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  #1  
Old August 29th, 2014, 01:57 AM
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Default Re: "Rusty Nickel" at the Gateway of Tears

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I'm thinking I've screwed something up, but at this point am at a lost as to how to rectify this issue.

HELP
More likley explanation is: I messed up somewhere - sorry!

I am currently working on redoing all files and scenario from scratch to avoid any issues - give me a week or so pls.
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  #2  
Old August 29th, 2014, 11:35 AM
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Thumbs up Re: "Rusty Nickel" at the Gateway of Tears

Quote:
Originally Posted by scorpio_rocks View Post
Quote:
Originally Posted by shahadi View Post
I'm thinking I've screwed something up, but at this point am at a lost as to how to rectify this issue.

HELP
More likley explanation is: I messed up somewhere - sorry!

I am currently working on redoing all files and scenario from scratch to avoid any issues - give me a week or so pls.
No problem. Take your time, I've been on the Red Line Syria project nearly a year. Currently, investigating Syrian Mech & Infantry TO&Es, and AI Mech Infantry assaults. So yeah, I get it, a big learning opportunity, and I know zilch of making mods.

Thanks man, ur okay with this project in my book.
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  #3  
Old September 2nd, 2014, 12:50 AM
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Confused Re: "Rusty Nickel" at the Gateway of Tears

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// Icon0184.shp -- Invisible turret Icons. (Icons 7800-7813 created/ammended by Scorpio_Rocks)
{18400, 6976}, // 7800 Pirate Skiff
{18401, 6976}, // 7801 Gunboat
{18402, 6976}, // 7802 Pirate "Mothership"
{18403, 6976}, // 7803 Syrian Compact Missile Boat
{18404, 6976}, // 7804 Suicide Inflatable
{18405, 6976}, // 7805 Patrol Ship (Spain)
{18406, 6976}, // 7806 Container Ship (small)
{18407, 6976}, // 7807 US Patrol Vessel
{18408, 6976}, // 7808 LHD Deck - 5
{18409, 6976}, // 7809 LHD Elevator
{18410, 6976}, // 7810 LHD Deck Landing Pad
{18411, 6976}, // 7811 LHD Bridge
{18413, 6976}, // 7813 LHD Airborne Operations Island
{18414, 6976}, // 7814 RHIB
In trying to understand the Shp file/icon process I have thus far understood that "18409" translates into 184 as the Icon Shp file with the identification "09" as pointer to the image in the Shp file. Now, when I inspect the Icon0184.shp file with the Shp Editor I note the elevator icon occupies the 11th place in the file not the 9th. Meaning, the reference should read "18411" rather than "18409."

Question: How does Mobhack link unit with icon? Does Mobhack read a config file to associate units, icons, and pictures?
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Old September 2nd, 2014, 05:03 AM
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Default Re: "Rusty Nickel" at the Gateway of Tears

as I understand it:

the shp file has an "extra" placeholder type picture (usually 2 tank silhouettes and MBT) in first position visually. The first actual position is number 0 (zero). Therfore every picture counted visually through the shp is 2 numbers lower in the identification number.

Place holder, 0 , 1 , 2, 3, 4, etc (4 in this example is the 6th image)

The entry in the file "WINSPMBT_MasterIconList.txt" in the design sub directory of the game data directory gives = {icon, turret}, // icon id "description so for example:
{18409, 6976}, // 7809 LHD Elevator = {shp184 11th image, "invisible" turret}, // icon7809 (for mobhack) description LHD Elevator.

TBH I have no idea how the game "looks up" this information, I think it is hard coded and therefore new icons must be in the right "kind" of empty shp file (ie turreted, un turreted, invisible turret).

Hope this helps.

(ps to add icon to shp file create .bmp file of right size then add using shpedit utility)
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  #5  
Old December 21st, 2014, 01:33 PM
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Default Re: "Rusty Nickel" at the Gateway of Tears

Sorry for the ongoing delays folks:

I am having HUGE problems getting the AI to attack the ship.
I may have to (if there is enough interest...) split into two scenarios to cover te attacks from each side (Yemen/Somalia).
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  #6  
Old January 13th, 2015, 04:49 AM
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Exclamation Re: "Rusty Nickel" at the Gateway of Tears

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Sorry for the ongoing delays folks:

I am having HUGE problems getting the AI to attack the ship.
I may have to (if there is enough interest...) split into two scenarios to cover te attacks from each side (Yemen/Somalia).
Is it realistic to model Somali's attacking a carrier battle group? Would that not conjure up an image of the Santa Maria going up against the USS Iowa.
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  #7  
Old January 13th, 2015, 02:38 PM
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Default Re: "Rusty Nickel" at the Gateway of Tears

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Is it realistic to model Somali's attacking a carrier battle group? Would that not conjure up an image of the Santa Maria going up against the USS Iowa.
Absolutely which is why the scenario was set up to "artificially" create a situation where the ship is alone(ish) and immobile, allowing all the beligerents in the area a "too-good-to-miss" oportunity.
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  #8  
Old January 13th, 2015, 07:50 PM
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Potion Re: "Rusty Nickel" at the Gateway of Tears

I guess if you're Somali in this scenario, you could refuge in the ole adage: "Everybody gotta die sometime." I think it was Barnes in the movie Platoon.

It will be fun after you get it solved.
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  #9  
Old January 18th, 2015, 06:51 PM
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Default Re: "Rusty Nickel" at the Gateway of Tears

both elevators are identical (just rotated differently) if you have one you should have the other.

I am having a nightmare trying to get the scenario to "run" how i would like - the AI is being unco-operative...

I hope to get a new (working) version up in a couple of weeks.
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  #10  
Old January 18th, 2015, 11:50 PM
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Potion Re: "Rusty Nickel" at the Gateway of Tears

Quote:
Originally Posted by scorpio_rocks View Post
both elevators are identical (just rotated differently) if you have one you should have the other.

I am having a nightmare trying to get the scenario to "run" how i would like - the AI is being unco-operative...

I hope to get a new (working) version up in a couple of weeks.
It's a tough sell... you might want to coax the AI to attack the boat by adding max value to VFs and placing them near the stern where the Somalis could "board." Also, max out the cost of the stern areas of the carrier.

I'm trying to come up with something for ya, but afraid I ain't got much.

So, I can rotate the port elevator and then place it on the starboard, got it.
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