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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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Let's say in the interest of quicking load time, one was to remove some of the units in the /data/sea directory after making the apporpiate changes in the roster directory.
Now how would one go about removing the "extra" units from the campaign layers other doing it by hand in the editor? Is there another way to go about it? edit: Nevermind, i thought of a way. I'd have to keep a list of the unit type being removed, then Find/Replace it with another in wordpad. Last edited by Ducimus; 01-30-07 at 07:02 PM. |
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#2 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
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its only useful if your jumping in and out of SH3 to workup missions mods or models its only function in play is in mission play itself where by if the MBFL mod is active while you are playing your mission or working it up, the only units that will appear are ones you programmed in , that is there will be no random encounters in mission while mbfl mod is active It wont make SH# the game load faster but your missions will load faster by 60-80% as what takes so long to load a mission is that every unit in every year in everytheatre of the war is put into the game before your mission MBFL MOD just removes the campaign layers while active and JSGME puts them back unharmed when your done and want to go back to campaigning. the mods on my file front the info is on this thread http://www.subsim.com/radioroom/showthread.php?t=103633 Hopefully what your looking for. this was my very first mod. MM ![]() |
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