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Old 03-15-07, 08:42 PM   #31
azn_132
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I can answer the last question yes u need the same stuff in order to play or else get CTD.
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Old 03-16-07, 12:18 AM   #32
Mush Martin
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Thanks azn appreciate it did you get computer issue resolved?
MM
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Old 03-17-07, 07:47 PM   #33
Dietrich
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Quote:
Originally Posted by Mush Martin
Q: Do I have to put more than one Player sub into the mission
No. Any number between 1 and 8 will work. If you put in less than 8, it will warn you when you go to start a multiplayer mission... but it is only a warning, and you can still proceed and play a multiplayer mission with less than 8. However, each "possible" U-boat will need to be placed.

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Q: if yes do I need to put in one for each potential Player
Yes. When players join, they will be assigned U-boats 1, 2, 3 in the order that you placed them.

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Q: assuming Yes then I Can set them up to spawn in close
formation simultaneously Yes?
Yes. Although if they are less than 300m apart, there will be a warning when you validate the mission. However, it is only a warning, and can be ignored. Note that starting them too close can lead to problems, if one player decides to suddenly turn/accelerate/whatever.

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Q: Uberboot mod is heavily modified configs and dats.
will we be able to play online?
Yes, but only if all players have the same mods and dats. If not, the player's session will drop out on start up.

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Q: all players must have same Datafile/mods to work?
Yes.

Quote:
Any help would be apprecitated especially tips and
suggestions beyond these questions.
If you are building missions, then you may want to check the Mission Editor Users Guide. The latest version of this document is v1.0, and is available from http://3rdflotilla.org/resources/sh3...editor_v10.pdf
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Old 03-17-07, 09:22 PM   #34
Mush Martin
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Thanks for your excellent and concise reply Dietrich I totally appreciate
the time and tips and I believe I have read it but ill go and make sure
its the same one before disregarding it of course.

Thanks for all of it.

MM
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Old 05-17-07, 09:06 PM   #35
Webster
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i just don't know.


i guess they use different files to run them and simply moving a multiplayer mission to singlemission folder and removing the extra subs doesn't work. i guess it cant find the files it needs to run.
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Old 10-14-07, 05:12 PM   #36
Koondawg
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I did mine simply by taking out all the MP subs but one...and add a way point to the single sub left...that was it...and save it as single player mission in the SM folder...
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Old 10-14-07, 11:38 PM   #37
bigboywooly
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Change the mission type also

[Mission]
Title=Sinking of the Brake (GWX) - Multiplayer
MissionType=1 <------0 for single missions
MissionDataType=0
Year=1944
Month=3
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Old 02-23-09, 07:19 PM   #38
FIREWALL
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Default Multiplayer to Single Misson

Doe's anyone play the GWX 3.0 MP missons in the Single missons ?

I've played 6 so far and their great.

Easy to convert and the visuals are Dynomite !!!
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Old 02-24-09, 01:10 PM   #39
FIREWALL
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Quote:
Originally Posted by FIREWALL
Doe's anyone play the GWX 3.0 MP missons in the Single missons ?

I've played 6 so far and their great.

Easy to convert and the visuals are Dynomite !!!
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Old 03-01-09, 09:59 AM   #40
roadhogg
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I've played a few, been busy making my own for the last few months tho.

Thought i'd better reply since nobody else bothered.

Edit:

Soz Firewall, has been the SP missions i've tried, not the MP's
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Old 03-03-09, 11:03 AM   #41
owner20071963
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Yes its easy to convert and play
enjoyable too,
We are currently working on some New Maps,
on a daily basis,
More challenging than ever before,
Can You Survive?
GWX 3.0 Multiplay?
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Old 04-06-09, 01:39 PM   #42
FIREWALL
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So... Where are the new missions ?
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Old 01-04-16, 04:55 PM   #43
blackswan40
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HI Becker re Long Multiplayer Mission say 5-6 hours realtime game play best to play on a weekend early Saturday afternoon
yes its possible at Mission start say 10/6/1942 18:22 closest uboat is 12-18kms kms from a 44 Merchant ship convoy escorted by 8 escorts
the nearest Uboat he would act as contact keeper you could also have timed radio messages from BDU & Luftwaffer Condor Aircraft softening up the convoy bombing & sending radio contact updates vectoring in other uboats of your wolfpack into convoy to give the feeling of the bigger picture of a luftwaffer kriegsmarine join operation aswell as Subsim teamspeak to vector in other Uboats into convoys path then as each uboat closes on convoy & the night closes in the attack begins & as the Radio Messages flow you can have allied radio traffic too reporting estimated number of uboats closing on convoy XXXX Position & what escort reinforncement the allies are sending to come to aid of convoy ill start work on the convoy mission Tuesday 5/1/2015 I will do mission with GWM Mod ok Salute Blackswan40

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Old 01-05-16, 06:11 AM   #44
Fahnenbohn
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Quote:
Originally Posted by Becker67 View Post
Would it be possible or practical to have missions designed that would take a little longer than usual?

What I was thinking was a mission in which only one boat is in the vicinity of a convoy at the start of an MP mission. This boat would then have to call in the rest of the pack before it could attack.

Obviously time is a factor and we don't have days to complete a mission but would it be possible? I realize the other boats would have to be reasonably close but it would be a lot more like the real thing. Strategically I think it would be a lot more fun too. I'm asking here as I guess you guys can give me a better estimate on how long such a thing might last and if anyone else would be interested in playing out a longer mission/event?
That's absolutely incredible, Becker. I was thinking EXACTLY the same thing this morning before I found your post !!! One U-Boot finds a convoy, and sends a radio message to others in order to attack together ! I was thinking : 30 minutes for each U-Boot to encounter the convoy, with possibly some little .... problems on the way !

By the way : I'm OK for this week-end to play MP-missions.

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Old 01-09-16, 04:59 PM   #45
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For the long-play MP mission, I recommend to all players to download the gridXXXX mod. See in my signature. This will be more precise to give our positions and also ennemies' positions.

EDIT : And we should find a way to send an audible signal between us (like a morse message) when we want to communicate, because I don't want to wait hours in front of my screen without any action (time compression is impossible during MP missions).

See you tomorrow on tunngle, 15:00 GMT

F.

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