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Old 06-26-06, 08:21 PM   #16
EmeAzul
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BigBoyWooly & Wulfmann, thank you very much for your responses. I'm blown away by the detail of your contributions. Cheers
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Old 06-26-06, 10:05 PM   #17
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Actually I am giving a narrative of how I am fumbling my way through this completely making it up as I go based on BbW’s help.
This would be the US Marine way. "We don't plan, we improvise!"):rotfl:

I still have not figured how to get the thing into the RND. (I have done it just not sure what I did!)
However, I could easily make a newly named SCR with my new group and put it at the end of the RND, renumber it and change the needed things (Mimic other groups) so it conforms to RND standards (That just means it will not always generate as a RND group and frankly always generating for a short period is not a problem to me so the SCR is fine).

What BbW described is a bigger deal as it allows us to configure the port eye candy as we choose. GW did a nice job on that but it is not always accurate. The have a type 36 DD with the twin A turret in Kiel in 1939. The first twin turret was mounted on Z-23 in 1942.
Not a big deal but this allows us that want to, to be able to anally correct things

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Old 06-26-06, 11:29 PM   #18
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:rotfl: Well thats 2 of us blundering along then
1 thing I should have mentioned about adding a unit is the Entry and Exit dates
Change these to suit your needs ie; if your adding the depot ship to any of the Biscay ports then entry date will be sometime mid 40 ( cant remember exact dates ) and exit time sometime mid 1944. Same applies to any ships you add
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Old 07-28-06, 02:01 PM   #19
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Hmmm, with NYGM, when I try to zoom all the way into the map in the mission editor, it says it could not be loaded and crashes. Any ideas as to what is happening? Also, for any ship to appear in the game, is it enough to just copy the data, or do you have to do all this rnd "crap" for every ship you add?
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Old 07-29-06, 07:18 PM   #20
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Quote:
Originally Posted by Rose
Hmmm, with NYGM, when I try to zoom all the way into the map in the mission editor, it says it could not be loaded and crashes. Any ideas as to what is happening? Also, for any ship to appear in the game, is it enough to just copy the data, or do you have to do all this rnd "crap" for every ship you add?
Not sure in NYGM if there are any "generic" ship entries in the rnd

By this I mean

[RndGroup 1082.RndUnit 1]
Type=104
Origin=Norway
Side=1
CargoExt=-1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=0
CrewRating=2

There is no ship specified so any 104 ( coastal ) ship in the Norway folder can spawn for this entry

Where as this entry

[RndGroup 88.RndUnit 13]
Class=OTMST2
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=2
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

Includes the ship type to spawn ( in yellow )

Most merchants can be added no problem and you will see them in the game

The ships at start of thread had to be added as there were no type=100 in the rnd or scr as there wasnt any till those made

As for crashing when zooming in - not sure on that one
Maybe you should raise it in the NYGM thread - you may not be the only one
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Old 09-18-06, 05:49 AM   #21
U-snafu
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BBW and Wulfman thanks for the info and many thanks for the walk through tutorial BBW . After reading this thread, i finally started tinkering with the editor to add ships. Rescripted certain ports with some of the newly availuable ships for certain time frames in my SCR file and everything worked perfect!! (might not be a big deal to most but it's opened up a whole new aspect of SH3 for this layman who is still finding his way around a computer). Makes me appreciate (more) the work involved of the modders. I have a few more questions regarding scipting ships and campaign files for anyone who has the time to answer.


1. While scripting certain harbors, I set a few ships (during a given time period-i.e. 1942 to june 43 ) in a loop pattern of waypoints out at sea near the harbor entrance which i set not to delete upon reaching the last waypoint. Also placed a few stationary ships near land but out of the port area. Do these changes have to be made near harbors or will they work in other areas?? (plan on eventually redoing my SCR's us eastern seaboard and want to script a few sail cutters and local costal traffic near the outer banks and sound areas for certain time frames)

2. Will the same method BBW showed used for the ships work for aircraft flights? I'm using a base GW/U-warace campaign file so i already have certain flights of friendly aircover but I wanted to chang a few and have different entry areas and waypionts.

3. Without adding anything but just wanting to delete existing ships or air flights-Is it as simple as just deleting them from the existing SCR file then saving in the editor or will that cause problems in other data such as RND, roster file,etc?

4. Is it correct to say that this same method is all that is used to script historic operations?

5. finally last one--im a little confused on what wuffman was talking about changing ship #s in the notepad aspect--did the changes that I made in the editor and saving them to my scr file (without re-numbering them in notepad) delete other ships from my campaign?example adding a few new ships to lorient worked perfect and i did not notice any missing ships from an earlier pre-changed load but could it be that I overwrote and deleted other ships from other ports by not numbering the new scripted ships at the end of the scr file in notepad?
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Old 09-18-06, 09:44 AM   #22
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U-snafu

1, No you can do them anywhere - you can dock a ship in the middle of the atlantic if you so wanted too

2,Yes roughly the same for aircraft - you can set heights etc

3, Yes delete in the mission ed and then save as - that way the units are still in number order - the rnd and scr run seperate from each other

4,I use the SCR to script historical events as most are over a short time span
I thing to remember is does where you are adding your new event conflict with anything else - rnd traffic for instance
If you have say a convoy spawning at a certain spot and you script your event at the same spot it could get a bit messy

5, Adding ships to your existing scr\rnd causes no problems whatso ever - they are added at the end of the existing .mis
Merging 2 seperate scr will add one at the front of the other - thereby moving the numbers up - I have had no problems merging this way
Use the merge function on the mission ed and make sure you put a tick in the box that pops up allowing it to be saveable

Hope thats of some use
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Old 09-18-06, 11:47 AM   #23
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Anytime you add a new ship in the SCR.mis file it automatically defaults to a non-used number designation. Add this way without fear.
But, if you were to add one by hand editing with notepad in the SCR you could cause a problem.
If you want to expand a group in the SCR add it in the Mission editor.

In the RND.mis file they do not ask for specific ships so if you were to add more escorts to a convoy by editing in Notepad it would be fine.
An easy way to do that without taking any editing error chances would be to increase the number for exsisting escorts like:

[RndGroup 88.RndUnit 13]
Type=4
Origin=British
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=1 change this number to a higher one andd save it
Escort=true
SpawnProbability=100
CrewRating=3

Once again as always before you do any editing make a copy of the RND.mis file as back up outside the game folder so any mistakes are easily solved by deleting the new file and restoring the old.

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Old 09-18-06, 02:01 PM   #24
ref
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Quote:
Originally Posted by Rose
Hmmm, with NYGM, when I try to zoom all the way into the map in the mission editor, it says it could not be loaded and crashes. Any ideas as to what is happening? Also, for any ship to appear in the game, is it enough to just copy the data, or do you have to do all this rnd "crap" for every ship you add?
What message does the ME give you (what can't be loaded?).


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Old 09-18-06, 04:21 PM   #25
U-snafu
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bbw and wulfmann, Thanks again for the clear concise answers . That cleared it up for me.
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