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Old 11-12-11, 06:46 PM   #391
THE_MASK
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Should the spawn area be smaller , not covering land etc . I dunno , just asking .
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Old 11-13-11, 05:09 AM   #392
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Quote:
Originally Posted by sober View Post
Should the spawn area be smaller , not covering land etc . I dunno , just asking .
There are four ways to make units spawn in ME

1 - generator node - this is the most common one and gives lots of controls. here you can set spawn radius etc. There are four of these in scapa. Convoy, Traffic, taskforce and fishing. they must have connecton to the common nodes for unit paths. these are used all over the map and im sure dont cause any issues.

2 - Random group spawning - these again have lots of controls and are set by direct placement of unit class and numbers. Movement is set by giving waypoints. These are set by dates and again are used all over the map.

3 - Dirctect unit placement - as number 2 but set by unit withinany layer.

4 - Spawn nodes - here I have no idea haw they work. they are used by stock campaign to set units (docked - that is why they do not react when firedd upon). They are used in the harbours to place docked ships. this is the units being attacked in the Lets Play in scapa when all the ctds happened.

In OHII all extra harbour placed around harbours are set by direct unit placement, but most stock spawn nodes were left in place.

Question:
Does anyone know how to control the spawn nodes (number 4)
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Old 11-13-11, 02:15 PM   #393
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Spawn nodes on there own seem to be useless . I notice if i make the node a generator then there are like , wow lots of options . Looks very complicated . If i click on a node on the map , then i can click on use selected target node .

Last edited by THE_MASK; 11-13-11 at 03:34 PM.
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Old 11-13-11, 04:07 PM   #394
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Here are the spawn nodes in scapa. As you can see there is next to no options for them.



And these two are the Armed Merchant and QE BB that were being attacked and re-spawning in the Lets Play.



Here is the .mis file for those ships:-

[LanesGraph.Node 4]
Long=-364507.000000
Lat=7068760.000000
Height=0.000000
IsFromSingleMis=false
Name=NodeP128
Radius=0.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=234.000000
Category=2
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=false

[LanesGraph.Node 25]
Long=-363977.000000
Lat=7068950.000000
Height=0.000000
IsFromSingleMis=false
Name=NodeP149
Radius=0.000000
MaxSpeed=0.000000
RelatedSPRadius=0.000000
SpawnHeading=37.000000
Category=2
LayerOperation=0
RelatedMapLoc=
ShowOnMap=false
IsLocked=false

Now how does this know to be an armed merchant and a BB
There must be some other factor controlling this somewhere else

I have looked over countless spawn nodes and they are all the same. I can see no diff from nodes in allied or axis

I have seen one spawn node with category=1 but can't remember where.

Where these type of nodes in SH3 or 4
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Old 11-13-11, 04:37 PM   #395
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I only noticed i can right click on things .
Looking at the vanilla total germany py file .
when on the mission editor Right click on Traffic and port traffic_TG .
Right click on scapa flow generator .
Click edit.
Right click on ship filters .
add ship type modifier/class type etc .
Change objective (group missions)to patrol node etc.
Click on a node.
Click on box , use selected target node in mission etc .

Last edited by THE_MASK; 11-13-11 at 04:49 PM.
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Old 11-13-11, 05:13 PM   #396
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Quote:
Originally Posted by sober View Post
I only noticed i can right click on things .
Looking at the vanilla total germany py file .
when on the mission editor Right click on Traffic and port traffic_TG .
Right click on scapa flow generator .
Click edit.
Right click on ship filters .
add ship type modifier/class type etc .
Change objective (group missions)to patrol node etc.
Click on a node.
Click on box , use selected target node in mission etc .
Yes the generator node is the one where all convoys ,traffic, fishing and taskforces are spawned from. You can set spawn area and what type of ship - where it will go and at what speed. Also set dates from when this will happen and cooldown time - how soon before next one is spawned.

But these spawn nodes are used for placing harbour docked ships. Rick clicking gives no edit.
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Old 11-15-11, 07:58 PM   #397
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Downloaded OHII v1.5 - can't seem to figure out why it won't work. It's possible I didn't JSGME it right as it's been a looooong time since using it. Have NO other mods enabled, just OHII Full v1.5.

Assuming I should see up to 1944 on the campaign selection screen when starting a new career? Not sure what to look for to verify it's installed.

Recently bought SH5 (patched to 1.2) presuming some awesome mods would polish this turd into a really nice game (like GWX did for SH3).

