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Old 05-28-07, 06:49 PM   #61
ice599
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Default antisub net

hi guys does anybody know how to put a antisub net with the mission editor
i can put them on the map but when i try to test the mission i made
lets say its a multiplayer map , i lose my connection on ubi
can anybody help me
thanks
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Old 05-28-07, 09:24 PM   #62
ReallyDedPoet
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Bump Someone will get this.

RDP
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Old 06-02-07, 11:37 PM   #63
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Quote:
Originally Posted by ice599
hi guys does anybody know how to put a antisub net with the mission editor
The anti-subnet comes from the "ordnance" section of the explorer task bar on the right. Click on "Ordnance" tab, expand "Roster", select the country and then click and drag a net onto the map. The default properties are usually okay, but feel free to tweak them.

Then, put a waypoint for the net. The net is NOT the unit, nor is it the waypoint, but it is instead placed allong the path between the two. With multiple waypoints, you can have different net shapes (they don't have to be straight lines).
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Old 02-07-10, 11:11 AM   #64
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Default Location of Naval Bases & Campaign Question

I am currently working on a campaign for GWX based around the Med theater of operations. Scripted activity begins in October
41, the time uboats started arriving in the Med. It's designed in a manner that expects the player to start using SH3 Commander in Salamis/October '41.

I had an idea this morning and I am hoping you experienced guys could tell me if its possible...

I would ideally like the player to begin his career passing the Straits of Gibralter in October and then arriving at Salamis just as the early uboats did when arriving in the Med. Is it possible to place the Naval Base marker for Salamis 150 KM west of the Straits of Gibralter with an end date of say 7 October and then place a new Naval Base marker in Salamis after 7 October? Or do I need to edit the Flotilla file to make this work?

Any advice that saves me time in playing with this idea is greatly appreciated.
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Old 03-01-10, 12:32 AM   #65
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Yes is possible to add a marker outside of Gib and have it disappear but you will need to alter Flotilla cfg to add this new marker as a start point
Simple to do
Shout if you get stuck
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Old 03-09-10, 06:30 AM   #66
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Have you spoken to Hitman yet? He released a Mediterranean campaign that could be of use to you.
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Old 04-19-10, 12:43 PM   #67
sabretwo
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WB,

No, I haven't yet. It's my intention to check out his work soon.

I am still plugging away on each month. I'm in 1943 now. It's very tendious. Before I start e ach new month, I spend at least a week researching and writing up every naval action I can find reference to. Then I script them.
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Old 05-02-10, 12:34 PM   #68
sabretwo
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Thanks to BBW's advice, its now working just great. If the user starts the campaign in September or October 1941, they start about 400km west of Gibralter and receive a radio message issuing them their new orders to report to Salamis.

The only downside is that if they arrive in Salamis before November '41, the game will order them to return to their original "port" (Titled in the mod as "Report to Salamis"). I wish I could find a way to override that.

Otherwise its now working perfectly!
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Old 05-04-10, 11:00 AM   #69
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Cant recall what date you had Salamis set for but you can try altering its start date to Oct if your Gib base starts Sept
Or the Gib base to run from Oct will give the player 30 days to wait which you can always warn of by a message
Glad its all working ok
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Old 10-30-10, 06:26 PM   #70
sabretwo
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For what its worth, I got it working. If a player now starts the campaign in October 1941 using SH3 Commander, the player's U-boat is on patrol west of Gibralter. Later that day, a radio message gives a change of orders and issues instructions to report to Salamis.
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Old 03-22-13, 06:31 AM   #71
gb027
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Default Bouys in Harbours?

When creating a mission in early 1942, Is it realistic to mark anti-sub nets with red and green flashing light buoys in harbours and ports?
Or did they use some thing else to stop passing traffic from running into them, like charts or escorts?
thanks...

Last edited by gb027; 03-23-13 at 09:17 PM.
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Old 03-28-13, 08:02 AM   #72
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From what I know the big buoys have flashing lights on it, color of these lights can vary. This was normal so as to prevent ships from colliding with them at night, whether they were nets or not, which were usually on the ends of nets, or mid-sections. The smaller buoys holding the net were not given lights as the larger buoys at the ends would naturally act as markers.

Historically, ships were normally given charts as to the proper course needed to navigate around these buoys, nets or even in some occasions, mines.

For ships without these charts, escorts were assigned.

Anyway, hope this helps on a historical note.

Cheers,
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Old 11-25-13, 10:33 AM   #73
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Default New Harbours

Hello,

I play de Schnellboot mod so I wonder if I place a new harbour in the
locations file and make it a Navelbase do I have to
to change anything in the Layer files ?

Thanks for an anser

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Old 01-16-14, 11:37 AM   #74
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Quote:
Originally Posted by Dutchie-one View Post
Hello,

I play de Schnellboot mod so I wonder if I place a new harbour in the
locations file and make it a Navelbase do I have to
to change anything in the Layer files ?

Thanks for an anser

Dutchie-one
No, but is important to check visual changes with the mission editor in the file
/Campaigns/Campaign/Campaign_land.mis to place it correctly.
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Old 01-17-14, 04:50 PM   #75
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Thanks Mate, I will check it out

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