![]() Only issues are hats and passive sonar working on the surface while underway (I was told this would be addressed). If you get the same results, then it is the mod, if not, I messed up, somewhere, somehow, someway. lol - Don't forget to use the Report lines to your advantage for the testing phase. D:\Real Fleet Boat D:\Silent Hunter 4 4) Just try my example. MaxUnitsCreated=1You should end up with one and only one unit spawning when you want it to. RandomStartRadius determines how far away from the Lat & Long figures the ship can spawn away from, so have that at "zero".Īn RGG complicates things, but if you take some of the settings, such as DelayMin=1.If a docked ship, be sure Speed is zero.If false, it won't spawn until your sub does. If set to true in this example, and you do the mission in 1944, the ship itself entered in 1941, and is long gone. EvolveFromDate influences when "travel" begins with a scripted ship.Dates and times of spawning in and out are rather obvious (0=midnight).Either set to "false" if a docked ship = true, or add another waypoint If you only have one WayPoint, the vessel deletes just after spawning. DeleteOnLastWaypoint can be a real bugger.Depending upon the vessel, the ConfigDate can loom large.The Origin country and the Side must match.Do not do what the devs did, and mis-label the Type=.A ship name (Class) is case sensitive - be certain. ![]()
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