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[TEC] Mission Editor Discussion
All -
I would like to open a thread regarding the new mission editor, different ways to utilize it and how to approach it's interface coming from the older versions. I will start with a pretty obvious question most will have coming from the SH3/4 editor and that is: How do I edit a single mission (Multiplayer mission?) Currently all I can see is how to open "project" files which are the campaign layers basically if you want to relate them to SH3/4. Where from here do you go to load a single mission or create a new one? |
Hey Dig, good games last night....
You need to open the project and than open existing mission or create a new one. So open a campaign project or start a blank one and than add existing mission by finding the .misge files in the MultiMission or Campaign folders. You can add any .misge file to any project. |
Just been playing with the editor today. Managed to create a
mission to test ai subs. For some reason the mission spawns 3 of each unit I placed on the map- and they stack on each other so they take damage and sink. I'm trying to see if the u class will actually torpedo axis units.... No joy as of yet.......I will keep you all posted on this |
I hate the mission editor. I had one all nicely laid out, but it just simply won't get into the game. :( There seems to be a right way and a wrong way and doing the wrong way means the right way won't work anymore. :(
We'll see. I could really use a tutorial or step by step thingie. :) |
Hi JU88,
I am just about done a taskforce mission and was able to add 2 AI british subs with no problems. I am just making a MP mission if that helps. |
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The big change is the new project files (.pj). If you can explain your problem more or maybe show a screenie of your mission we may be able to help. |
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So we know the multiplayer missions don't have this problem, but has anybody create a successfull single mission? |
Odd I am not seeing this same problem are these multiplayer missions you guys are working on??
Here is a shot of one I am working on (MP Of course): http://i802.photobucket.com/albums/yy309/pwc100/tf1.jpg |
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Can you delete the other subs or make them AI and try your mission as single player? I don't think I'm doing anything wrong because the process is pretty basic.. But two guys having the same problem, there must be something.. |
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Mwahahaha that looks good :) Wait till you see what I have in mind. I want to test this one you created with you tonight though if possible. Let's just say a Gibraltar run, but not by just your sub :D |
Ok here's a tip, to open up the campaign projects that come with the game, the project files are in data\campaigns\CampaignProjects.
Here's Total Germany project, the layers are accessible on the right pane, it's great, takes a while to load, beware, but after that check out the layers, especially wolfpacks! http://i553.photobucket.com/albums/j.../th_editor.jpg |
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Don't know what I did different than the first 10 times but they don't appear in multiple numbers anymore . |
Am curious as to the " nodes "
Looks almost like a preplanned route so no waypoints used http://i60.photobucket.com/albums/h2...Taskforces.jpg Corresponding entry in Taskforces [LanesGraph.Node 35] Long=118940.000000 Lat=6045200.000000 Height=0.000000 IsFromSingleMis=false Name=CHANNEL_Patrol_1 which you can see on the right of the channel Radius=50.000000 MaxSpeed=0.000000 RelatedSPRadius=0.000000 SpawnHeading=0.000000 Category=0 LayerOperation=0 RelatedMapLoc= ShowOnMap=false IsLocked=true [LanesGraph.Node 36] Long=-435860.000000 Lat=5966200.000000 Height=0.000000 IsFromSingleMis=false Name=Node1780 - which you can see on the left Radius=50.000000 MaxSpeed=0.000000 RelatedSPRadius=0.000000 SpawnHeading=0.000000 Category=0 LayerOperation=0 