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Old 05-27-12, 10:05 AM   #1321
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
Install this and start a new campaign.
When in the bunker go straight to patrol - no briefing

There will be a marker on the map just north of Kiel - go there
when 10km away - you will get a message to reqest resupply
get radio man to do that and head for tanker (new map marker will appear. this is the tanker spawning).

Another map marker will show the second resupply area after you refuel
https://rapidshare.com/files/2740261...supply_test.7z
I can see everything - where it spawns the unit, get the current position, etc.
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Old 05-27-12, 10:18 AM   #1322
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
Install this and start a new campaign.
When in the bunker go straight to patrol - no briefing

There will be a marker on the map just north of Kiel - go there
when 10km away - you will get a message to reqest resupply
get radio man to do that and head for tanker (new map marker will appear. this is the tanker spawning).

Another map marker will show the second resupply area after you refuel
https://rapidshare.com/files/2740261...supply_test.7z
Tried selecting no mission and selecting a mission. Don't see any marker on the map north of Kiel

EDIT:

Disregard - user error with ZipGenius
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Old 05-27-12, 10:45 AM   #1323
TheDarkWraith
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Looks like I found what determines whether resupply available or not. A call is made into SimData to see if resupply available. The return value is tested and if 0 then you are denied resupply. Tracking down what makes the return value be 0 now. I can always override the return value check so you can always get a resupply
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Old 05-27-12, 11:08 AM   #1324
TheDarkWraith
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Ok, now I understand what's going on. The game only gives you one resupply. I'm trying to track down what sets the memory address for the number of resupplies currently.

Now the question is how many resupplies should you be granted? I think you should be able to request as many as you want if there are resupply points available. Now maybe we should add a random % chance that the resupply ship has no resupplies and thus you are denied

EDIT:

I'm going to release a patch that will let you resupply if a resupply point is shown on the map. Give me a few...
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Old 05-27-12, 11:31 AM   #1325
gap
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Thank you TDW and Trevally
and sorry for the intrusion...

Quote:
Originally Posted by TheDarkWraith View Post
Ok, now I understand what's going on. The game only gives you one resupply. I'm trying to track down what sets the memory address for the number of resupplies currently.

Now the question is how many resupplies should you be granted? I think you should be able to request as many as you want if there are resupply points available. Now maybe we should add a random % chance that the resupply ship has no resupplies and thus you are denied
It would be good!
I wonder if the same could be done for bases: it is, being given limited or no resupplies at all after docking. This, coupled with the ability to dock at more than one base at any given time, would add a third dimension to this campaign, forcing us to move from base to base, and exposing us to the risk of being attacked by enemy submarines during the short passages (as often happended during Operation Monsun), not to mention the waste of time!
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Old 05-27-12, 11:33 AM   #1326
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
I'm going to release a patch that will let you resupply if a resupply point is shown on the map. Give me a few...
Great work TDW
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Old 05-27-12, 11:36 AM   #1327
TheDarkWraith
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Originally Posted by Trevally. View Post
Great work TDW
It's available in my patches thread

A side note: you probably already know this but don't place resupply points close to land. The first resupply spawned on land and the game immediately killed it
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Old 05-27-12, 11:38 AM   #1328
TheDarkWraith
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Quote:
Originally Posted by gap View Post
It would be good!
I wonder if the same could be done for bases: it is, being given limited or no resupplies at all after docking. This, coupled with the ability to dock at more than one base at any given time, would add a third dimension to this campaign, forcing us to move from base to base, and exposing us to the risk of being attacked by enemy submarines during the short passages (as often happended during Operation Monsun), not to mention the waste of time!
I like the idea Have to find the function that's called when you ask for resupply at bases
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Old 05-27-12, 11:38 AM   #1329
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
It's available in my patches thread

A side note: you probably already know this but don't place resupply points close to land. The first resupply spawned on land and the game immediately killed it
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Old 05-27-12, 11:49 AM   #1330
volodya61
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So, we don't need the Patch1 anymore?
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Old 05-27-12, 11:55 AM   #1331
Trevally.
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Originally Posted by volodya61 View Post
So, we don't need the Patch1 anymore?
No - patch one should be removed
I will remove the link.

If you have started MG - you may want to start again - sorry
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Old 05-27-12, 11:58 AM   #1332
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
No - patch one should be removed
I will remove the link.

If you have started MG - you may want to start again - sorry
Verify the patch I made works first I see no reason why it wouldn't but it's always best to verify

I know it works in the campaign test I did and that should be all the proof needed but better to be safe than sorry (especially when restarting campaigns!)
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Old 05-27-12, 12:06 PM   #1333
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
Verify the patch I made works first I see no reason why it wouldn't but it's always best to verify

I know it works in the campaign test I did and that should be all the proof needed but better to be safe than sorry (especially when restarting campaigns!)
Wise words - I will test in new start MG using silentotto
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Old 05-27-12, 12:21 PM   #1334
TheDarkWraith
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Wise words - I will test in new start MG using silentotto
You know what the great thing about these little side projects I take on is? The excellent side benefits that usually reveal themselves. This little project exposed perfect assembly code for how to spawn a unit Now let's see if I can spawn wolfpacks on demand
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Old 05-27-12, 12:47 PM   #1335
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Quote:
Originally Posted by TheDarkWraith View Post
You know what the great thing about these little side projects I take on is? The excellent side benefits that usually reveal themselves. This little project exposed perfect assembly code for how to spawn a unit Now let's see if I can spawn wolfpacks on demand
Wow, that would be amazing!
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