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Old 09-08-15, 05:03 PM   #46
gap
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Quote:
Originally Posted by vdr1981 View Post
Downloading...
Let me know. While you are doing your tests I will replace the current 3d model with a more basic mesh, and I will make it hidden. In place of visible meshes, I will equip the unit vith a flag weaving from an uninvisible pole, so that we will still be able to locate the unit. Once the testing is done and we are sure everything is okay, I will also remove that flag, and the unit will be totally hidden to the player as well as to the AI crew

P.S: I forgot mentioning before that the dummy unit can't be locked on neither in binocular nor in scope view
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Old 09-08-15, 05:28 PM   #47
vdr1981
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It seems that she's ignoring my presence but I cant tell for sure...

Maybe because she has neutral status or something? Is she neutral?
I even set her speed to 2 kn in ME in order to spot some sudden speed change but I'm not sure...

Is everything OK with defside.cfg because I couldn't find entries which would make her Side=1 unit?


If we manage to force her to act like casual merchant, tomorrow I'll do some testing in various situations, convoys, TF ect...


EDIT

I see now...
Code:
[SideEntry 202]
Country=Environmental	; //////////////////////////// C O N V O Y  L E A D E R S \\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Side=1
StartDate=19380101
EndDate=19451231
EDIT2

Can you assign her directly to British rooster as a new type of ship?

Last edited by vdr1981; 09-08-15 at 05:41 PM.
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Old 09-08-15, 05:43 PM   #48
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Originally Posted by vdr1981 View Post
It seems that she's ignoring my presence but I cant tell for sure...

...

If we manage to force her to act like casual merchant, tomorrow I'll do some testing in various situations, convoys, TF ect...
Maybe she ignores your sub because she knows she is invulnerable

More seriously this might happen because she is set as a lifeboat. I am sure that changing her unittype to merchant will make her to react. But at this point I can't exclude that she will be shown on map, that our crew won't spot her, and that we won't be able to lock on it accidentally

Quote:
Originally Posted by gap View Post
...I will replace the current 3d model with a more basic mesh...
Or maybe I will use this model:

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Old 09-08-15, 05:44 PM   #49
vdr1981
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I'm off for tonight...

And tomorrow those badass leaders will work like a charm...
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Old 09-08-15, 05:49 PM   #50
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Quote:
Originally Posted by vdr1981 View Post
EDIT2

Can you assign her directly to British rooster as a new type of ship?
Nope, I am sure this not the problem as far as the nationality that she is assigned to is Allied. You can try changing unit type. You should do it both in main units cfg file, in roster cfg file and in testing mission's misge file. Try using 102 for example.
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Old 09-08-15, 05:52 PM   #51
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something else you should test is wether other units in her group are affected or not by her ignoring our attack. If not, we could even leave her as she is now

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Old 09-08-15, 05:54 PM   #52
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ops vecko, just spotted the mistake:

Code:
[SideEntry 202]
Country=Environmental	; //////////////////////////// C O N V O Y  L E A D E R S \\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Side=1
StartDate=19380101
EndDate=19451231
You see now?

EDIT: after correcting my mistake in DefSides.cfg I still can't decide wether Targor's badass is reacting to my presence or not. Tomorrow I will equip her with a light gun and we will see.

Time to rest now
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Last edited by gap; 09-08-15 at 06:24 PM.
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Old 09-09-15, 10:48 AM   #53
vdr1981
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Hello again Gap...

It seems that our badass leader doesn't work at all in groups (as a leader at least). The group will disperse almost immediately after mission is loaded. Can you confirm this?

I'm not sure that leader as env (or liferaft type) unit will work because it seems that it has no AI (right now it's intelligent as a floating mine ) and therefore it can't 'pull' appropriate scripts for certain situations.

Any new patch version for me?

Last edited by vdr1981; 09-09-15 at 11:14 AM.
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Old 09-09-15, 04:52 PM   #54
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Quote:
Originally Posted by vdr1981 View Post
Any new patch version for me?
Sure:
http://www.mediafire.com/download/c7..._Patch_v0.2.7z

I have fixed the wrong DefSsides entry (now ships in the "ConvoyLeaders" group should actually act as Allied units), and I have changed their tyoe to 102 (freighter).
If you hace created a set of testing missions you can keep using them, but you should edit the their misge file manually anc change leader's type to 102.
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Old 09-09-15, 05:59 PM   #55
vdr1981
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Hey...
I've made exactly the same changes today like you did in v2 patch but still, AI in a group of Hood battleship and 3 destroyers acts really strange. Group first disperse, then forms again, badass boat going in opposite direction, battleship rams destroyer ect ect...

On the other hand, when I placed regular Ranger tanker to lead the group instead of badass boat, the group was acted almost perfectly realistic (I've actually saw for the first time a battleship which really acts like that) .

Further more , badass boat was still shown on the map as a "green" unit?

Do you have similar findings?

I'll repeat same tests with your patch though...
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Old 09-09-15, 06:07 PM   #56
vdr1981
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And on a side note...Here's how it looks convoy spawned in WA campaign with all groups set to ...
Code:
ConvoyRowSpacing=1000.000000
ConvoyColSpacing=500.000000


Almost perfect box formation with 500m (row/column) distance between merchants...Not a good news for our rectangular convoy plans...
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Old 09-09-15, 07:38 PM   #57
gap
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Quote:
Originally Posted by vdr1981 View Post
Hey...
I've made exactly the same changes today like you did in v2 patch but still, AI in a group of Hood battleship and 3 destroyers acts really strange. Group first disperse, then forms again, badass boat going in opposite direction, battleship rams destroyer ect ect...

