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10-20-09, 08:46 PM | #106 | ||
Admiral
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Random Group error, one or more ships in the group is wrong but the group may still spawn. For example I have a AI Porpoise MOD for the Japanese Campaign, if I forget to load it before working on the mission it will generate the error but load anyway. I was doing a test, creating a Single Mission from a Random Group Layer and just ignored the error since it didn't affect what I was doing and the game replaced the AI Porpoise with 2 Iowa BBs . That will make your eyes open when they show up. One error I found is a Destroyer Escort and Japan does not have any so you not only have to change the ship, you have to change the type from 3 to 4. I just PMed Webster: Quote:
Peabody
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10-20-09, 08:55 PM | #107 |
Planesman
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What does that green text mean exactly?
And 134 is (I believe) fixed. It now loads in the mission editor. I changed one boat (a DD) and the large euro liner was mis-typed as 103 and should have been 109 it loads now in editor. I am wondering if the liner is another type change from 1.4 to 1.5. I'm going to post a thread and see if someone out there has a 1.4 installed and can peek at the liner file for me. If it is it will be another item on the alert list for converting old missions to 1.5 and such.
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10-20-09, 10:17 PM | #108 | |
Admiral
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The green text means it's moldy. SecondsUntilReport=-38.678677 You can set a ship to report it's location with a square on the map. HighPrioContact=false If you set a ship as a High Priority contact it puts a red star at it's location. TacticalUnit=false You can set up unit to be "Tactical" under certain circumstances, so you can call in assistance or send out a scout planes etc. AvailStartDate=19380101 AvailEndDate=19451231 If this is used and I'm not sure it is, it is probably when the ship is able to start if you don't start it at the beginning of the mission, but possibly spawn it in response to a trigger. For example triggering a DD to spawn when you enter a harbor, this will tell whether it is available or not. But all the ones I have seen are the same dates, so I don't know if it is even used. Peabody
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10-20-09, 10:26 PM | #109 | |
Stowaway
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the green text lines are dates but like peabody said we arent sure how or when or if these are used but i believe when you create the mission this is what you see for the available dates to use the ship. AvailStartDate=19380101 - year 1938 / month 01 / day 01 AvailEndDate=19451231 - 1945 / december / 31st the v1.4 ship types are: ;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 Type14=Special OPS Boat Type15=Landing Craft Type16=Elite Patrol Craft Type17=Elite Destroyer escort Type18=Elite Escort Carrier Type19=Super Fleet carrier Type20=Super Battleship ;Merchant ships Type100=Replenishment Type101=Tanker Type102=Cargo Type103=Troop Transport Type104=Coastal Vessel Type105=Life Raft Type106=Survivor Type107=Rare tanker Type108=Rare Cargo ship Type109=Rare Troop Transport Type110=Environmental ;Submarine Type200=Submarine Type201=Replenishment Submarine Type202=Missile Submarine Type203=Environmental |
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10-20-09, 10:27 PM | #110 |
Planesman
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I figured I'd work backwards from the largest number.
I've fixed 133, atelast in the editor is done and I'm on 131 What unit would best replace a DE? (does stock havea DE?) I used a subchaser, but maybe a mine layer..I thought I've seen DC's on those.. Oh yes and which ship displays as "Junk" ingame?
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10-20-09, 10:44 PM | #111 | |
Stowaway
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changing the ship type obviously worked but it wasnt what was incorrect. the v1.4 ship types are: ;Merchant ships Type100=Replenishment Type101=Tanker Type102=Cargo Type103=Troop Transport Type104=Coastal Vessel Type105=Life Raft Type106=Survivor Type107=Rare tanker Type108=Rare Cargo ship Type109=Rare Troop Transport Type110=Environmental |
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10-20-09, 11:08 PM | #112 |
Stowaway
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ok guys, if you agree with the idea then lets do this:
so we arent duplicating the same work here lets break the list in half restart from the begining of your list and go back over what you've done already, take your time and dont miss any typos or whatever which is easy to do when you are trying to do things too quickly always causes errors. peabody will do missions 101 thru 117 Starforce2 wil do missions 118 thru 134 if a mission is not convertable then put it aside and we'll deal with it later this isnt a race and its more important to get everything right then to be quick. so test run the missions to be sure all the ships show up when and where they should. i will then reassemble this thing into one mod of confirmed to be working stock v1.5 missions since they do work fine as they are if used as directed, i will just rename the original version of these missions as TMO+RSRDC mod only missions |
10-20-09, 11:22 PM | #113 |
Stowaway
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dont just go by the editor, missions will work in the editor AND run in the game while still having a non stock ship in them that needs to be converted so you must open and read through the .mis file manually before calling it done.
