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[Logged] Re-arming ships

 
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[Logged] Re-arming ships - 8/7/2020 11:53:44 AM   
racer28

 

Posts: 9
Joined: 12/27/2019
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I’ve been having a problem. In scenario editor I’ve created custom VLS loadouts on ships but whenever they go to reload they start reloading to their default loadout.

Would love any help for this as it makes tackling the scenarios I’m creating impossible without the proper loadout.

Thank You.


< Message edited by apache85 -- 8/10/2020 12:31:32 AM >
Post #: 1
RE: Re-arming ships - 8/7/2020 12:16:26 PM   
tylerblakebrandon

 

Posts: 134
Joined: 5/11/2020
Status: online
Yeah, that's kind of frustrating that Command just reloads the default VLS loads. I'm sure you could use some LUA scripting to get your reloads right. I haven't tried and it would probably only work for 1 ship for 1 reload but just add the amount of munitions matching the custom load to the port magazines.

(in reply to racer28)
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RE: Re-arming ships - 8/8/2020 5:41:55 PM   
racer28

 

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Joined: 12/27/2019
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This has got to be something the developers address. Its glaring problem in a program that is for the most part a great simulation of modern combat but its infuriating i can't choose what to load my ship with.

(in reply to tylerblakebrandon)
Post #: 3
RE: Re-arming ships - 8/9/2020 9:23:15 AM   
Sardaukar


Posts: 9576
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From: Finland/Israel
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Isn't it possible to use .ini script for this?

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"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to racer28)
Post #: 4
RE: Re-arming ships - 8/9/2020 5:03:03 PM   
KnightHawk75

 

Posts: 1356
Joined: 11/15/2018
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Can you be more specific.
Do you mean like tubes being filled in with torpedo instead of say TT guided missles?
Do you mean vls tubes reloading things you don't want it to reload?

Both usually can be solved with removing what you don't want (be it on the mounts or in the mag), or setting the reload prio checkbox, or separating things into different vls mounts to work around it. 90% of the time I can work around the problem even without lua which is another way to get very specific if you must.

For instance on my subs I can't stand the fact that after tube launched tomahawk will by default reload a torpedo and not the tomahawk I want it too, so I just add separate tubes for the TT guided missiles only and remove them from the default tubes (cause I don't really trust the reload prior checkbox), and then self-impose a wait time on myself when using. Doesn't work as well for ai of course.

(in reply to racer28)
Post #: 5
RE: Re-arming ships - 8/10/2020 12:31:42 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
Logged for investigation.

0014075

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RE: Re-arming ships - 8/10/2020 1:46:55 PM   
racer28

 

Posts: 9
Joined: 12/27/2019
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Where can i go to learn more about scripting for this. Also I'd love to learn more about scripting and mission creation for the AI's behavior.

Thanks for your response.

(in reply to Sardaukar)
Post #: 7
RE: Re-arming ships - 8/10/2020 1:47:41 PM   
racer28

 

Posts: 9
Joined: 12/27/2019
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That sounds like a good solution for the time being. Thank You

(in reply to KnightHawk75)
Post #: 8
RE: Re-arming ships - 8/10/2020 5:18:21 PM   
thewood1

 

Posts: 6327
Joined: 11/27/2005
Status: online

quote:

ORIGINAL: racer28

Where can i go to learn more about scripting for this. Also I'd love to learn more about scripting and mission creation for the AI's behavior.

Thanks for your response.


Did you try this?

https://www.matrixgames.com/forums/tt.asp?forumid=1681


(in reply to racer28)
Post #: 9
RE: Re-arming ships - 8/10/2020 6:16:51 PM   
racer28

 

Posts: 9
Joined: 12/27/2019
Status: offline

quote:

ORIGINAL: thewood1


quote:

ORIGINAL: racer28

Where can i go to learn more about scripting for this. Also I'd love to learn more about scripting and mission creation for the AI's behavior.

Thanks for your response.


Did you try this?

https://www.matrixgames.com/forums/tt.asp?forumid=1681



great thank you

(in reply to thewood1)
Post #: 10
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