Hi, I play silent hunter 3 absolutely loads, and I'm one of these people who like to play it arcade style
I'm also a bit of a programmer, being that is what my degree course is all about! I have stumbled across a few people asking for a program to set up a spysat mod with GWX and such. I know there at least was one out there, but obviously it messed up your campaign if it was for another mod etc. I've just knocked one up that just reads the data, looks for certain lines, and spits out new data with all of these set to 60 minutes and 100% probability. It works, and the program is TINY!
But, being a programmer, I want to make this better
What if someone wanted to only have task forces reported? Only convoys, only big convoys?
Analysing the data in the Campaign_RND.mis file I can identify that all groups have the same info, only differing in the number of internal units (ships). Bam, easy to write up the other stuff to add to the program to have these set up.
Now I'm just trying to figure out what the data actually means.
Code:
[RndGroup 1]
GroupName=US Coastal Convoys 42
Category=0 < 0=Naval\1=Air\2=Land
CommandEntry=0 < AI command ( 1 = player command )
Long=-6319192.000000
Lat=5707450.000000
Height=0.000000
DelayMin=60
DelayMinInterv=36000 < 600 hours before group will spawn again
SpawnProbability=75
RandStartRadius=0.000000
ReportPosMin=0
ReportPosProbability=0
Heading=102.615440
Speed=9.000000
ColumnsNo=3
Spacing=900
DeleteOnLastWaypoint=true
CurrentInstanceID=0
GameEntryDate=19420401
GameEntryTime=0
GameExitDate=19440228
GameExitTime=0
NextWP=0
Most are downright obvious. Some, are perplexing or I have no idea what it actually is supposed to represent.
Category and CommandEntry appear to be the same for all groups. If they aren't can someone tell me what it is actually for then?
DelayMin and DelayMinInterv, so, what's it delaying?
Is there anything in here to help me identify between task forces and convoys/single ships?
Nope - the lead ship of any task force should be a warship - Convoys will be a merchant however some convoys have a sub as lead unit to simulate a sub watching a convoy
Now on to the units themselves...
Code:
[RndGroup 1.RndUnit 1]
Type=101 < Tanker - No class name specified so game can pick any tanker in the roster named below
Origin=American
Side=0 = Neutral\1=Allied\2-Axis = refers to the country state at time of entry although defisde cfg will overide the setting if not correct - ie if a ship is shown as side=0 when the US are at war the game will treat it as a side=1 as per the dates in the defside cfg
CargoExt=-1 < No external cargo carried on tankers so -1 or 0
CargoInt=0 < 0=Freight\1=Ammo\2=Fuel
CfgDate=19390101
No=1 < Number of units
Escort=false < can only be an escort true if type 0\1\2\3\4 (see list below) a warship is specified in the mission editor when scripting a convoy
SpawnProbability=100
CrewRating=2
What is Type? I think it's the type to load when this group is placed. I think type 11 is a battleship of some sort. Has anyone got a list of what they type numbers mean?
Side? Good bad neutral? Explanation anyone?
CargoExt and CargoInt, are these the value types for cargo being carried?
'No'? Huh? (had to use '' to identify that was a type I was referring to :p )
And how is escort used specifically?
If someone could explain these values to me I would be seriously grateful!