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Old 04-15-15, 12:53 PM   #5566
Kumando
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Quote:
Originally Posted by THEBERBSTER View Post
No it does not solve the problem it just makes it a bit more bearable.
Peter
I have been using it and its filling the crosses when i reach the required tonnage, how is it not working?
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Old 04-15-15, 01:06 PM   #5567
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Nope, looks to me he's suggesting manual update after every game.


On the other hand IMMO Gap suggestions are perfect.
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Old 04-15-15, 01:11 PM   #5568
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haegemon! after a two year silent run!
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Old 04-15-15, 05:39 PM   #5569
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Hi Kumando

I did not say it was not working.

The question was, does it solve the problem.

It solves the problem in as much as you always have to make changes to it every time to see it next time in your game.

The tonnnage bar does not update while the game is being played that is the problem.

Peter
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Old 04-16-15, 11:33 AM   #5570
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Trev, I think I've found more elegant solution how to give a player one required value point without changing any existing Iscompleted =true/false parameters in campaign cfg file.

The solution is to add one short invisible mission/objective which will be set on Is Completed-true from the start.
Something like this...
Code:
[Campaign.CampObj.MacroObj 7] ;***************************
ObjectiveID=MN_First_Deployment
Name=First_Deployment
MapZone=
ValuePointsProvided=1
FurtherInfo=First_Deployment
StartDate=19410301
EndDate=19410302
IsCompleted=true
IsFailed=false
GenAchiev=
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 7.PersObj 1]
PersObjType=0
Name=First_Deployment
Description=First_Deployment
RelatedMapLocations=
IsCompleted=true

[Campaign.CampObj.MacroObj 7.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 7.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
This works great except one small issue, I cant name the mission as I like, First Deployment for example...



Any advice?

Last edited by vdr1981; 04-16-15 at 11:40 AM.
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Old 04-16-15, 11:33 AM   #5571
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haegemon! after a two year silent run!
Life...
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Old 04-16-15, 11:24 PM   #5572
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Quote:
Originally Posted by vdr1981 View Post
Trev, I think I've found more elegant solution how to give a player one required value point without changing any existing Iscompleted =true/false parameters in campaign cfg file.

The solution is to add one short invisible mission/objective which will be set on Is Completed-true from the start.
Something like this...
Code:
[Campaign.CampObj.MacroObj 7] ;***************************
ObjectiveID=MN_First_Deployment
Name=First_Deployment
MapZone=
ValuePointsProvided=1
FurtherInfo=First_Deployment
StartDate=19410301
EndDate=19410302
IsCompleted=true
IsFailed=false
GenAchiev=
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 7.PersObj 1]
PersObjType=0
Name=First_Deployment
Description=First_Deployment
RelatedMapLocations=
IsCompleted=true

[Campaign.CampObj.MacroObj 7.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 7.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0
This works great except one small issue, I cant name the mission as I like, First Deployment for example...



Any advice?
Hey vdr.....Just a suggestion that I have not tried but it appears that the Campaign.tsr has the names of the missions. Maybe worth a try. As these files are in the main campaign directory, you would probably have to work from there and let the game engine rebuild the SH5 files in My Documents to see any results.....fingers crossed!!

Quote:
[Text]
Campaign.CampObj.MacroObj 3.FurtherInfo=Axis airpower based in Sicily is constantly bombing Malta, looking to eliminate it as a British base of operations. The campaign has taken a heavy toll on the island's defenders, particularly since our expert fighters have joined the fight. Our U-boats must ensure this advantage is maintained by sinking resupplying ships.
Campaign.CampObj.MacroObj 5.PersObj 1.Description=Patrol the Malta Alexandria Supply Route
Campaign.Title=MARE NOSTRUM
Campaign.CampObj.MacroObj 1.Name=10TH FLOTILLA
Campaign.CampObj.MacroObj 2.Name=SIEGE OF TOBRUK
Campaign.CampObj.MacroObj 3.Name=DELIVERIES FOR MALTA
Campaign.CampObj.MacroObj 4.Name=MIDDLE EAST SUPPLIES

Campaign.CampObj.MacroObj 4.FurtherInfo=In order to sustain the war effort in North Africa the British need supplies from other parts of the Empire. The poor road infrastructure and long distances makes them depend on ships routed either individually or in convoys. Of particular importance is the Eastern Mediterranean area with Alexandria, Port Said, Haifa and Beirut as major origin points.
Campaign.CampObj.MacroObj 5.Name=EAST MEDITERRANEAN CONVOYS
Campaign.CampObj.MacroObj 6.Name=BREAKTHROUGH GIBRALTAR

