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#1 |
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Loading doctrine files
Okay sorry for the load of questions, but ... Yesterday I created a custom doctrine for a unit in my mission. Just to get a little more advanced with the AI movements and all.
Does anyone know how to include it in the scenario though? i.o.w. how do I call my doctrine file routine. Thanks in advance. Btw I'm still working on it but completed 3 missions on my Venezuela campaign. Muchhhh more work then I thought making it interesting and all. I think 5 more to go. But I really wan't some more script power in these because I hate Krivaks that wrongly set the torpedo depth and torp themselves + doctrine can be more powerful in the file then the mission editor. |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
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The reason AI platforms set their torpedo depth wrong is because the NavalSimEngine feeds the depth to the weapon in meters, but the doctrine reads the input as feet.
So, in order to correct this, you need to create a RunOnce section in the doctrine that converts the SearchDepth variable from meters to feet. If you need an example of this, you can see the torpedo doctrines included with LWAMI. LWAMI also includes some extra features to make the AI set torpedoes under the layer with some variability in all torpedo depth settings. Cheers, David
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#3 |
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Thanks for the input. I just downloaded this LWAMI monster and it makes things much more yummie. Playing with it makes it harder maybe, but much more forfilling and realistic.
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#4 | |
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#5 |
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You must go into the database and assign it to the platform you want to use it.
Keep in mind, it then will not use any other doctrine. Cheers, David
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#6 | ||
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#7 |
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So to get this clear. When I open my .mc file in say notepad, I can manually assign other commands within the doctrine of the script that is written there. Operators like == != $= etc. ?
Thanks LuftWolf. I will not edit thos other ship files because I guess LWAMI does that already and I love it already. Must be a load of work I reckon, great job! Thanks |
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#8 |
Ocean Warrior
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I'm not sure.
I didn't know you were talking about a mission script (doctrine). As far as editing the .mu file directly with a text editor, that would be news to me, but a great find if in fact the mission editor was more limited than the mission interpretor. Unfortunately, my knowledge is related primarily to modding, and I'm not as familar with the advanced features of the mission editor as I'd like to be. Cheers, David
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