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Old 03-05-10, 03:25 PM   #1
piri_reis
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Quote:
Originally Posted by JU_88 View Post
Just been playing with the editor today. Managed to create a
mission to test ai subs. For some reason the mission spawns 3 of each unit I placed on the map- and they stack on each other so they take damage and sink.
I'm trying to see if the u class will actually torpedo axis units.... No joy as of yet.......I will keep you all posted on this
Same problem, only I have 2 of each unit I placed, including my own sub. All stuck to its twin brother... This is a simple single player mission.

So we know the multiplayer missions don't have this problem, but has anybody create a successfull single mission?
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Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 03-05-10, 03:31 PM   #2
ddrgn
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Odd I am not seeing this same problem are these multiplayer missions you guys are working on??

Here is a shot of one I am working on (MP Of course):

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Old 03-05-10, 03:38 PM   #3
piri_reis
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Originally Posted by ddrgn View Post
Odd I am not seeing this same problem are these multiplayer missions you guys are working on??
No, single player
Can you delete the other subs or make them AI and try your mission as single player? I don't think I'm doing anything wrong because the process is pretty basic.. But two guys having the same problem, there must be something..
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Old 03-05-10, 07:24 PM   #4
ddrgn
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Quote:
Originally Posted by piri_reis View Post
No, single player
Can you delete the other subs or make them AI and try your mission as single player? I don't think I'm doing anything wrong because the process is pretty basic.. But two guys having the same problem, there must be something..
Are you starting them off submerged?
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Old 03-05-10, 07:57 PM   #5
piri_reis
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Quote:
Originally Posted by ddrgn View Post
Are you starting them off submerged?
Alright got it working now.
Don't know what I did different than the first 10 times but they don't appear in multiple numbers anymore .
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Old 03-05-10, 04:28 PM   #6
digitizedsoul
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Quote:
Originally Posted by ddrgn View Post
Odd I am not seeing this same problem are these multiplayer missions you guys are working on??

Here is a shot of one I am working on (MP Of course):


Mwahahaha that looks good
Wait till you see what I have in mind. I want to test this one you created with you tonight though if possible.

Let's just say a Gibraltar run, but not by just your sub
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Old 03-05-10, 06:13 PM   #7
piri_reis
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Ok here's a tip, to open up the campaign projects that come with the game, the project files are in data\campaigns\CampaignProjects.

Here's Total Germany project, the layers are accessible on the right pane, it's great, takes a while to load, beware, but after that check out the layers, especially wolfpacks!

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Old 03-05-10, 07:21 PM   #8
ddrgn
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Quote:
Originally Posted by piri_reis View Post
Ok here's a tip, to open up the campaign projects that come with the game, the project files are in data\campaigns\CampaignProjects.

Here's Total Germany project, the layers are accessible on the right pane, it's great, takes a while to load, beware, but after that check out the layers, especially wolfpacks!

Awesome stuff indeed ;]
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Old 03-05-10, 08:17 PM   #9
bigboywooly
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Am curious as to the " nodes "

Looks almost like a preplanned route so no waypoints used



Corresponding entry in Taskforces

[LanesGraph.Node 35]
Long=118940.000000
Lat=6045200.000000
Height=0.000000
IsFromSingleMis=false
Name=CHANNEL_Patrol_1 which you can see on the right of the channel
Radius=50.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=0.000000
Category=0
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=true

[LanesGraph.Node 36]
Long=-435860.000000
Lat=5966200.000000
Height=0.000000
IsFromSingleMis=false
Name=Node1780 - which you can see on the left
Radius=50.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=0.000000
Category=0
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=true

So it seems there are preset routes so less need for waypoints
Am guessing here tho - tutorial would be nice

More examples



Those are in the port traffic layer ( the black pit ) and look like pre planned docked nodes though the entry in the mis doesnt reference to a ship or type that I can see - note the same mis is also in the common folder

[LanesGraph.Node 225]
Long=-362629.000000
Lat=6741217.000000
Height=0.000000
IsFromSingleMis=false
Name=NodeP456
Radius=0.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=125.000000
Category=2
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=false

And finally Uboats
Note the UPatrol_Satl2 close to South Africa



[LanesGraph.Node 1.NodeGroup 8]
Type=TF_UBOAT_Single
Name=Brest_UBOAT_Single8
Country=German
Speed=0.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 1.NodeGroup 8.NGMission 1]
Name=UPatrol_Satl2
ObjectiveType=0
TargetNode=UPatrol_Satl2
PathNodes= < No path given
UsePath=false < Doesnt use path anyway
CooldownMonths=0
CooldownDays=31.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420902
EndDate=19430228

Many entries for UPatrol_Satl2 originating from different U boat bases in France

[LanesGraph.Node 2.NodeGroup 6]
Type=TF_UBOAT_Single
Name=LaPallice_UBOAT_Single8
Country=German
Speed=0.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 2.NodeGroup 6.NGMission 1]
Name=UPatrol_Satl2
ObjectiveType=1
TargetNode=UPatrol_Satl2
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=26.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420905
EndDate=19430228

---------------------------

[LanesGraph.Node 3.NodeGroup 6]
Type=TF_UBOAT_Single
Name=Lorient_UBOAT_Single8
Country=German
Speed=0.000000
StartDate=19380101
EndDate=19451231
ReportPosTime=-1
ReportPosProbability=0

[LanesGraph.Node 3.NodeGroup 6.NGMission 1]
Name=UPatrol_Satl2
ObjectiveType=1
TargetNode=UPatrol_Satl2
PathNodes=
UsePath=false
CooldownMonths=0
CooldownDays=19.000000
CooldownHours=1
Priority=0
RewardPoints=0
StartDate=19420905
EndDate=19430228

Some interesting stuff in there
Be nice to have some answers
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Old 03-06-10, 11:17 AM   #10
digitizedsoul
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Very intersting indeed and thank you for taking the time to post all that here for reference sake.

The nodes are indeed a new variable, but I think for working with the campaign it will prove invaluable.


On a simpler note, are there any special requirements for getting a created mission to show up in game? I have followed the usual steps for SH3/4 with naming the folder the same as the .mis file, etc but cannot get the mission to show up in game no matter what.

I think there is a new step I am missing?
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Old 03-05-10, 07:21 PM   #11
ddrgn
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Quote:
Originally Posted by digitizedsoul View Post
Mwahahaha that looks good
Wait till you see what I have in mind. I want to test this one you created with you tonight though if possible.

Let's just say a Gibraltar run, but not by just your sub
Yep, I'm around for testing ;]
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