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Old 08-04-07, 04:20 AM   #1
Pvt.Godfrey
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I have a question regarding adding of random mesages to the randomevents file. I have followed the link in this thread to the one specifically about adding of events and followed the format correctly when adding these messages.. i am attempting to change the 'allied unit destroyed' message to randomy select one of three new messages...when i fire up the game i still see only the 'allied unit destroyed' even though i have model effects 'malfunctions and sabotage' checked. After looking through the randomevents file i'm now not even sure if any of the events in this file are occurning even though its checked. Any help would be appreciated.
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Old 08-04-07, 05:15 AM   #2
JScones
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Quote:
Originally Posted by Pvt.Godfrey
I have a question regarding adding of random mesages to the randomevents file. I have followed the link in this thread to the one specifically about adding of events and followed the format correctly when adding these messages.. i am attempting to change the 'allied unit destroyed' message to randomy select one of three new messages...when i fire up the game i still see only the 'allied unit destroyed' even though i have model effects 'malfunctions and sabotage' checked.
To the end of your Randomised events.cfg file, add the below (sans italicised comments):

Code:
[0:data\Menu\en_menu.txt] <--or de_menu.txt if you play with German text
ChooseFrom=3 
RndMidPat=1 <--1 to randomise when you reload a save game, 0 to not
 
0_STRINGS|4140=Enemy unit destroyed <--4140 is the enemy destroyed line
1_STRINGS|4140=Allied unit destroyed <--whatever text you want!
2_STRINGS|4140=Some unit destroyed
If you've searched this forum, then you may have found some older lines from an earlier version of the feature. The old version used an underscore as the file path prefix. The current version uses a colon. In other words, the section must be "[0:data\Menu\en_menu.txt]" and NOT "[0_data\Menu\en_menu.txt]". The latter will no longer work. FYI the header of Randomised events.cfg includes more important information on how to use it, so I will not repeat it all here.

Quote:
Originally Posted by Pvt.Godfrey
After looking through the randomevents file i'm now not even sure if any of the events in this file are occurning even though its checked. Any help would be appreciated.
This is normal. You will not get malfunctions every load; this would be simply too much! Look at the file and you'll see some malfunctions occur as little as once every 12 loads. Very few occur more than once in 5 loads. Each event has a comment indicating its frequency of appearance (ie ";8% randomization").

Last edited by JScones; 08-04-07 at 05:26 AM.
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Old 08-04-07, 08:27 AM   #3
Pvt.Godfrey
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Yeah that was the problem..underscore instead of colon..thanks very much for your quick reply...everythng working fine now.
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Old 08-04-07, 12:17 PM   #4
Pvt.Godfrey
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Jaensen...Sorry i have another question for you..Is it possible to add submarine names to Commander. I foolishly tried to add then to the ship names file before realising that the class names are stored in a completely different folder. It would be nice to see that you have sunk the USS Growler or the USS Batfish instead of just Gato or Balao class submarine.
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Old 08-04-07, 09:45 PM   #5
JScones
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Quote:
Originally Posted by Pvt.Godfrey
Jaensen...Sorry i have another question for you..Is it possible to add submarine names to Commander. I foolishly tried to add then to the ship names file before realising that the class names are stored in a completely different folder. It would be nice to see that you have sunk the USS Growler or the USS Batfish instead of just Gato or Balao class submarine.
No, only ship names. When the function was written (over two years ago), there was no need to consider sub names.

Easy to fix, but further development of SH3Cmdr has pretty much ceased.
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Old 08-05-07, 07:57 PM   #6
TheDarkWraith
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I found a small problem with SH3 Commander. If you have a file being edited by a hex editor it places a lock on the file (windows system stuff). If that file is in a folder in the MODS folder and you disable that mod while still having the file open in the hex editor (or whatever program) SH3 Commander doesn't disable it (ok) but it doesn't warn you that it was unable to complete the command. That would be nice to know.....
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Old 08-05-07, 08:01 PM   #7
JScones
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Quote:
Originally Posted by Racerboy
I found a small problem with SH3 Commander. If you have a file being edited by a hex editor it places a lock on the file (windows system stuff). If that file is in a folder in the MODS folder and you disable that mod while still having the file open in the hex editor (or whatever program) SH3 Commander doesn't disable it (ok) but it doesn't warn you that it was unable to complete the command. That would be nice to know.....
Ummm,. nothing to do with SH3Cmdr. Do you mean JSGME? In which case more fool you for having the file open when trying to disable it (in other words, as it is basic Windows bahaviour, simply don't do it!), LOL! Although I get your point and will add something covering this "unique" scenario.
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