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  #21  
Old August 24th, 2014, 12:07 AM
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Default Re: "Rusty Nickel" at the Gateway of Tears

Sorry forgot to add redone SHP file: (file attached [zipped])
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File Type: zip Icon0184.zip (12.5 KB, 169 views)
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  #22  
Old August 24th, 2014, 01:00 PM
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Default Re: "Rusty Nickel" at the Gateway of Tears

If you're working on a campaign instead of a single stand-alone scenario one thing I've found useful is to create a "Base Scenario" using a blank map and buying/modifying all the units your campaign will use.

Then as you create each actual campaign scenario you can just load that "Base Scenario" into the editor and either set any units the particular scenario doesn't use to reinforce on turn 49 (presuming your scenario is shorter then that) or delete them (not as good if you want to keep campaign integrity).

This way you need only mess with the whole formation/unit alteration process once, and don't need to muck with the OOB.
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  #23  
Old August 28th, 2014, 12:10 AM
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Confused Re: "Rusty Nickel" at the Gateway of Tears

After loading the revised shp file 184 that includes the elevator, while I can see the graphic in ShpEd as image #11 AND image #17, the ship elevator does not appear in the Purchase screen under Ammo Carrier. In the OOB013, in slot #963 the ship elevator is listed, however there's no associated icon.

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

HELP
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  #24  
Old August 29th, 2014, 01:57 AM
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Default Re: "Rusty Nickel" at the Gateway of Tears

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.
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  #25  
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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  #26  
Old September 2nd, 2014, 12:50 AM
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Confused Re: "Rusty Nickel" at the Gateway of Tears

Quote:
Originally Posted by scorpio_rocks View Post

// 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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  #27  
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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  #28  
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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  #29  
Old January 13th, 2015, 04:49 AM
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Exclamation Re: "Rusty Nickel" at the Gateway of Tears

Quote:
Originally Posted by scorpio_rocks View Post
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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  #30  
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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