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-   -   Mission Editor Issues, Anomalies & Bugs (https://www.subsim.com/radioroom/showthread.php?t=82121)

TABLEDANCER 03-02-06 01:47 AM

Thankyou :)

Der Teddy Bar 03-14-06 03:58 AM

Generic Mission Editor issue caused by English.cfg
 
To stop the notepad informing you that you went over a ship, the English.cfg (and German etc) was edited to remove the ship class names, so for example, Type0=Patrol Craft was changed to Type0=-

This causes the Mission Editor to not have the 'generic Ship Class' option for use in the random group selection.

So instead of having a Generic Battleship, Generic Fleet Carrier, Generic Destroyer, Generic Cruiser and so on, you will only get a single entry Generic.

Images....
With Generic Ship Class - http://img80.imageshack.us/img80/7729/image18qc.jpg
Without Generic Ship Class - http://img233.imageshack.us/my.php?image=image28iz.jpg

So for editing, just have a copy of the file, drop it in when you are editing and drop the other one back when playing.

In this file, this...
;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser

Has been changed to this
;Warships
Type0=-
Type1=-
Type2=-
Type3=-
Type4=-
Type5=-
Type6=-
Type7=-
Type8=-
Type9=-
Type10=-
Type11=-
Type12=-
Type13=-

booger2005 03-14-06 04:08 AM

Well, that didn't take very long...thank you! :rotfl: :up:

Grim Reaper 05-26-06 10:21 PM

NEW Map On Mission Editor ~ Loads UNWANTED Ship's ~ WHY
 
I Have Made 25 Mission With NO Problem's ~BUT~ Now Have Installed The V103 Patch ~N~ Have Tried Making A NEW Mission By The Italy Cost ~N~ Have Ship's From Italy On The Map That I DID NOT Put On Mission Edit Map

Found This In Manual ~ Making A NEW Mission Already Have filled with all the shipping and planes ect that make up the game. So its living already (clever hey!) ~ IF I WANTED Their DAM MISSION ~ I WOULD NOT BE MAKING MY OWN MISSION's ~ I Want ONLY The Ship's I Put On A NEW Mission Map ~ NOT ALL THOSE OTHER DAM SHIP"S THAT ONLY USE UP MEMORY

WTF ~ A NEW Mission Map ~ Mean's A NEW Mission MAP ~ NOT ALL The Programers Sucken Other Ship's

When I Play The Game Those Italy Ship's Show Up??? WTK ~ AGAIN A NEW Mission Map Means A NEW Map ~BUT~ These ubi Programs DO NOT Understand What The Word NEW Means

ALSO ~ The Ship's Do Not Show Up In The Mission Editor Program ~ I Do Not C Them To Delete The DAM Unwanted Italy Ship's That Are Put On A NEW Mission Map That I DO NOT WANT

Gizzmoe 05-26-06 11:35 PM

The campaign is fully active even in single player missions. It´s a feature that we have to live with. The only thing you can do about it is to remove all units from the random and scripted campaign layer.

TAY999 06-08-06 10:57 AM

dont do that!!!! "removing units from random and scripted layer" I did it, then found on multi player games that as my scripted and random layers did not match other players, my game kept crashing, so had to uninstall and re-install to start playing multi missions again, I'm not 100% sure this is what caused the problem, but pretty sure.

I would suggest looking at the random layer map, then create a new mission where there is no random shipping present.

UnterSeeTub 07-16-06 03:37 AM

Mission generating strange things
 
I have created a mission but getting some strange effects

1. Ships and planes appearing where I havent put any
2. Hydrophone/sonar not functioning when mission initializes

You can clearly see below that there is a ship where I have not put one
and it happens at start of the mission.

http://www.castlewarbitz.com/stuff/me.jpg

http://www.castlewarbitz.com/stuff/noship.jpg

Gizzmoe 07-16-06 03:57 AM

The campaign is fully active even when you play single player missions. Every ship, aircraft and land object is there.

Why the hydrophone doesn´t work I don´t know.

SquareSteelBar 07-17-06 12:24 PM

Hi UST,

can remember that there were issues with modded AI Uboats and hydrophone/gauges.
Do you use AI Uboat mods?
Do the gauges work properly? Or are they all on 12 o'clock position?

Greetz,
SSB

UnterSeeTub 07-17-06 02:02 PM

Hi SSB and Gizzmoe -- thx for replying Herr Kaleuns :up: /me salutes:smug:¬

they are 12 oclock and when I press F7 and check the boat it says they are destoyed. My crew tell me just as the map is initialized. :down: aaaaAAARRGH!

http://www.castlewarbitz.com/stuff/dumb.jpg

SquareSteelBar 07-17-06 02:47 PM

This seems like AI_Uboats are in the environment of player's sub. Load the 'Campaign_SCR.mis' into MissionEditor, zoom in your Single mission scenario location and look for them. I'm sure you have mods in use which include AI_Uboats.
If they are created by Sergbuto, download the latest versions and replace the faulty subs. I think he fixed these sonar/gauges issues recently.

Serg's page

Greetz,
SSB

Koondawg 09-14-06 07:49 PM

I have noticed that creating even a new map doesnt mean that a new ghost ship wont appear...I have found this out in many missions I have made...

Koondawg 10-02-06 07:26 PM

Creating a new mission
 
Whats sup with starting a NEW!!! map and finding mine fields, other boats...in the harbor and out of it...
If its a NEW map shouldn't it be clean of anything else? Im finding crap I never added in a map thats supposed to be new.
Koon

WilhelmSchulz. 10-02-06 07:40 PM

??? :-?

Koondawg 10-12-06 12:40 AM

I cant edit units out of the 'NEW' mission as they are in but dont show...like in the mine fields that I didnt add that are in the mission (upon creating a NEW map) already and ships in the harbor... on the map.
I had to redock two ships...and adding flotilas in the path I have had probs with them spawing under the ships i placed...ghost ships...any remedy?


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