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Old 09-29-05, 10:04 PM   #31
HEMISENT
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Same here. The wolfpack attacked as advertised and drew all the attention away from me until the very end. By then I was at least able to make my run in, fire my fish and begin my egress. Great mod. I wonder if the periscopes need to stay raised all the time, it seems to give the escorts a perfect aiming point. They were throwing everything at the scopes but the galley sink.
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Old 09-29-05, 11:26 PM   #32
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so...Has anyone actually seen this wolfpack while playing campaign?
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Old 09-30-05, 01:22 AM   #33
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@sergbuto:

In SH2 airbases were able to spawn submarines and other ships -not just aricraft-

In SH3 sending a radio message (contact report) when in range of an axis airbase might trigger an axis air attack with planes. Would it be possible to script airbases that spawn U-Boots in the midlle of the Atlantic? :hmm:

If that worked you would have wolfpacks on demand via radio message during the campaign...you could even set the wolfpacks in their historic locations, same as Sansal did with the milk cows. You could also script radio messages from BdU telling you where wolfpacks are operating, and asking any UBoot closeby to join them
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Old 09-30-05, 01:08 PM   #34
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With all the incredibly talented modders working on this could real in-game wolfpacks be right around the corner?

Who needs a Dev team-we have our own.
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Old 09-30-05, 01:37 PM   #35
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Quote:
Originally Posted by Hitman
@sergbuto:

In SH2 airbases were able to spawn submarines and other ships -not just aricraft-

In SH3 sending a radio message (contact report) when in range of an axis airbase might trigger an axis air attack with planes. Would it be possible to script airbases that spawn U-Boots in the midlle of the Atlantic? :hmm:

If that worked you would have wolfpacks on demand via radio message during the campaign...you could even set the wolfpacks in their historic locations, same as Sansal did with the milk cows. You could also script radio messages from BdU telling you where wolfpacks are operating, and asking any UBoot closeby to join them
Yes, although I am not sure about spawning from airbases, scripting historic wolfpacks should be relatively easy. Either periodic entering with deleting at the last waypoint or looping.
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Old 10-01-05, 08:31 AM   #36
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I have had a look at the ingame editor and airbases seems quite strange. I have not seen any group/units attached to them, but sure as hell somewhere in the game must be specified which planes do they spawn and in which number :hmm:

EDITED to add: Probably simply substituting the german planes with uboots in the airplane folder we would already have wolfpacks appear when sending radio contacts

You are right about scripting historic wolfpacks in the campaign SCR, and because the convoy traffic is so random, they probably would not fight the same battles every time. It should be also possible to generate random wolfpacks moving around in the Atlantic. Although my initial intention was mainly to be able to summon a wolfpack via radio messages, this should probably work too.

Do friendly units provide contact reports when they meet an enemy convoy? I think not....pity

In any case, it is sad that UBI did not provide UBoot AI...this would solve all problems. I bet this shouldn't be that difficult to program for someone with the code
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Old 10-01-05, 09:43 AM   #37
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Part way down this thread there is a way to show the player sub plus other ship icons on the map, I did a screen-shot to explain plus a screen-shot on the last post to show how the icons appear.

http://www.subsim.com/phpBB/viewtopic.php?t=43134

This isn't quite what you want here but it may be on the right track,
I asked on the mission section how to get spawns to appear, I have a feeling it is there but it needs a bit of experimenting to hit on the right sequence etc.
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Old 10-01-05, 12:14 PM   #38
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Quote:
Originally Posted by Hitman
I have had a look at the ingame editor and airbases seems quite strange. I have not seen any group/units attached to them, but sure as hell somewhere in the game must be specified which planes do they spawn and in which number :hmm:
Look in CFG files of Airbases (e.g. LAB_LargeAirBaseCa.cfg) in the data\Land folder. They are all in there.
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Old 10-02-05, 04:46 AM   #39
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Well I have found them (Thanks for the hint) and yes they seem scripted in amanner that *could* possibly spawn U-Boots with some changes. I muts however do first the hard work of deleting my current, high modified install of SH3 and make a clean one, then create a BLANK campaign file to avoid interferences of other units, and then script a mission with a german airbase set to spawn U-Boots....

If I can have time for all this (Smething difficult these days for me), I'll report
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Old 10-02-05, 03:48 PM   #40
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I hope you'll succeed.
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Old 10-03-05, 11:19 AM   #41
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I've managed to spawn a wolfpack using the editor, I am not quite sure yet what I did properly but the pack did appear and fired on the enemy and did a good job too I might add, well done Serg.
I am still testing as yet as I think I may be able to make it better.
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Old 10-03-05, 12:33 PM   #42
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That's a good news.
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Old 10-03-05, 01:28 PM   #43
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YES, it is !! We may in fact be able to get wolfpacks in our
campaigns yet even though they will be somewhat abstracted...


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Old 10-03-05, 03:16 PM   #44
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Cheers,

I just played the same mission again, the first time Serg's AI subs appeared but stayed still, they did engage the enemy though.
This time I added waypoints to the group, they appeared after an hour on play, they were moving and engaged the enemy and did real good.
They destroyed a few ships but eventually all got killed, then the DD's started looking for me, but then I didn't believe it, just in time another batch of AI subs appeared, the DD's eventually left me and went after them till again they all got destroyed.
I managed to evade the DD's that were left but then I noticed on the map another batch spawned, but by then I was too far away to see them on the camera, I then exited the sim.


I know I ticked a box for them to spawn every hour, this was the least it let me do, I thought that was OK but the problem is they keep spawning by the looks of it.
If you ticked 2 hours or more then the battle might be over before you get any help that is the problem.

But I don't deserve any credit for this it is in the Mission Editor plus Serg made the AI subs, I need to upload it somewhere then someone else might be able to do a better job of it.

Edited:

Forgot to add, I never noticed it before but Serg's AI subs fire the AA guns too, I missed that for some reason.
Also I took a screenshot of a DD ramming an AI sub, they were both destroyed, I re-booted my PC then remembered, Damn! No picture.
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Old 03-28-06, 01:09 PM   #45
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cool
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