![]() |
Crazy Graphic glitch with containers on merchant!
Hi, just played a LAN game (actually a lot - very stable :up: ) and noticed on a sinking small merchant the 2 containers on the deck were continually opening and closing like a box's 4 flaps opening to the sides then closing again, this continues forever! :88)
Has anyone else noticed this effect, is there a fix? :-? Thanks. |
Reece,
THey are setting as a Trap container on the loadouts definition. Yes, it's ridiculous, I don't know why the devs made this... To correct it you shall change the loadout with any other that you like... Rubini. |
Hi!
My guess as to why the Devs made a "trap" version was that they were thinking about using a Q-ship mod where you could put a deck gun inside. Pablo |
Pablo,
Excuse the dumb question but what is a Q-ship? :hmm: Rubini. |
Quote:
|
Quote:
Perhaps was planned to include it ...Also in my actual patrol i noticied a curious behaviour of the tower crew when i was near a ship to finish it, they crouch in the tower ,like protecting from a possible gun fire. Q-ship was a trap ship, with hidden guns, and filled of empty oil drums or wood, that makes sink it very difficult. generally a small ship, that not makes sense waste a torpedo in it . The boat surface near the ship to finish her after fire a torpedo and it suddenly uncover the Artillery and start firing with guns and shells. :shifty: :dead: http://upload.wikimedia.org/wikipedi...Q-ship_gun.jpg |
I hate to sound dumb Rubini, but could you be more specific with what to edit. :)
Thanks. |
All of this would be in the game :down: . but developers forgotten! Tree HURRas for modders!!! :up:
|
Reece,
Sorry for the delay, i'm in a trip until minutes ago. You need to modify the cargo entry for the ship units. See these examples: ===================== 1.Random groups: [RndGroup 2] GroupName=Russian Merch Category=0 CommandEntry=0 Long=4551940.000000 Lat=5317960.000000 Height=0.000000 DelayMin=60 DelayMinInterv=1440 SpawnProbability=100 RandStartRadius=0.000000 ReportPosMin=-1 ReportPosProbability=100 Heading=0.000000 Speed=5.000000 ColumnsNo=1 Spacing=500 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 NextWP=0 [RndGroup 2.RndUnit 1] Type=102 Origin=Russia Side=0 CargoExt=8 <== change for any number 0-7 CargoInt=0 CfgDate=19431101 No=1 Escort=false SpawnProbability=100 CrewRating=2 ====================================== 2.Single Units: [Unit 40] Name=RU trap Coastal Merchant#1 Class=KSQ Type=102 Origin=Russia Side=0 Commander=0 CargoExt=8 <== change for any number 0-7 CargoInt=1 CfgDate=19380101 DeleteOnLastWaypoint=true DockedShip=false GameEntryDate=19380101 GameEntryTime=0 GameExitDate=19451231 GameExitTime=0 EvolveFromEntryDate=false Long=4551340.000000 Lat=5324260.000000 Height=0.000000 Heading=0.000000 Speed=5.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 ================================= In others words just open the SCR and RND layer on the notebook and make a simple find and replace action over these two files changing the CargoExt=8 for another of your interest. Remember: 0=oil 1=freight containers 2=freight crates 3=ammo containers 4=ammo crates 5=aircraft 6=tanks 7=trucks 8=trap container hopes that this help you! Rubini. |
Many Thanks Rubini. :up:
|
Reece,
I just realize another way (and very easy) to fix this. Look: -Open the CargoDef.cfg file in the ...data\sea folder and changes the last entry: [CargoEntry 9] NodeName=Trap Container LinkName=TrapContainer StartDate=19380101 EndDate=19451231 CargoType=0 with this: [CargoEntry 9] NodeName=Freight Containers LinkName=Container StartDate=19380101 EndDate=19451231 CargoType=0 Just restart the game and no more trap containers! In truth I don't test this yet but I think this will be work and is a definitive fix because the references on the missions/campaigns files is only with the numbers 0-8 which refers to this CargoDef.cfg files entries 1-9. Rubini. |
Most Excellent Rubini, you are right, much easier! :D
Thanks Again. :up: |
Could we see a subtrap in the future? Would be "cool" to piss your pants in encountering one of those in the US east coast. :hmm:
|
Perhaps replacing the container by a gun using a free node and making something to hidde it ?? :roll: :88)
|
could someone plz look if there is a node inside which could be used as a gun mount . maybe the devs had this allready done .than we just have to equip it right. and clone it of course so that u don t see a difference between a small merchant and a Q ship but have two different in the game.
Who knows best about the equip data of the ship . Sensai maybe could reseach that couse i actually dont know where to look for the file where such infomation could be included. |
All times are GMT -5. The time now is 02:32 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.