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Old 11-13-05, 07:38 AM   #1
Reece
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Default Crazy Graphic glitch with containers on merchant!

Hi, just played a LAN game (actually a lot - very stable ) 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!
Has anyone else noticed this effect, is there a fix?
Thanks.
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Old 11-13-05, 09:13 AM   #2
Rubini
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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.
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Old 11-13-05, 11:14 AM   #3
Pablo
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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
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Old 11-13-05, 12:07 PM   #4
Rubini
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Pablo,
Excuse the dumb question but what is a Q-ship? :hmm:

Rubini.
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Old 11-13-05, 12:22 PM   #5
Teho
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Quote:
Originally Posted by Rubini
Pablo,
Excuse the dumb question but what is a Q-ship? :hmm:

Rubini.
A merchant that has some hidden guns. Queership
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Old 11-13-05, 01:45 PM   #6
Hartmann
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Quote:
Originally Posted by Rubini
Pablo,
Excuse the dumb question but what is a Q-ship? :hmm:

Rubini.
Another forgotten feature for the devs

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.


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Old 11-13-05, 08:54 PM   #7
Reece
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I hate to sound dumb Rubini, but could you be more specific with what to edit.
Thanks.
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Old 11-14-05, 02:14 PM   #8
coronas
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All of this would be in the game . but developers forgotten! Tree HURRas for modders!!!
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Old 11-15-05, 10:46 AM   #9
Rubini
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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.
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Old 11-15-05, 07:07 PM   #10
Reece
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Many Thanks Rubini.
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Old 11-15-05, 10:42 PM   #11
Rubini
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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.
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Old 11-15-05, 11:01 PM   #12
Reece
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Most Excellent Rubini, you are right, much easier!
Thanks Again.
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Old 11-16-05, 12:54 AM   #13
Happy Times
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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:
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Old 11-16-05, 07:17 PM   #14
Hartmann
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Perhaps replacing the container by a gun using a free node and making something to hidde it ??
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But this ship can't sink!...

She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty.

Strength and honor
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Old 11-16-05, 08:49 PM   #15
chris911
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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.
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