![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
![]()
Hi,
thanks for your replies! I have some ideas I want to test to see whether I can include mine-laying missions in the SH3 campaign. I'm aware of all the limitations, but I think (like andqui) that it would still be great if you could get orders for laying mines during a career. Especially early in the war there were quite a few mine laying operations. These operations were very dangerous (i.e., thrilling in a simulation ![]() One might argue that because the mines have no real effect in SH3, being able to lay mines in SH3 is not crucial for implementing mine-laying missions in SH3. That's true, however, I think it would add considerably to the immersion. @Canovaro: All links I've found are dead ![]() Cheers, LGN1 |
![]() |
![]() |
![]() |
#2 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
If you can figure out how to change the career mission objective parameters, and say there completed when you lay mines in certain areas perhaps we can take it to another level. Like recon missions, or rescue missions, or enigma missions. Stuff like that. I'm not sure where to start on how to change mission objectives in the career game. I know Flotilla.cfg has the grids for the flotillas. But just changing those to whatever you want wont mean they'll get completed when you lay mines. ![]() -pditty8811 |
|
![]() |
![]() |
#3 | |
Pacific Aces Dev Team
|
![]() Quote:
That said, you can make the mines stay there for all the time you want it, even if they won't explode unless you are closeby (40km, the are where units are physically spawned and not just traced as abstract entities) and will not get any credit for anything they sink. How? Well, opening SH3 mission editor and adding a german minefield exactly where you accomplished your mission, with the number of mines and spacing you put them. It can be done, it just will require some manual input from the player, though it could theoretically be automated by a Perl script ![]() ![]() In fact, what the script would ask you is what the real commander would fill in the report to BdU.
__________________
One day I will return to sea ... |
|
![]() |
![]() |
![]() |
#4 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#5 | |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
Downloads: 34
Uploads: 0
|
![]() Quote:
Well I really would like it to work out, would be great. Good luck!! |
|
![]() |
![]() |
![]() |
#6 | |||
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
|
![]()
Thanks for all your replies
![]() Quote:
Quote:
![]() http://www.subsim.com/radioroom//sho...d.php?t=147445 Quote:
what exactly do you want the perl script to do? Remove a certain type, class, name,...? From what I understand at the moment it seems to me that the whole programming effort is not justified (in many years playing SH3 I've seen only one carrier and maybe five battleships in career mode) ![]() Cheers, LGN1 |
|||
![]() |
![]() |
![]() |
#7 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
Hi, Perhaps you should beef up your SCR layer a bit and add some models to your Sea folder, never hurts to add ships. I have many ships and I know mods like GWX took the time to add particular ships to the SCR layer for historical accuracy. I like to add historical routes to these new ship models too. Basically I would like to have a button in SH3 Commander, or not even, just a script to be triggered when a patrol is finished or before a patrol starts. This script would search the patrol log or captian's log for the class of ships that were sunk. This script would then use this information to tell the Campaign Editor program to delete these ships. Only classes like the Warspite or Elizabeth or something like that. So, essentially this script would be the communication or link from the Captian's log, or patrol log, to the Campaign Editor. The editor would do the rest of the work. -pditty8811 |
|
![]() |
![]() |
#8 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
Do you have knowledge of Perl script editing? If so that would be awesome. I was thinking something that would require a script also. But I have never done stuff like that before though I manually mod all the time. Here is a thread I started concerning an idea I had. http://www.subsim.com/radioroom/showthread.php?t=185828 If you have knowledge of script editing or could point me in the right direction I could do it myself. -pditty8811 |
|
![]() |
![]() |
#9 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Hitman has a good idea.
Any scripting program would work. Python, Perl, Lua, etc. With Python you can create a stand alone exe that does not require a full install of Python also. It's free, and easy to set up the whole thing. I wrote a Python exe that converts specific 3D models to the Collada format in about a day when I first started with Python. |
![]() |
![]() |
#10 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
|
|
![]() |
![]() |
#11 |
Swabbie
![]() Join Date: Nov 2013
Location: Belgium
Posts: 6
Downloads: 28
Uploads: 0
|
![]()
In Battle for the Baltic (SH4) there is a playable minelayer vessel...
But also many minefields....eventualy stopped playing BFB because of the large amount of time u hav to put in avoiding these killing fields....
__________________
[SIGPIC][/SIGPIC]U-Boat |
![]() |
![]() |
![]() |
#12 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
|
![]() Hello, yes, Dietrich´s Uboat Armaments mod and Tomi_099’s VIID minelayer mod.
__________________
U-552 Tiger IDF Last edited by Sepp von Ch.; 12-19-13 at 03:24 PM. |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|