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01-29-11, 03:46 PM | #1 |
Ace of the deep .
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04-14-11, 02:18 AM | #2 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
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LF an experienced moder in working with ME, possibly with ME2. Ex GWX team member would be awesome. There is a big problem with the messages in SH5 and the date they are sent. Here is a sample:
[Trigger 1] TrigName=Radio_M01 Type=1 IsFromSingleMis=false Time=-131820 [Event 1] EventName=R01 Type=0 TriggersNo=1 Trigger1=Radio_M01 IsFromSingleMis=false RepeatedUntilReceived=true Critical=true Took me a very long time and a dev to figure out why the messages are not popin up at the date inserted in ME. Time=131820 means .... 91.541666667 days But what about Time=-131820 ?!? Now, how the heck I suppose to calculate every message in SH5?! because I cannot figure out when the count start. At the beginning of the recent campaign, the whole campaign, the mission? And the - sign in front of the time is just crazy. - 91 days since/until .. what?! Was the same in SH3 ? |
04-24-11, 07:46 PM | #3 |
Ace of the deep .
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04-25-11, 02:44 AM | #4 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Tranform the node into a generator in the options panel. Then you will need to set up a "taskforce" with a group of mines or even a single one. Once done, edit the generator and put the new group in the spawn list.
But traveling mines are not healty, they can seriously mess with the traffic. Also, if destroyed, is harder to call for reinforcements. What I did was to spawn them as random naval group and set them as veterans. That way, they go crazy when you get close, they will start moving very similar to a magnetic mine.. very tense. This is already implemented in my WIP :P |
02-13-12, 10:06 AM | #5 |
Nub
Join Date: Apr 2010
Location: Australia
Posts: 2
Downloads: 7
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GM
Good tutorial.... +
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08-09-11, 12:39 AM | #6 |
LSH-2022 Liaison Officer
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Mission Editor Help
Hi Chaps ive been away for a while but started writing new sh5 missions
when i write mission day date time year 01/01/1942 14.00hrs when mission starts the message bar on bottom of screen says 0.00 not 14.00 my older missions are ok ive give mission a title a objective & a mission briefing mission start time & ships & uboats same start time day date year am i missing something any help would be great
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12-28-11, 11:20 PM | #7 |
中国水兵
Join Date: Jul 2011
Posts: 278
Downloads: 941
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Kylania,
I'd really like to read your Mission Editor.pdf but the link; https://docs.google.com/uc?export=do...g5N2FhNTYxMDlh leads to a Google page which, as far as I can see, has no access to you tutorial. Could you check the link? Thanks |
12-13-13, 10:31 PM | #8 |
Stowaway
Posts: n/a
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Hi all.
Great tutorial Does anyone know how to put a ship or ships on map with a random spawn points and random waypoints? |
12-16-13, 06:16 AM | #9 | |
Navy Seal
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Quote:
If you check the ship properties when selected in ME2 - you can see further spawn chance and delay modifiers |
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12-16-13, 02:53 PM | #10 | |
Stowaway
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Quote:
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03-13-12, 03:30 PM | #11 |
Swabbie
Join Date: Dec 2011
Location: Hungary Budapest
Posts: 5
Downloads: 80
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I'm beginner of modding sh5, and it's great help in it
thanks ( sry if my englis is s*cks ) |
04-06-13, 07:52 AM | #12 |
Watch
Join Date: Mar 2013
Posts: 28
Downloads: 212
Uploads: 0
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adjust ingame mission
I’m new to this Forum and Kylania thanks to your mission editor I succeeded in making a single mission in the editor and got it working. Now I’m intended to make some changes in this mission and thought I may do this without rewriting the whole lot. So in the the editor under OpenRecent Project I opened the .pf file and I reduced the distance from the sub to the convoy considerably and then saved it again as Game Mission. Again the game worked but the convoy could not be found. It seems I am not following the right procedure for adjusting a self made single ingame mission. Will you please help?
With regards, Weinstube |
04-06-13, 08:21 AM | #13 | |
Navy Seal
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Quote:
If you load your updated mission with the mission editor (ME2) - are the changes still there or has it gone back to your first setup? If it has gone back - you need to look at how you are saving the mission and then installing ir into the game If the changes are still there - you should look at the dates for the units entering the game. These dates are a common cause for units not showing up |
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04-06-13, 10:05 AM | #14 |
Watch
Join Date: Mar 2013
Posts: 28
Downloads: 212
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Thanks for your answer. Looked in the mission editor at the projectfile and it seemed allright, at least it shows the new distance and direction I made between Uboot and convoy.The datings are conform those you used in the tutorial mission. I’m not sure though under which headdirectory one has to save a endproject before it is to be saved as Game Mission. Is it under: Steam ….Silent Hunter 5/data/SingleMissions or under:
My Documents/SH5/data/MissionEditor ? |
04-06-13, 10:13 AM | #15 |
Navy Seal
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place the .misge file in a folder with the same name in the singlemission folder
Steam ….Silent Hunter 5/data/SingleMissions/yourmission/yourmission.misge |
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