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Old 07-18-05, 01:01 PM   #1
Skweetis
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Default Crew qualification in crew_config*.cfg

just curious which QualificationN=N is for what qualification...

for example, I think I have figured out that 0 is Watch, 4 is helmsman, but I get lost from there?

Are there any resources out there that any modders have compiled that defines this stuff?

Any input is appreciated.

thanks,
Jamie
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Old 07-18-05, 02:13 PM   #2
August
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Default Re: Crew qualification in crew_config*.cfg

Quote:
Originally Posted by Skweetis
just curious which QualificationN=N is for what qualification...

for example, I think I have figured out that 0 is Watch, 4 is helmsman, but I get lost from there?

Are there any resources out there that any modders have compiled that defines this stuff?

Any input is appreciated.

thanks,
Jamie
That's the first time i've seen that value. Below is how it should read.


NrQual=1 <-- This is the number of qualifications they have. Warrant officers 1 and Officers up to 3
Qualification0=4 <-- This is the first qualification. Both officers and warrant officers use this line
Qualification1=3 <- This line and the next are only in officer configs. Omit when building a warrant officer config
Qualification2=7
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Old 07-18-05, 02:21 PM   #3
Skweetis
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Yeah, I guess to clarify,

For example
Qualification0=0 means that that crew member's first qualification is Watchman
Qualification1=4 means that that crew members second qualification is Helmsman

and so on. What I would like to know is which value represents which qualification...

so far I have figured out:

0 = Watchman
1 = ???
2 = ???
3 = ???
4 = Helmsman
5 = ???
6 = ???
7 = ???
8 = ???

Im not at home currently, so I cant test it out by playing with the values to see what I get. I was hoping that someone might know what values are for what qualifications so I can edit the files here at work, and send them home to use. Basically I just want to mod the crew_configs for my own custom rounded out crew.

James
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Old 07-18-05, 02:56 PM   #4
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Qualifications

0= Watch
1= Gunner
2= Flak
3= Sonar
4=Helms
5=Machine
6=Torpedo
7= Medic
8=Repair
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Old 07-18-05, 03:03 PM   #5
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You tha man, August! thanks a bunch!!!!

James
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Old 07-18-05, 03:05 PM   #6
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Quote:
Originally Posted by Skweetis
You tha man, August! thanks a bunch!!!!

James
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Old 07-19-05, 12:42 AM   #7
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Can a Petty Officer have more than 1 qualifications ?
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Old 07-19-05, 09:39 AM   #8
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Quote:
Originally Posted by scimitar
Can a Petty Officer have more than 1 qualifications ?
He can - if you use SH3 Commander to award a second one, but the second qualification won't do anything.
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Old 07-20-05, 05:21 AM   #9
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Quote:
Originally Posted by Beery
He can - if you use SH3 Commander to award a second one, but the second qualification won't do anything.
Actually, for Petty Officers, extra quals *are* recognised in the game in much the same way as the three officer quals are. I think BladeHeart confirmed this in his testing. And it stands to reason, 'cause I modelled the same logic when implementing the extra PO quals! The impact/effect of these extra quals is still based on the actual rank of the PO as it should be, and as it is with single qual POs.

It's quals for sailors that aren't recognised in the game (yet), but, as you know, that could be fixed by a basic.cfg tweak
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Old 07-20-05, 11:00 AM   #10
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Quote:
Originally Posted by JScones
Actually, for Petty Officers, extra quals *are* recognised in the game in much the same way as the three officer quals are. I think BladeHeart confirmed this in his testing.
I've tested it, and my tests show that it doesn't work. The guy we have in RUb 1.42 with the two qualifications (watch and steering) doesn't have any added effect on the compartment efficiency for his second qualification (steering if I recall correctly). The extra qualification is recognised in the game, in that it shows up, but it doesn't seem to do anything, as far as I can see.

It may be that I've had some weird glitch that prevented it from working both times I tested it directly, but I'm pretty sure it doesn't work. Another alternative is that it only doesn't work with steering - I haven't tested other compartments. The other possibility is that pre-assigned extra quals don't work.
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Old 07-22-05, 09:30 AM   #11
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Im having trouble figuring out exactly where the primary crew info is stored.

I see crew_config files in both the "My Documents\SH3\Career" folder and the "Program Files\Ubisoft\SH3" folders.

I tried using the SH3 Commander and it worked great for editing crew but once I started the game I found that the mod had so totally altered the game it became unplayable.

Any suggestions?
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Old 07-22-05, 10:58 AM   #12
Beery
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The one in C:\Program Files\SilentHunterIII is where the very first crew config files are stored. This is where the game goes to get your crew when you first start a career. The ones in My Documents\SH3\Career are the ones that are used as the career develops.
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Old 07-22-05, 12:45 PM   #13
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Ok, here is what I have.

FILE LOCATION: C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg

FILE NAME: "crew_config_VII_1.cfg" I will assume this since I have a new career with a VIIB boat.

Here is the very first crewman, that happens to be my watch officer.
As you can see, I TRIED to make him a watchman/gunner/flak but the changes do not show up in game. Any suggestions?


[CREW_MEMBER_0]
Name=Adolf Carlewitz
Index=5
NrComp=0
Type=2
Grad=6
Renown=0.000000
Patrols=0
Morale=0.800000
Fatigue=0.000000
HealthStatus=0
HitPoints=14.000000
Experience=300
Rank=11
NrQual=1
Qualification0=0
Qualification1=1
Qualification2=2
SpecialAbility=-1
MedalsInx0=-1
MedalsInx1=-1
MedalsInx2=-1
MedalsInx3=-1
MedalsInx4=-1
MedalsInx5=-1
MedalsInx6=-1
MedalsInx7=-1
MedalsInx8=-1
HeadIdx=1
HeadTgaIdx=0
BodyIdx=0
BodyTgaIdx=0
HasHelmet=Yes
HelmetIdx=0
HelmetTgaIdx=0
VoiceIdx=1
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Old 07-26-05, 09:13 AM   #14
senjorlossi
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Maybe set the value

"NrQual=1"

to "3", as you want to assign 3 qualifications?

Can´t check it right now, but maybe it´s worth a try.
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Old 07-26-05, 09:45 AM   #15
Beery
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That will work.
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