Crossing my fingers it's an easy fix!
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Old 11-15-11, 08:18 PM   #398
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Installed 1.5
Started a new career and followed the instructions for starting a career using OH2 .
Everything works
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Old 11-16-11, 02:12 AM   #399
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Default CTD when Ending Tutorial Patrol @ Kiel

Installed OH II v1.5 Full
Started New Campaign @ Tutorial Mission
Get CTD when reaching Keil, attempting to End Patrol and enter bunker.

Going to exit out of game completely and rename my Documents\SH5 folder and try again letting game rebuild Documents\SH5 folder from scratch.

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Old 11-16-11, 02:23 AM   #400
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You dont do the tutorial mission if using OH2 . Check the first page of OH2 thread on how to start the campaign .
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Old 11-16-11, 08:46 AM   #401
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Quote:
Originally Posted by sober View Post
You dont do the tutorial mission if using OH2 . Check the first page of OH2 thread on how to start the campaign .
Here is quote snip from the [REL] Open Horizons II - the SH5 campaign reworked thread Post #1.

Quote:
Originally Posted by Zedi View Post
Important notes.
Those who wanna skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:

HasCompletedTutorial=false
with
HasCompletedTutorial=true
Just concerned that there may be underlaying issues that could possibly snowball as you progress through campaign.

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Old 11-16-11, 12:49 PM   #402
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Quote:
Originally Posted by kdv View Post
Downloaded OHII v1.5 - can't seem to figure out why it won't work. It's possible I didn't JSGME it right as it's been a looooong time since using it. Have NO other mods enabled, just OHII Full v1.5.

Assuming I should see up to 1944 on the campaign selection screen when starting a new career? Not sure what to look for to verify it's installed.

Recently bought SH5 (patched to 1.2) presuming some awesome mods would polish this turd into a really nice game (like GWX did for SH3).

Crossing my fingers it's an easy fix!
You will know if OHII is installed correctly on the main menu.


As you can see it changes the small image above the options.

Quote:
Originally Posted by TheBeast View Post
Installed OH II v1.5 Full
Started New Campaign @ Tutorial Mission
Get CTD when reaching Keil, attempting to End Patrol and enter bunker.

Going to exit out of game completely and rename my Documents\SH5 folder and try again letting game rebuild Documents\SH5 folder from scratch.

Regards!
TheBeast
Hi TheBeast

Yes - Sober is correct here. If you run the campaign tutorial with OHII installed - you will get a ctd when you return to kiel.

I will change the notes at post 1 to clear this up
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Old 11-18-11, 09:17 AM   #403
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Hi folks, I'm playing v1.4 full version with no other mods installed, I have run out of targets in the Happytimes campaign. THere are no more radio reports, and I can't find a single ship anywhere in the atlantic after a couple of weeks of searching. I completed the atlantic air gap mission, and am trying to find ships in the western approach (or anywhere) but no luck. Is this a bug, or is there something else I should be doing?

It is now October 21, and I haven't seen a ship since early September.

Also, all the port icons disappeared off the map. Fortunately, I know where Lorient is on the map and can find my way home. I ran into problems with CTDs while mixing it up with a huge convoy previously, and ever since that attack things aren't right.
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Old 11-18-11, 12:33 PM   #404
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Quote:
Originally Posted by Boomer14 View Post
Also, all the port icons disappeared off the map. Fortunately, I know where Lorient is on the map and can find my way home. I ran into problems with CTDs while mixing it up with a huge convoy previously, and ever since that attack things aren't right.
Hi Boomer and welcome to subsim

I have never heard of this issue before
Sounds like a corrupt save game or install.

I would try removing OHIIv1.4 and install v1.5 - then start new career
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Old 11-19-11, 07:20 PM   #405
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OK Thanks Trevally, at least now I know what to look for when installed successfully. Not sure what the problem is, but it won't work.

Am planning on reinsalling SH5, have a few small mods NOT JSGME'd into the game (hard copied). Could be the problem, not worth chasing down and figuring out. Just start over !.

Am doing that right now with IL2, a few really nice upgrades over the summer, have to start with a fresh copy every time for success.



Edit - OK, reinstalled SH5, patched to 1.2. Still couldn't get to work, it's a JSGME issue - cause it kinda works after dumping the files from OHII directly into the game. Menu comes up as above picture, except 'Ship Journal' and 'Tutorial'.

Won't let me start a new campaign though, all boxes have a circle with a check mark inside, gonna have to plug away at this....

Last edited by kdv; 11-19-11 at 08:52 PM.
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