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Old 07-19-08, 05:08 AM   #1
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default Randomization in SH3 & hex offset?

Hi,

I have recently started to use the malfunction feature of SH3 Commander and got confused about the rndmidpat parameter. In the 'Randomised events.cfg' file it is written

'Set RndMidPat to 1 if you want randomisation to occur mid-patrol, 0 if not'

Now I have found this old thread

http://www.subsim.com/radioroom/show...ghlight=random

where Hemisent writes

'The RndMidPat=1 means if you get a loaded file upon startup it is deemed "repairable" should you save/exit/relaunch. Commander will roll the dice again you may get nothing, you may get something else.
A RndMidPat=0 means that should you get a file, that "particular" malfunction is good for the duration of the patrol. NO matter when it is issued'

'A "0" file can be issued at any time commander launches, same as a "1" file.'

However, from my tests it seems that 'RndMidPat=0' malfunctions can only be obtained in port and will be repaired after the first save/restart. Then they will not show up again for the whole patrol. Thus, it seems that it is not possible to have damage that lasts the whole patrol (this makes sense because you would get the damage in all long patrols with many save/restarts). Can anyone with a deeper knowledge comment on that?

In addition, I have a practical problem. I am using a modified camera.dat file together with GWX2.1. It seems that the offset is different in this file from the GWX camera.dat and thus, the periscope malfunction does not work. In the 'Randomised events.cfg' file of GWX it is written

0_x2ECD=20 ;Attack Periscope Drops duration[4]
0_x2EE2=20 ;Attack Periscope Blur duration[3]
1_x2ECD=37
1_x2EE2=37
2_x2ECD=60
2_x2EE2=60
3_x2ECD=3600
3_x2EE2=3600

4_x2ECD=37
4_x2EE2=37
4_x2AFC=18 ;Obs Periscope Drops duration[4]
4_x2B11=18 ;Obs Periscope Blur durarion[3]

5_x2ECD=3600
5_x2EE2=3600
5_x2AFC=18
5_x2B11=18

6_x2ECD=20
6_x2EE2=20
6_x302F=1.5 ;Zoom
6_x304E=1.5 ;Zoom

7_x302F=1.5
7_x304E=1.5

8_x302F=6.0
8_x304E=6.0


How can I find out the red numbers for a modified file? I tried with S3D to locate the numbers in the orig. GWX file, but could not find them. I guess I need a hex editor. Any tips would be highly appreciated.

Thanks in advance,

cheers, LGN1
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