Campaign.CampObj.MacroObj 7.Name=FIRST DEPLOYMENT
Campaign.CampObj.MacroObj 4.PersObj 1.Description=Patrol the Middle East Traffic area of operations
Campaign.CampObj.MacroObj 1.FurtherInfo=Our operations in North Africa depend on the sea supply route from Italy, passing right under the nose of British held island of Malta. From this base operates British 10th Submarine Foltila. Expertly led and very aggressive, they are constantly attacking our convoys and interdicting axis shipping. They must be stopped.
Campaign.CampObj.MacroObj 3.PersObj 1.Description=Patrol the Gibraltar Malta Supply Route
Campaign.CampObj.MacroObj 5.FurtherInfo=The Mediterranean Fleet has defended the British Empire's vital link to the Indies for close to 300 years. Traditionally it has always been one of the most powerful and esteemed squadrons in the Royal Navy. Recently the fleet has moved base to Alexandria in order to avoid the threat of air attack from Italian mainland. This must not prevent us attacking their convoys supplying Haifa, Beirut, Post Said, Torbruk and Alexandria.
Campaign.CampObj.MacroObj 2.FurtherInfo=General Rommel's offensive in North Africa has pushed the enemy far back, but Tobruk stands surrounded and will not submit. The British are supplying their garrison by sea now, bringing fresh supplies of troops, ammunitions, food and fuel. Stopping those supplies and capturing Tobruk is vital for the Axis war effort, as it is the only major port on the African coast besides Benghazi. Sending ships directly to Tobruk would shorten our difficult land supply route by close to 400km and thus greatly enhance our position.
Campaign.CampObj.MacroObj 2.PersObj 1.Description=Attack supplies reinforcing Tobruk in North Africa
Campaign.Description=Italian fascist dictator, Benito Mussolini, wants to re-establish the greatness of the Roman Empire and boasts that Italy is the most powerful of the Mediterranean nations. His dream is to create the Greater Italy and make the Mediterranean Sea an Italian lake or Mare Nostrum. However, his aspirations clash with the needs of the British Empire. Reinforcements to the Royal Navy in the area have created an even match and the Italian Fleet is now in need of help from their allies. Despite the advice of Admiral Dönitz, Hitler has requested that a small number of submarines must be sent to assist the Italian Navy, Regia Marina.
Campaign.CampObj.MacroObj 6.PersObj 1.Description=Patrol the Gibraltar area
Campaign.CampObj.MacroObj 6.FurtherInfo=Gibraltar serves a vital role in both the Atlantic Theatre and the Mediterranean Theatre, controlling virtually all naval traffic into and out of the Mediterranean Sea from the Atlantic Ocean. In addition to its commanding position, Gibraltar provides a strongly-defended harbor from which ships operate in both the Atlantic and the Mediterranean. Force H is based in Gibraltar and has the task of maintaining naval superiority and providing a strong escort for convoys to and from the besieged island of Malta. Use stealth and cunning to attack shipping in this area.
Campaign.CampObj.Name=
Campaign.CampObj.MacroObj 1.PersObj 1.Description=Attack submarines from the 10th Flotilla
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Old 04-17-15, 04:42 AM   #5573
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That could be it! Thanks Kevin.
Will check it this afternoon...
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Old 04-17-15, 10:17 AM   #5574
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Excellent Kevin!



One value point problem solved!
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Old 04-17-15, 10:31 PM   #5575
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Quote:
Originally Posted by vdr1981 View Post
Excellent Kevin!

One value point problem solved!
Hey way to go Vecko!!

I'm at the moment looking for the linkages that generate the infamous 00.00.00 kill dates in the Captains log.

I've made up a target list that can be copied and pasted over the ones in any missions in the Campaign.cfg. It should make everything from a kayak to Captain Nemo's Nautilus a valid and recordable target. Hopefully it should stop one type of ship being credited while another is not.

I have reinstated the tonnage bar in my game for testing and have been searching for some small coastal freighters to confirm if this list works, but my idiot sound guy has had me going round in circles chasing whales for the first day of the patrol.(not sure if you are credited for sinking a pod of whales!)

The new target list is below....you may be able to find some use for it in your current work. Any input on the kill dates issue would be much appreciated.

EDIT: OH Nooo.....I've just realised that this list includes survivors and liferafts!!
*** MacroObj X X=MacroObj number of the particular mission in the campaign eg. MacroObj 4.***
PersObj 1 may have to be changed, eg PersObj 2 if there are multiple PersObj for a single MacroObj
This list is at the moment UNTESTED so try at your peril!!!! The number of target slots available may prove to be an issue....

Quote:
[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 1]
Type=0
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 2]
Type=1
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 3]
Type=2
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 4]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 5]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 6]
Type=5
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 7]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 8]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 9]
Type=8
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 10]
Type=9
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 11]
Type=10
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 12]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 13]
Type=12
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 14]
Type=13
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 15]
Type=14
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 16]
Type=15
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 17]
Type=16
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 18]
Type=17
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 19]
Type=18
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 20]
Type=19
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 21]
Type=20
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 22]
Type=100
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 23]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 24]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 25]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 26]
Type=104
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 27]
Type=105
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 28]
Type=106
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 29]
Type=107
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 30]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 31]
Type=109
TargetType=1

[Campaign.CampObj.MacroObj X.PersObj 1.TargetType 32]
Type=200
TargetType=1
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Last edited by kevinsue; 04-18-15 at 01:45 AM.
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Old 04-23-15, 07:53 PM   #5576
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Default Stolen FLAK...!

sorry, I posted this here because this problem comes after the OHII mod, on the regular game it never happens...

does anybody can help me with my missing FLAK?

it is a VIIB type with the VIIB Tower Version II (two FLAKS, but one is missing )

could it be something wrong on the ActiveUserPlayerUnits.upc file?





updated

adding some new data on the ActiveUserPlayerUnits.upc works in some way, now the slot on the deck interface shows the flak, but the weapon doesn´t appear on the platform... i think i need to find some A02 node to add the flak type on another file...





another update

I think the problem it's somewhere here

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Old 05-03-15, 06:01 PM   #5577
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Quote:
Originally Posted by VampCR View Post
sorry, I posted this here because this problem comes after the OHII mod, on the regular game it never happens...

does anybody can help me with my missing FLAK?

it is a VIIB type with the VIIB Tower Version II (two FLAKS, but one is missing )

could it be something wrong on the ActiveUserPlayerUnits.upc file?
Can't remember exactly but I think you may have to purchase the second flack gun (upgrade) when you choose to install the second flack tower.
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Old 05-09-15, 02:41 PM   #5578
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Quote:
Originally Posted by kevinsue View Post
Can't remember exactly but I think you may have to purchase the second flack gun (upgrade) when you choose to install the second flack tower.
Oh no, you don't have to
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Old 06-24-15, 06:46 AM   #5579
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Old 06-24-15, 06:52 AM   #5580
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