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Everything posted by Lowengrin
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Added a toggle under "Languages" for having or not having a "_ru.properties" file in the same language as activated above it. Fixed Murmansk so it will load in the FMB. http://members.shaw.ca/lowengrin/il2dcg348beta6.zip
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So I added the toggle for the ru.prop file only to find that I wasn't get some missions to load in the FMB with or without it. Turns out the map name was the problem - my code was generating it with lowercase ("murmanskS") when it should have been ("MurmanskS"). Funny that the game isn't case sensitive but the mission builder is. Sniperton, any chance you're having a similar problem?
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Provided the ship is in the names file, it should work. If I could replicate the problems you're having, I could (maybe) address them. I'll see about adding a toggle for the _ru file so that you can turn it off.
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French and Italian campiagn spawn and supply units
Lowengrin replied to ColHut's topic in DCG Public Discussion
I looked at the code and yes, any column with "CarsColumn" in it will work as a supply column (but won't work as an artillery or oil tanker column). But you've figured that out already. -
Yeah, there's no code for wounded. If someone would like to dump the log file code for wounded here, I might be able to add it.
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You can pretty much do this yourself already. Make a copy of the MASTERS folder and everything in it and call it something like MASTERSHSFX. Then copy the HSFX mod files like payload, allclass and allpayload to it. Then when you start the campaign, you simply have to set DCG to your optional "3rd Party" Campaign folder using the option under "Files" to use the HSFX mods or uncheck it to use the stock files.
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I've added some code to set the ship class in the shipnames.dcg file. Right now it only works for capital ships (CV, CVE, BB, CA, CL, DD). If it works, I'll probably expand it so users can also add transports and other types to the lists. http://members.shaw.ca/lowengrin/il2dcg384beta5.zip
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I'll look into it.
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This is getting more and more frequent, but I'm not sure if I remember if I put code in DCG to skip days if wounded. I know AI pilots don't miss combat for wounds, but I forget for the player. Next time I work on the code, I'll see what's there.
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Fleshed out MDS features, including 'MDS campaign' support.
Lowengrin replied to EvilJoven's topic in DCG Feature Requests
No, you don't need to monkey around in the the FMB for a half hour between mission IF you apply your tweaks to the master file for that campaign in the MASTER folder of DCG before you start the campaign. In fact, you can make the tweaks once in one file and then copy and paste them using NOTEBOOK or some other text editor into all the MASTER campaign files that you ever intend to use. And if you are in the middle of the campaign, if you run DCG and double click on the Status bar at the bottom of the screen where it shows the path to the active campaign, you can then have the folder open up for you and in it you'll find a MDS.DCG file. Just copy and paste your MDS commands into it and they'll be there for all future missions for that campaign. -
I just gave it a try myself and it worked fine. Are you sure it's the _ru.prop file that's causing you grief?
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It's referring to the waypoints in the .rds file. You can select how many waypoints back from the normal start point that you want moving columns to spawn. For example, if you set it to 3, it'll spawn columns 4 waypoints back from the usual start/end point of a location. If the location is a bridge, it'll start it even further back as the default start/end point of a bridge location is on the friendly side of the bridge (usually four waypoints back from the start/end point).
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If it's just the _ru.prop file, the quick test would be to delete it and then run the mission generator.
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At which ever point you save it, it will roll back to that point.
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I'm guess that at the point you finished tweaking it, you didn't go under the Menu -> Edit tab and select "Backup Campaign". Had you done that, you could have rolled it back to the point where you saved it. That's about the only way you can roll it back without having to tweak it all again, sorry.
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I wonder too.
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I'm not sure, but I may be able to make a quick fix to the Active check box so it cycles through three options rather than two.
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They don't have a higher chance however when you select a density other than "Full", DCG works from the top of the list to the bottom to select the number of active flights. Each has a random chance of activating and once the "slots" are filled or DCG reaches the bottom of the list, that's it. So, yes, the odds of a flight near the top of the list are better than those at the bottom.
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Added some code to recognize MDS Scout tags in mission file headers. Added _ru.properties to help editing in the FMB. http://members.shaw.ca/lowengrin/il2dcg384beta4.zip
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Yep, easy fix.
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Have made the nationality code more intuitive. It should now set the nationality of the squadron depending on it's position within the squadids.dcg file. For example, if it falls after the "g01" entry but before the "r01" entry, it will be German. Should help with squadrons with non-standard IDs. http://members.shaw.ca/lowengrin/il2dcg384beta3.zip
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strange behaviour 3.48beta and French squadrons..
Lowengrin replied to ColHut's topic in DCG Bug Reports
I think you already know the answer on the "CV35" question. DCG thinks they're carriers. I'll have to create an exception for them... -
There's nothing in DCG to set fuse delay so it must be a game default. Anyone know where the fuse delay is coded???