On the other hand, when I placed regular Ranger tanker to lead the group instead of badass boat, the group was acted almost perfectly realistic (I've actually saw for the first time a battleship which really acts like that) .

Further more , badass boat was still shown on the map as a "green" unit?

Do you have similar findings?

I'll repeat same tests with your patch though...
If the lifeboat-leader is shown as green there's just one possible explaination: wrong defsides settings. Check if there's any mistyping in the file. All the other problems with erratic convoy behaviour might come from there.

Quote:
Originally Posted by vdr1981 View Post
And on a side note...Here's how it looks convoy spawned in WA campaign with all groups set to ...
Code:
ConvoyRowSpacing=1000.000000
ConvoyColSpacing=500.000000
Almost perfect box formation with 500m (row/column) distance between merchants...Not a good news for our rectangular convoy plans...
So, apparently only ConvoyColSpacing (or the lesser between the latter and
ConvoyRowSpacing) is applied for both row and column distances
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Old 09-09-15, 08:14 PM   #58
vdr1981
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Quote:
Originally Posted by gap View Post
If the lifeboat-leader is shown as green there's just one possible explaination: wrong defsides settings. Check if there's any mistyping in the file. All the other problems with erratic convoy behaviour might come from there.
I dont get it...defside.cfg seems fine but still the boat is green, even with your patch v0.2... I used your mission for a quick check (just dont tell me it is red in your game? )

Quote:
Originally Posted by gap View Post
So, apparently only ConvoyColSpacing (or the lesser between the latter and
ConvoyRowSpacing) is applied for both row and column distances
I just hope that maybe my faulty encoding somehow confuse campaign engine...Just started HT campaign with correct encoding and distances 900/600...
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Old 09-10-15, 09:31 AM   #59
gap
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Quote:
Originally Posted by vdr1981 View Post
I dont get it...defside.cfg seems fine but still the boat is green, even with your patch v0.2... I used your mission for a quick check (just dont tell me it is red in your game? )
Hi Vecko, let me to have a closer look into the problem

Quote:
Originally Posted by vdr1981 View Post
I just hope that maybe my faulty encoding somehow confuse campaign engine...Just started HT campaign with correct encoding and distances 900/600...
I don't think so. If the game didn't support your encoding, it would have likely crashed on campaign restart.

P.S: I am still curious to see the arrangement of a larger convoy (at least 20+ ships) when the "columns" parameters is set to 0.
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Old 09-10-15, 10:55 AM   #60
vdr1981
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Quote:
Originally Posted by gap View Post
P.S: I am still curious to see the arrangement of a larger convoy (at least 20+ ships) when the "columns" parameters is set to 0.
Here it is...



GroupTypeDefs.cfg
Code:
[HX_]
Role=1
Doctrine=0
EscortPosition=1
EscortSpacing=1100.000000
ConvoyRowSpacing=1000.000000
ConvoyColSpacing=500.000000
Columns=0
IsWolfPack=false

[HX_.EscortUnit 1]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.EscortUnit 2]
Type=4
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.EscortUnit 3]
Type=4
CountryName=Canadian
ExternalCargo=-1
InternalCargo=-1
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=90
GroupLinkId=0

[HX_.EscortUnit 4]
Type=1
CountryName=Canadian
ExternalCargo=14
InternalCargo=0
CrewRating=3
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 1]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=6
InternalCargo=1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 2]
Type=102
Class=KLWarSupplies
CountryName=British
ExternalCargo=15
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=6
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 3]
Type=101
CountryName=British
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 4]
Type=102
CountryName=British
ExternalCargo=15
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=6
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 5]
Type=102
CountryName=Canadian
ExternalCargo=0
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=4
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 6]
Type=101
CountryName=Panama
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 7]
Type=102
CountryName=Panama
ExternalCargo=6
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=3
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 8]
Type=102
CountryName=FreeBelgium
ExternalCargo=6
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 9]
Type=102
CountryName=FreeDenmark
ExternalCargo=8
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=50
GroupLinkId=0

[HX_.ConvoyUnit 10]
Type=102
CountryName=FreeFinland
ExternalCargo=8
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 11]
Type=102
CountryName=FreeFrench
ExternalCargo=6
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 12]
Type=101
CountryName=FreeGreece
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 13]
Type=102
CountryName=FreeGreece
ExternalCargo=6
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 14]
Type=102
CountryName=FreeGreece
ExternalCargo=0
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=40
GroupLinkId=0

[HX_.ConvoyUnit 15]
Type=102
CountryName=FreeNetherlands
ExternalCargo=5
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 16]
Type=102
CountryName=FreeNorway
ExternalCargo=5
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0

[HX_.ConvoyUnit 17]
Type=102
CountryName=FreePoland
ExternalCargo=0
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=2
SpawnProbability=80
GroupLinkId=0

[HX_.ConvoyUnit 18]
Type=102
CountryName=FreePoland
ExternalCargo=5
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=100
GroupLinkId=0

[HX_.ConvoyUnit 19]
Type=102
CountryName=FreeSweden
ExternalCargo=6
InternalCargo=0
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=10
GroupLinkId=0

[HX_.ConvoyUnit 20]
Type=101
CountryName=Brazil
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=20
GroupLinkId=0
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