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Old 03-13-10, 04:36 PM   #1
bigboywooly
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Quote:
Originally Posted by piri_reis View Post
Wild guess with the RelatedSPRadius:
It's RelatedSPawnRadius, which effects all the Spawn Nodes in range, that will/can be populated with ships in the Group.
Maybe correct as it covers the actual port
Though no spawn nodes there till Drumbeat project
Doh
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Old 03-13-10, 05:02 PM   #2
piri_reis
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Quote:
Originally Posted by bigboywooly View Post
Maybe correct as it covers the actual port
Though no spawn nodes there till Drumbeat project
Doh
Just checked bunch of Generator Nodes and the RelatedSPRadius always covers the Spawn nodes. So that could be how the spawn nodes work..

Will try to confirm with a dev..
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Running SH5/TWOS
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Old 03-13-10, 06:37 PM   #3
piri_reis
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Quote:
Originally Posted by piri_reis View Post
Just checked bunch of Generator Nodes and the RelatedSPRadius always covers the Spawn nodes. So that could be how the spawn nodes work..
Ok, tried a few modifications and I can confirm the RelatedSPRadius is used to determine which which Spawn Nodes will be populated from entries of that Generator Node.

In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..
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Old 03-13-10, 07:19 PM   #4
bigboywooly
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Quote:
Originally Posted by piri_reis View Post
Ok, tried a few modifications and I can confirm the RelatedSPRadius is used to determine which which Spawn Nodes will be populated from entries of that Generator Node.

In fact the Kiel Node has a stock value of RelatedSPRadius=2 km, which doesn't cover the southern docks, that's why they are empty in the game. I increased it to 8km and now most of them get a docked ship..
Nice
So thats another mystery solved
lol
Will update my thoughts on the convoys to reflect that
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Old 03-13-10, 08:12 PM   #5
piri_reis
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This is another guess,

The Spawn Nodes might be getting populated in a sequential fashion.
For example in Kiel, at the start of a campaign, the Schleswig_Holstein is due to sail shortly, and it is always placed in the spawn node called NodeP1961. Which is the lowest numbered (1961 in this case) spawn node, inside the range of the Generator Node that will generate it

Now the reason for that could be that the NodeP1961 comes before the rest in the mission layer file (.mis), or the name is interpreted to achieve this ordering.

Edit: Alright I tested this thoroughly and it's the actual position of the Node definition in the file. NOT the NodeP1960 or NodeP1961 names. So if you add your own Spawn Node to the project it will come last and thus get populated last.

Anyway this might be not that important, just putting it out there for the knowledge base.. It also seems warships will be picked first, and then the merchants, for populating these so called spawn nodes.
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Last edited by piri_reis; 03-13-10 at 08:31 PM.
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Old 03-13-10, 11:49 PM   #6
kylania
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piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.

I've placed the Map Node on the map. I've set it's ZoneCategory to Resupply. I've rclicked on it and Edit to set it's Country to German and it's UnitClass to SSTypeVIIB_AI.

However, from inside or outside the zone and with full, some or no torpedoes every time I talk to my moron Radio guy for Resupply we're denied.

Any idea why this is happening or how to get a Milkcow resupply to work? I think I'm missing some scripting thing somewhere, but I just can't seem to figure out what allows or denies the respupply. I found some references to it in an *.aix file, but it was meaningless to me.
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Old 03-14-10, 06:05 AM   #7
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Quote:
Originally Posted by kylania View Post
piri_reis, I saw in another thread that you'd confirmed that milkcows are working, but I'm not quite able to get them working for me in a stand alone mission.
Hi Kylania, interestingly I just created a single mission to test this and my request for supply was denied.

The other day I had done a few tests in the Baltic, and there wasn't any problem in getting the resupply called. No special scripting or anything. Just like you said, A map zone:resupply and you define the range,unit of it. When in range call the resupply. The boat meets you in sea.

I'm going to see if I can get it work again today, after the F1 Race
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