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February 25th, 2013, 07:35 PM
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Corporal
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Join Date: Sep 2005
Posts: 154
Thanks: 1
Thanked 17 Times in 13 Posts
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Weapon Addition Problem
Don't know if anybody else does this, but my solo version is so heavily modded that every time a new version comes out I can't just over-write, I have to add every new piece individually. Not usually a problem, but I'm having trouble with the Fougasse - it won't save. Can't give you a weapon slot number because they differ, but the default is 246.
Rather than copy it, I have 2 Mobhacks open side by side and type in the stats. Press f12, then save and close. Re-open the same oob and run a 'Bad Ammo' check and behold, the Fougasse has disappeared. Do it again, same result. The third time, it sticks. This is the only time I have ever had a Mobhack problem, it's usually a damn sight more stable than anything Microsoft produce.
Anybody else had similar?
Richard H
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February 25th, 2013, 09:43 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Weapon Addition Problem
I will try to take a look when I have time
But is your problem:
A) the weapon (or unit) won't save properly
or
B) the bad ammo check deletes it (sometimes)
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February 26th, 2013, 10:14 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
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Re: Weapon Addition Problem
Does this happen after a fresh start up or after a long time open ? It could be that your "heavily modded" OOB has been reworked so many times it's now unstable. That said, the master OOBs would also qualify as "heavily modded" and I have never had a weapon refuse to save but I have had it get a bit pokey after it's been open and used a lot ( "used a lot" as in many hours open ) and the "fix" for that is to exit and restart.
Don
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February 26th, 2013, 11:50 AM
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Corporal
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Join Date: Sep 2005
Posts: 154
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Re: Weapon Addition Problem
Andy, I wonder if it might not be the second. I've just done a save & re-open, and it's still there. Haven't yet run a 'Bad Ammo' check, but will see what it does.
Don, can you define (to within days/hours) 'open for a long time'. Mobhack is rarely open for more than a day, if only because of my current dodgy Net connection (I have a dongle, and usually have to reboot to get connected).
BTW, does either or both of you have thoughts on a WW1 mod? I'd appreciate some feedback, because if it's a no-no I shan't spend any more time on it.
Thanks for the swift responses.
Richard H
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February 26th, 2013, 01:32 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,492
Thanks: 3,963
Thanked 5,702 Times in 2,814 Posts
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Re: Weapon Addition Problem
long time = 4 hours + of serious multiple editing
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February 26th, 2013, 01:35 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,492
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Thanked 5,702 Times in 2,814 Posts
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Re: Weapon Addition Problem
Re WW1 MOD.... In a moment of weakness way back when we suggested we could make some changes to the code to accomodate a WW1 mod then nothing happened..... so that ship sailed a LONG time ago.
ZERO interest from me. Really..... there is just TOO MUCH that needs to be changed to make the game work for WW1 and we are busy enough keeping WW2 and MBT going.
Don
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February 26th, 2013, 01:38 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,956
Thanks: 465
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Re: Weapon Addition Problem
I've never had any problems saving fougasse type weapons or units using same.
I'd have noticed they vanished in the testing of the thing, in the AI pick list code for the AI and placement of etc.
The bad ammo check only highlights things it thinks needs attention - does not delete anything. Complains of Palestinian rock-throwers but the rock is a special suppression-only "HE" round.
Just tried the PLO OOB as it has IEDS, truck bombs and so on. No vanishing explosives users. (Some do have a 0 ROF, but they still go off satisfactorily). All WW2 oobs that have them save without hiccups too.
So - something wrong in your customised OOBs is the only thing I can think of, or you forgot to press F12?
As for WW1 - We have no interest in that. SP games are designed for command units with radios. There is no way to simulate WW1 era forces that had no contact once away from the dug-in field telephone network. So your troops could call arty on things they see when in the German trenches, that could not happen in real life, or you as the "player god" can do it for them.
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February 27th, 2013, 07:34 AM
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Corporal
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Join Date: Mar 2007
Posts: 83
Thanks: 1
Thanked 18 Times in 17 Posts
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Re: Weapon Addition Problem
Just a thought:
Since you work with two instances of Mobhack side by side, is it possible that the wrong one had the focus when you pressed F12?
(or a completely different window, for that matter)
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February 27th, 2013, 02:19 PM
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Corporal
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Join Date: Sep 2005
Posts: 154
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Thanked 17 Times in 13 Posts
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Re: Weapon Addition Problem
Don & Andy
Thanks, seems to have fixed itself (we all know computers have minds of their own . Pity about WW1, although I do understand. Will somehow have to try & get Dosbox to work - again . . . .
@ AMX - nice thought, but no. Every time you hit f12 in Mobhack, something (usually the icon) does a little jump, so you can see you've hit the right one. In the 'good old days' it was even easier, whatever you were editing slid down to the bottom of the page. I actually miss that feature . . . .
Richard H
Last edited by Richard_H; February 27th, 2013 at 02:20 PM..
Reason: Error
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