

P.S.:
Have you seen the big mistake within the ME.

I had located some waypoints with no smaller distances as 1000 meter for a smal AI-Trawler. And now the crux:

ME simulates the path correctly! :up:
But the game doesnt do that.:down:
Oh, I know it is an old bug since SH3 but this makes coastal and harbor traffic impossible.:stare:
The reason is that some people were angy about collisions of ships, and so there was a patch to solve that. But now ships do not goal following waypoints exactly or they ignore the one or other.
I think it is better to implement the same exact waypointfeature as of the players boot.
It should be the work of the missionauthor to do that good or bad, only.

See the pictures:

http://i6.photobucket.com/albums/y23..._AI_WP_BUG.jpg

Because this is not moddable to solvew this problem.

I hope you and the other serious modder will submit my opinion, otherwise you can forget a precise and well working traffic near coast an near Habors.

Therion_Prime 03-16-10 12:41 PM

Is there a way of altering the equipment of the player sub (i.e. conning tower, flaks etc.) for SP/MP missions?


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