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-   -   [Q]Torpedo availability changes... (https://www.subsim.com/radioroom/showthread.php?t=129078)

Dilust 01-16-08 09:01 AM

[Q]Torpedo availability changes...
 
I'm creating a mod for my self that change some aspect of the torpedo availability.
I know that a lot of parameters may be changed via the basic.cfg file. But I still have some doubts and i hope you can help me.

In the basic.cfg file there are some string concerning the torpedo prototypes. How do they work? and for what purpose?

How can I change the ammount of torpedoes available in harbour before patrol? Here is a pic for better explain what I mean:

http://img165.imageshack.us/img165/4...ebitmapto7.jpg

Thankyou for your time.

NGT 01-16-08 01:07 PM

More torpedos...
 
Go to: SilentHunterIII\Data\Cfg

and open: Flotilla.cfg

Fore every starting date you have the amound of available torpedos. Make changes carefully in accordance with availability in Basic.cfg

Keep moding...:)

Dilust 01-16-08 01:32 PM

Thank you NGT ;)

Dilust 01-17-08 05:19 AM

Another little question...

This is the code I found in the Flottilla.cfg file:
Code:

T0_*0=100
T0_*1=120

T0 is the torpedo type
* is the marker for the date
But the 0 and the 1 after the date marker, what do they mean?

Philipp_Thomsen 01-17-08 05:28 AM

Mean the order... one, two, three, four...

Just that!

Dilust 01-17-08 11:16 AM

I'm still confused... :damn: what order..?

NGT 01-17-08 11:45 AM

Torpedos number 0 and 1
 
I am not sure but we can hope someone will rectify if wrong::lol:


The game provides, for every torpedo type, 2 options for random choice: 0 and 1. I suppose you never know which one will appear in game. So, give the same value to both, or ……

T3_240=50
T3_241=20


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