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Old 01-13-13, 06:44 PM   #1
Blacklight
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Default Editing Russian Rebellion Spratley Islands: Oil Rig issue and questions

Question to you veteran mission designers.
I'm using a patched 104 version of DW with the LWAMI mod.

I'm going through the "Russian Rebellion" campaign in the mission editor and am re-saving the individual missions as multiplayer missions so my friend and I can play them together. I hit the Spratley Islands scenario and when I went to re-save it, it gave me a bunch of errors on a bunch of the oil rigs saying that "They weren't on land"

Also, I remember that the oil rigs were altered with the "Sakura" Oil Rig fix a long while back. I think LWAMI incorporated this into it. Is this correct?

From what I remember, the Sakura fix made the oil rigs into surface vessels and you had to make sure to place a zero current and zero wind sea zone around them to keep them from drifiting. Is this correct?

If so, then should we have to go in and correct the original scenario in the campaign itself to keep the oil rigs from drifitng if we have the LWAMI mod active?
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Old 01-14-13, 04:39 PM   #2
Blacklight
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Anyone have an answer?
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Old 01-15-13, 12:22 PM   #3
Hawk66
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I do not have the LWAMI mod installed currently, but it sounds that the mission is incompatible in that way, that the references to the DB are different due to LWAMI...if this is the case, you would have to alter the scenario, yes.

For the RA-mod, there is a ready original-stock campaign available, but do not know if for LWAMI the same is true...
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Old 01-15-13, 07:34 PM   #4
Blacklight
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It probably has something to do with the fact that the Sakura mod changes the characteristics of oil rigs (which actually I was the one who brought this issue up). What it did was change oil rigs from a land structure, as they had it in the stock Dangerous Waters, to a surface vessel. The reason for this was because oil rigs should make some kind of detectable noise. I would imagine that they aren't silent. Not only that, but they weren't attackable by torpedos AND even when you set up naval units to attack them, they wouldn't. Torpedos (and missiles for that matter) would just go right through them as if they weren't there. So they had to be changed from a land unit to a surface ship in order to get things to work right. But this opened them up to the possibility of drifting so the sea state and wind state around them had to be set to zero to prevent them from drifting.


The other cool thing that was added with the Sakura mod was an armed oil rig that could actually fight back. I love the possibility of making an armed battle platform.

You could also make the oil rigs into underwater bases by making a variation of subsurface version and arm the thing with torpedoes for those Sci-Fi kind of scenarios.

Years ago, I attempted to do a kind of near future campy sci-fi mod/campaign, but my database editing skills completely futzed things up and almost nothing worked like I wanted it to work. It had underwater and surface battle platforms, super enhanced ships, subs and aircraft, and I REALLY tried to make flying submarines but that failed miserably. Haha!
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Last edited by Blacklight; 01-15-13 at 07:51 PM.
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Old 01-15-13, 09:26 PM   #5
Molon Labe
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It's been so long since I played with the editor I had to rely on the manual..


3.4.1 Oil Rig
The Oil Rig object type has been switched from a “land based” object to a “surface ship.” This has been done to allow missiles to home in on it. The oil rig is now found under Surface Ships—Civilian in the mission editor. Scenario designers should place the oil rig in a 0-wind and 0-current region to prevent it from drifting. Do not neglect to set maximum altitude and depth for the wind/current regions; failing to do so will make the region null and subject to random wind/current.
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