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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
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hi magic,
good luck. but be patient, my changes cause the Q-ship to appear not very often. h.sie |
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#2 | |
Silent Hunter
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![]() Quote:
My new patrol during my career in LSH v5 starts with your MOD without any problems, it´s a good sign.......! ![]() But can you please post me an setting that the Q-ships more often appear ? Many thanks for that help !!! ![]() Best regards, Magic ![]() |
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#3 |
Admiral
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Hi Magic,
If in the Campaign_RND.mis a ship Type=102 without Class is scripted, SH3 searches the Roster folder and the according nationality (British/American) for all ships available for the current time. Randomly, one of these ships is chosen and spawned. I think this mechanism can't be changed. The chance that the Q-Ship is spawned is about 5 - 10% depending on the total amount of type 102 ships aqvailable in the Roster/Nationality-Folder for the given time. If the Q-ship is spawned, the probability is 10% that it is armed and equipped with searchlights. This probabilty can be set to 100% by setting ChooseFrom=1 in the RandomisedEvents.cfg. Then the Q-ship is always armed. For testing purposes I would create a single mission and dirctly script the Q-ship in it. For my tests I created a whole testing campaign with a test convoy. if you like I can send it to you, but I cannot guarantee that it will work with LSH3. h.sie |
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#4 | |
Silent Hunter
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Hi h.sie ! Many thanks for your explain ! ![]() Do I understand you correctly, I have, that the Q-ship is 100% armed, at this point setting a "1", see the red entry: ; ---------------------------------------------------------------- ; Reactivates Q-Ships searchlights & waepons by a chance of 10% ; (by moving them back to their original positions). [0:data\Sea\NLOV\NLOV.dat] ChooseFrom=1 <--------- here entry 1 for 100 % armed, is that right ? . . . And yes, please send me the Test Campaign ![]() ![]() Best regards, Magic ![]() |
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#5 |
Admiral
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yes, that is correct.
but if you plan to always have it 100% armed, you can alternatively use the NLOV.dat file from Jimbunas original mod. with that you don't need the entries in RandomizedEvents.cfg. but then there is no more randomisation. |
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#6 | |
Silent Hunter
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Hmmm, I plan to play with randomisation 40% or 50% ! Are these then the correct entries: ChooseFrom=40 (for 40%) ChooseFrom=50 (for 50%) Is this correct ? Sorry for my dumb questions ![]() Best regards, Magic ![]() |
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#7 |
Admiral
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Hi Magic, no this is not correct.
The probability that Q-Ship is armed is calculated as follows (see Readme.txt or first post): Prob = 100% / ChooseFrom. ChooseFrom=1 => Prob = 100% ChooseFrom=2 => Prob = 50% ChooseFrom=4 => Prob = 25% ChooseFrom=10 => Prob = 10% ChooseFrom=100 => Prob = 1% h.sie |
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#8 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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![]() Quote:
You need ChooseFrom=4 for 25% ChooseFrom=3 for 33% ChooseFrom=2 for 50% You need to use whole numbers - ChooseFrom=2.5 won't work. RandomizedEvents.cfg tells SH3 Commander how many sets of variables to choose from (a bit like rolling a dice). In my randomised intro messages there are 82 messages and I use ChooseFrom=82 to tell it to select one of the 82 variables. RandomizedEvents.cfg rolls an 82 sided dice and comes up with a number (lets call it 12) then looks for the line beginning 12_ and applies the information in that line. h.sie has just one variable in his mod, so by setting ChooseFrom=3 a three sided dice is rolled, but only if the dice shows 0 will his mod be enabled. If it shows 1 or 2 nothing is applied, therefore you get a 33% chance of his mod enabling. BTW, the dice goes from 0 therefore a three sided dice is 0, 1, 2. An 82 sided dice is 0, 1, 2... 80, 81. It's the way the mod was written and JScones kindly taught me how SH3 Commander worked when I got confused!
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