RelatedMapLoc= ShowOnMap=false IsLocked=true So it seems there are preset routes so less need for waypoints Am guessing here tho - tutorial would be nice More examples http://i60.photobucket.com/albums/h2...orttraffic.jpg Those are in the port traffic layer ( the black pit ) and look like pre planned docked nodes though the entry in the mis doesnt reference to a ship or type that I can see - note the same mis is also in the common folder [LanesGraph.Node 225] Long=-362629.000000 Lat=6741217.000000 Height=0.000000 IsFromSingleMis=false Name=NodeP456 Radius=0.000000 MaxSpeed=0.000000 RelatedSPRadius=0.000000 SpawnHeading=125.000000 Category=2 LayerOperation=0 RelatedMapLoc= ShowOnMap=false IsLocked=false And finally Uboats Note the UPatrol_Satl2 close to South Africa http://i60.photobucket.com/albums/h2...shaven/ME1.jpg [LanesGraph.Node 1.NodeGroup 8] Type=TF_UBOAT_Single Name=Brest_UBOAT_Single8 Country=German Speed=0.000000 StartDate=19380101 EndDate=19451231 ReportPosTime=-1 ReportPosProbability=0 [LanesGraph.Node 1.NodeGroup 8.NGMission 1] Name=UPatrol_Satl2 ObjectiveType=0 TargetNode=UPatrol_Satl2 PathNodes= < No path given UsePath=false < Doesnt use path anyway CooldownMonths=0 CooldownDays=31.000000 CooldownHours=1 Priority=0 RewardPoints=0 StartDate=19420902 EndDate=19430228 Many entries for UPatrol_Satl2 originating from different U boat bases in France [LanesGraph.Node 2.NodeGroup 6] Type=TF_UBOAT_Single Name=LaPallice_UBOAT_Single8 Country=German Speed=0.000000 StartDate=19380101 EndDate=19451231 ReportPosTime=-1 ReportPosProbability=0 [LanesGraph.Node 2.NodeGroup 6.NGMission 1] Name=UPatrol_Satl2 ObjectiveType=1 TargetNode=UPatrol_Satl2 PathNodes= UsePath=false CooldownMonths=0 CooldownDays=26.000000 CooldownHours=1 Priority=0 RewardPoints=0 StartDate=19420905 EndDate=19430228 --------------------------- [LanesGraph.Node 3.NodeGroup 6] Type=TF_UBOAT_Single Name=Lorient_UBOAT_Single8 Country=German Speed=0.000000 StartDate=19380101 EndDate=19451231 ReportPosTime=-1 ReportPosProbability=0 [LanesGraph.Node 3.NodeGroup 6.NGMission 1] Name=UPatrol_Satl2 ObjectiveType=1 TargetNode=UPatrol_Satl2 PathNodes= UsePath=false CooldownMonths=0 CooldownDays=19.000000 CooldownHours=1 Priority=0 RewardPoints=0 StartDate=19420905 EndDate=19430228 Some interesting stuff in there Be nice to have some answers |
Very intersting indeed and thank you for taking the time to post all that here for reference sake.
The nodes are indeed a new variable, but I think for working with the campaign it will prove invaluable. On a simpler note, are there any special requirements for getting a created mission to show up in game? I have followed the usual steps for SH3/4 with naming the folder the same as the .mis file, etc but cannot get the mission to show up in game no matter what. I think there is a new step I am missing? |
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They have a tsr file also - same as SH4 - aside that I cant see any issue with it not working And remember to save as a MISGE file not a MIS Further to the node discussion http://i60.photobucket.com/albums/h2.../Willy1939.jpg http://i60.photobucket.com/albums/h2...Willy1939a.jpg As there are no ship links on the campaign files against the nodes am guessing the game pulls any ship from within the roster Which makes placing units historically a bit difficult Wonder if a PM to a dev will get some answers :hmmm: |
I was having similar issues. One being I couldn't find the dock overlay, was pretty simple to add ships docked at a port in SH3/4 now I can't see the dock to lay them out. Working on figuring that out as well.
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.misGE did the trick. That is new from SH3/4 to my knowledge, .MIS used to be suffice.
I see what you mean about the roster pulls. Unless there are new reference files we are unaware of, it is randomly pulling as far as I can tell. The only way to place historical units would be to create roster entries and that gets...... On 2nd thought that would be far too much trouble. |
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