JPFish01 & JPFish02 = junk or bamboo sail powered fishing boat NFD = flying dutchman ghost ship NF_boat = small trawler NFishingTrawler = large trawler DE= sub chaser or DD (i would just look at the mission and use DD in open sea and SC near land) stock has no DE for japan |
10-21-09, 12:03 AM | #114 | |
Admiral
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A mission will not open in the 1.5 Mission Editor if it is a 1.4 mission or if it contains a non-stock ship that is not in a Random Group. A mission will open in the editor with a non-stock ship IF that ship is in a Random Generated Group BUT it will warn you the ship is missing and tell you what ship it is. And BTW these are the ones that are done here if you don't want to redo them. 101 105 108 112 126 129 110 is a 1.4 mission but it does play and I had no problems with it. 122 is a mission written for the Fuso BB not a submarine. And the Fuso is a playable MOD of mine, but I did not write the mission. Here is an error message for the mission Yellow Sea, with a Random Generated Group, it shows which ship is not available. It's the DE again. Peabody
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10-21-09, 01:33 AM | #115 | |
Admiral
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To answer your question: If a ship is Japanese flying a Japanese flag it will be in the Japan folder. If you count the ships, floatplane, survivor, lifeboats etc in the mission editor it is the same as the number in the Japan Roster. Now I think the game may use some ships 3D models for other countries but they will be listed in the other countries Roster and fly a different flag. So they may use the same ship but it has a different flag. If you run into any, the Land units are different. Some missions have them, I don't know if these do. I sometimes put a refit station in a mission depending where and what the mission is. Land Units such as Airbases, Navalbases, Bunkers, Searchlights, Coastal Batteries etc are assigned the country when they are installed in the mission, they all use the same ones. And since you seem to be interested in missions, when you write your own, check your shore defences, some of them don't have guns in them. They are assigned a gun that does not exist in the game. @Webster, just for your info, Starforce2 was correct in changing the 'Type' on the Huge European Liner, it is incorrectly set to 103. It is the Conte Verde and is 109. Also on the AvailStartDate, I don't think it is what you see in the mission editor. In the editor is Entry Date and Exit Date which are different entries in the file. If you look at a file that contains a Balao, it will show AvailStartDate as the same as all the others 1938 but or course the Balao was not available until 1943. So I think those entries were suppose to be put into the boxes until you changed them, but the devs changed and did it differently and now I don't think those entries are even used. The AvailStartDate is always 1938 but the Balao put into a mission automatically puts 1943 in the Entry Date box. Peabody
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10-21-09, 05:47 AM | #116 | |
Planesman
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Data\Roster\Japan\Sea\PLConteVerde.cfg for 1.4 and it says the type is 103. However, in 1.5 the type changes to 109 instead. Notice a pattern here? Largest battleship, and super sized liner? Each also have a blue marking on the mission editor infront of their name. Also, webster's breakdown of the missions is agreable. I will do those mission numbers. And I saw another post about it not being a race and to read the mission file ect...well that is how I am doing it, I am checking class name and unit type against the cfg files found in the Data\Roster\Japan\Sea and changing bad ship types to whatever the closest stock equiv will be and yes I am remembering #2 #3 ect.
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10-21-09, 09:26 AM | #117 |
Stowaway
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10-21-09, 10:28 PM | #118 |
Planesman
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I've finished my missions. How you doing on yours?
BTW, I'm not renaming them. I am going to put a notation in each mission description and a readme explaining what they are for. Since tambor is ok with editing the missions I'll do the same for FOTRS for all of them later. On and on SM118 I decided to be evil and fill every tanker with fuel instead of cargo (whats the point of attacking tankers if they aint being used as tankers?) at any rate..should blow up nicely
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10-21-09, 10:52 PM | #119 | |
Admiral
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115 116 117 I spend most of the day working on the AI torpedo MOD that Darkfish gave to Keltos and he put it on a Somers DD and wanted someone to check it. Then some time on the Japanese Campaign, then time away from the computer, so I didn't finish yet. I still have to check to see if they run ok, they load into the Mission Editor, but I didn't check the game yet, figured I would check that when they are done. Peabody
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10-23-09, 03:35 PM | #120 |
Planesman
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I've tested 5 so far, they've been working ok.
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