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Old 06-16-10, 06:01 AM   #16
h.sie
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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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Old 06-16-10, 06:42 AM   #17
Magic1111
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Quote:
Originally Posted by h.sie View Post
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.
Aaah, okay, I understand !

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 !

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Magic
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Old 06-16-10, 07:48 AM   #18
h.sie
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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%

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Old 06-16-10, 07:49 AM   #19
Wreford-Brown
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Quote:
Originally Posted by Magic1111 View Post
Aaah, okay, I understand !

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
Magic,

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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Old 06-16-10, 08:21 AM   #20
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Quote:
Originally Posted by h.sie View Post
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
Quote:
Originally Posted by Wreford-Brown View Post
Magic,

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!
Wow Guys, many, many thanks for the wonderful Declarations !

Now I understand the system.....

Best regards,
Magic
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Old 06-16-10, 09:13 AM   #21
Wreford-Brown
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You're welcome.

I'm working on an SH3 Commander 'How to' based on what I've learned by creating SH3 Commander mods and a lot of information that JScones has been kind enough to share with me - RandomizedEvents.cfg is one of the chapters. It should help modders recognise what a powerful tool SH3 Commander is and help people create mods using Commander. At the moment we're just scratching the surface...
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Old 06-16-10, 02:50 PM   #22
Magic1111
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Quote:
Originally Posted by Wreford-Brown View Post
You're welcome.

I'm working on an SH3 Commander 'How to' based on what I've learned by creating SH3 Commander mods and a lot of information that JScones has been kind enough to share with me - RandomizedEvents.cfg is one of the chapters. It should help modders recognise what a powerful tool SH3 Commander is and help people create mods using Commander. At the moment we're just scratching the surface...
Hi WB !

That sounds very good, mate !

Good luck for your work !

Best regards,
Magic
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Old 03-12-11, 08:45 PM   #23
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The link is dead; does anybody have this mod? And if so, can you upload it to Subsim?
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Old 03-12-11, 10:50 PM   #24
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I got it. Medaifire was playing games; I kept getting a message that the file was missing. On the forth try, I got the DL
Go figure!
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Old 06-25-11, 01:20 PM   #25
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ARRRRGGGHHHH!!!! For some reason this mod is causing a CTD when I reload saved games. I really cannot figure out what the conflict is.

Here are some things that bother me:

1. Sailor Steve's Ship Names mod from 04/11 has the Q-ship names already in the file under [SCF] rather than [LOV] ([LOV] is called for in the Q Ship readme). However, this is definitely not causing the crash anyway, as this is in an SH3 Cmdr file and not interfering with game play. (I have separate JSGME mods to enable the SH3 Cmdr files and the regular game play files for this mod. With both enabled or just the game play files enabled I get CTD, with just the SH3 Cmdr files, it loads just fine.) I have also noticed that the [LOV] listing in the readme does not have a crew quantity range line, but the [SCF] listing in the Ship Names mod does (CrewRange=60|80).

2. OTOH, NLOV.cfg in the Sea/NLOV folder has ClassName=SCF, and the SCF.cfg files under the roster folder also has ClassName=SCF. However, it also lists DisplayName=small coastal freighter, which does not match the EnglishNames.cfg file edit which, according to the readme should read SCF=Tramp Steamer (It matches the old readme, which does call for it to say SCF=small coastal freighter in the Ship Names). Taking an example for another common ship the A&B class destroyer: NDD_A&B.cfg from the Sea file gives ClassName=DDA&B, which matches with the listing in the DDA&B.cfg file in the roster, ClassName=DDA&B. This also matches the listing in Ship Names.cfg as [DDA&B].

After discovering it was causing the problem, I corrected the DisplayName line to DisplayName=Tramp Steamer for consistency, and made sure that SCF was called for everywhere else, but I still get the CTD!!!

The only other edit I have made is that I have replaced NLOV_shp.tga with an empty file for the purposes of "realistic plotting," and I have replaced NLOV_sil.tga with the file from Ricks Rec Manual, so it won't "give it away."

Any help?
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Old 06-25-11, 01:26 PM   #26
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Take out the two replaced files and put the originals back and see if the outcome is a working mod.
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Old 06-25-11, 01:42 PM   #27
rudewarrior
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Quote:
Originally Posted by jimbuna View Post
Take out the two replaced files and put the originals back and see if the outcome is a working mod.
No dice, still doesn't work. Thanx for the tip, tho.
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Old 06-25-11, 02:29 PM   #28
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Quote:
Originally Posted by rudewarrior View Post
No dice, still doesn't work. Thanx for the tip, tho.
Okay...now leaving the replaced/original files, start a new career and load the game without using SH3Commander.
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Old 06-25-11, 02:42 PM   #29
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Quote:
Originally Posted by jimbuna View Post
Okay...now leaving the replaced/original files, start a new career and load the game without using SH3Commander.
Just to clarify, with the bad mod, it will start new careers/patrols.

It only does CTD intermittently when reloading saved games, and is most likely to occur when loading a game I have saved after having sunk a ship.
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Old 06-25-11, 03:28 PM   #30
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Quote:
Originally Posted by rudewarrior View Post
Just to clarify, with the bad mod, it will start new careers/patrols.

It only does CTD intermittently when reloading saved games, and is most likely to occur when loading a game I have saved after having sunk a ship.
Then the Q Ship mod is not the problem
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