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Old 12-15-20, 07:12 PM   #1
Darthlucky
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Default USAM and GWX

Will the USAM mods work with GWX or only LSH?
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Old 12-16-20, 12:17 AM   #2
Anvar1061
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"If you are a GWX user then campaign files are included in the mod - no need to do anything other than activate through JSGME. Full details are available in the Readme."
https://www.subsim.com/radioroom/sho...58&postcount=1
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Old 12-16-20, 12:11 PM   #3
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Awesome! Thanks, I tried looking for that thread and couldn't find it, much appreciated!
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Old 12-22-20, 08:09 PM   #4
Mad Mardigan
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SHO Re: USAM mod question...

Want to go on record, it is NOT intentioned to derail this thread, but.. I have question/s regarding this same mod in question... &.. on the main thread for it, the last anything was posted there.. was back in 2016. This thread, is more active & relates to WB's USAM mod.

That said... I know in the read me, that it states in #2. of installing the mod, that for non users of GWX, to use the SH3 Mission editor, to merge the .mis files located in pt. 1's doc folder.

As I can tell of, am getting the 1st 2 campaign files ( _SCR & _RND ) from the main mod I am wanting to add WB's mod into, works as it is called for... it is when it comes to merging the _LND ones, that I am running into issues.

Using the Mission editor, when I get to the part of merging the 2, into 1.. after check marking the box "Mark merged data as saveable', & then select the other file to merge with say... LSH3 (which is not the main SH3 mod, it is in fact, CCoM v12) after selecting the whole mission editor shebang closes out & am unable to select the final aspect to finalize the merge instruction... 'Save Scripted Layer As... Campaign_LND'...

Upon inspection of both _LND files, the original _LND from CCoM v12, has 557 [Unit]'s... whereas the 1 for WB's has just the 2 listed in there.. [Unit 1] & [Unit 2]...

Further complicating things...

both files end radically differently, to boot...

CCoM v12 _LND:

[EditorParams]
InitLongOff=15108893696.000000
InitLatOff=-4737630720.000000
ZoomIndex=0

WB's _LND:

[EditorParams]
InitLongOff=-20544500.000000
InitLatOff=10420500.000000
ZoomIndex=0

Soooo... which '' [EditorParams] '', do I go with...

& how to edit in the [Unit #]'s from WB's in with the CCoM v 12 [Unit #]'s...

so as to get the WB's mod to work with CCoM v12...



Thanks, in advance for any assistance with this...

M. M.

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Old 12-23-20, 02:47 AM   #5
Anvar1061
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Just copy Unit 1 & Unit 2 and paste the next sequence numbers (558&559) after the last Unit 557. Save it.
But if I were you, I would carefully check the LND file for errors. Because of which it does not work properly.
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Old 12-23-20, 04:32 AM   #6
Mad Mardigan
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SHO

Quote:
Originally Posted by Anvar1061 View Post
Just copy Unit 1 & Unit 2 and paste the next sequence numbers (558&559) after the last Unit 557. Save it.
But if I were you, I would carefully check the LND file for errors. Because of which it does not work properly.
Ok, got that about the [Unit #]'s part...

Now, 2 questions...

1. both files end radically differently, to boot...

CCoM v12 _LND:

[EditorParams]
InitLongOff=15108893696.000000
InitLatOff=-4737630720.000000
ZoomIndex=0

WB's _LND:

[EditorParams]
InitLongOff=-20544500.000000
InitLatOff=10420500.000000
ZoomIndex=0

Soooo... which '' [EditorParams] '', do I go with...

2. How do I go about, to check the LND file for errors.

On # 2, am thinking SHValidator, perhaps... or another method to do so...

M. M.

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