fedace101 Posted November 20, 2016 Posted November 20, 2016 Just wondering, what part of the DATA.ini do i need to edit to set a ship to show up as the target in anti-shipping missions? Quote
+Gepard Posted November 20, 2016 Posted November 20, 2016 It is in the xxx_data.ini of the ship in groundobjects folder for instance you find this lines FormationSizeBase=1FormationSizeVariation=6 in the CargoShip_data.ini. Play with the values Quote
+Crusader Posted November 20, 2016 Posted November 20, 2016 GroundObjectRole=CARGO_SHIPAvailability=VERY_COMMON use Cargo_Ship role for warships Quote
Richo Posted November 21, 2016 Posted November 21, 2016 You also can use the Single mission editer to see how your ship performs as well. This is a very handy tool to use for testing ground objects. Quote
fedace101 Posted November 22, 2016 Author Posted November 22, 2016 You also can use the Single mission editer to see how your ship performs as well. This is a very handy tool to use for testing ground objects. I knew about the mission editor but it become a bit of a hassle. I already tested a few destroyers for both RED/BLUEFOR and it just gives the anti-shipping missions a bit more kick. Quote
Richo Posted December 13, 2016 Posted December 13, 2016 In Desert plus or Desert4 terrain. I added these lines to the Targets in the Terrains folder Desert Plus for example here. I got the off sets from the Single mission edit. It does take some practice to get use to it. Just make sure you back up your mods folder. /// ---------------------------- New Targets ------------------------ /// All these ships function with torpedo's and Missle's with some ini modifications [TargetArea138]Name=Yankee FleetPosition=482543.00,530950.00//MinFleetSpeed=10.289Radius=5657ActiveYear=0Location=3Alignment=FRIENDLYCarrierStation=TRUETarget[001].Type=CVA-63Target[001].Offset=0,0Target[001].Heading=085Target[002].Type=DD-931Target[002].Offset=-471,2149Target[002].Heading=085Target[003].Type=DD-931Target[003].Offset=3457,-2881Target[003].Heading=085Target[004].Type=SumnerFRAM2Target[004].Offset=-2881,-3457Target[004].Heading=085Target[005].Type=GearingFRAM1BTarget[005].Offset=-3457,2881Target[005].Heading=085Target[006].Type=AdamsTarget[006].Offset=2881,3457Target[006].Heading=085Target[007].Type=DD-931Target[007].Offset=2250,3897Target[007].Heading=085Target[008].Type=GearingFRAM1BTarget[008].Offset=-2149,-542Target[008].Heading=085 [TargetArea139]Name=Echo StationPosition=400000.0,700000.0Radius=5657ActiveYear=0Location=4Alignment=FRIENDLYCarrierStation=TRUE [TargetArea140]Name=Whiskey StationPosition=550000,600000Radius=5657ActiveYear=0Location=3Alignment=FRIENDLYCarrierStation=TRUE /// ------------------------------------------------------------- /// I then added this ship to the target types: /// ----------------------------------- New Objects --------------------- //// [TargetType72]Name=KoniFullName=Parani Koni FrigateTargetType=WARSHIPActiveYear=1955DamagePoint=100ArmorValue=0ArmorType=0TargetValue=500UseGroundObject=TRUEGroundObjectType=KoniRepairRate=0.150StartDetectChance=50StartIdentifiedChance=0IncreaseDetectChanceKey=0MaxVisibleDist=15000.0DamagedModel=//Warship1_Destroyed.lodDestroyedEffect=//ShipDestroyedEffectDestroyedModel=//Warship1_Destroyed.lodSecondaryEffect=LargeOilFireSecondaryChance=100 I Then did a little mod to the DesertPlus in the Terrains folder: //MOD FILE by Baffmeister: DesertPlus ver 2.2 [Terrain]TerrainFullName=DesertPlusDataFile=Desert_data.INITargetFile=DesertPlus_targets.iniTargetTypeFile=Desert_types.iniMovementFile=DesertPlus_movement.iniNationsFile=DesertPlus_nations.iniWaterMap=Desert_Water.bmpBriefingText=desert_briefing.iniDogfightFile=desert_dogfight.iniDogfightOnly=FALSECatFile=..\desert\desert.catGroundObjectTexture=tanLimitedNations=TRUENavalMap=TRUE [Map]FilenameFormat=PlanningMap%d.bmpWidth=1000000.0Height=1000000.0NumZoomLevels=3 [WeatherChance]ScatteredChance=50BrokenChance=25OvercastChance=4InclementChance=2 [AllowedMissionTypes]FriendlyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,CAS,SEAD,RECON,ARMED_RECON,ANTI_SHIP,CRUISE_MISSILE,FACEnemyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,CAS,SEAD,RECON,ARMED_RECON,ANTI_SHIP,CRUISE_MISSILE,FAC [AllowedDates]StartDate=1948EndDate=2020 /// --------------- Richo mods as well ------------------------------ /// Then I went into the Flight folder and opened up the Formation's ini and created a Navy Ship line as well as an EgyptBomberSq: You then can change the formation in the Nations ini as well. //----------------------------------------------------------------------------- [FormationType010]Name=ShipConvoyFormationType=NAVALBaseLevel=1Level[01].Name=ConvoyLevel[01].Size=12Level[01].Formation[01]=ConvoyDouble [FormationType011]Name=PatrolBoatsFormationType=NAVALBaseLevel=1Level[01].Name=ConvoyLevel[01].Size=12Level[01].Formation[01]=PatrolBoatLine [FormationType012]Name=NavyShipsFormationType=NAVALBaseLevel=1Level[01].Name=ConvoyLevel[01].Size=10Level[01].Formation[01]=NavyShipLine ///-------------Adds-----------------// [FormationType013]Name=EgyptBomberFormationType=AIRBaseLevel=2Level[01].Name=SquadronLevel[01].Size=4Level[01].Formation[01]=EgyptBomberSqLevel[02].Name=FlightLevel[02].Size=2Level[02].Formation[01]=EgyptBomberFlLevel[03].Name=ElementLevel[03].Size=2 [FormationType014]Name=USNBomberFormationType=AIRBaseLevel=2Level[01].Name=SquadronLevel[01].Size=4Level[01].Formation[01]=USNBomberSqLevel[02].Name=FlightLevel[02].Size=2Level[02].Formation[01]=USNBomberFlLevel[03].Name=ElementLevel[03].Size=2 //----------------------------------------------------------------------------- //------------------------------------------- [EgyptBomberSq]Position[01].Offset= 0, 0, 0Position[02].Offset= 0, -1400, 00Position[03].Offset= 0, -2800, 00Position[04].Offset= 0, -4200, 00 [EgyptBomberFl]Position[01].Offset= 0, 0, 0Position[02].Offset= -100, 0, 5Position[03].Offset= -100, -200, 50Position[04].Offset= 0, -200, 55// Position[01].Offset= 0, 0, 0// Position[02].Offset= -200, -100, 20// Position[03].Offset= 400, -200, 40// Position[04].Offset= 600, -300, 60 [PatrolBoatLine]Position[01].Offset= 0, 0, 0Position[02].Offset= 10, -100, 0Position[03].Offset=-10, -200, 0Position[04].Offset= 0, -300, 0Position[05].Offset= 10, -400, 0Position[06].Offset=-10, -500, 0Position[07].Offset= 0, -600, 0Position[08].Offset= 10, -700, 0Position[09].Offset=-10, -800, 0Position[10].Offset= 0, -900, 0Position[11].Offset= 10,-1000, 0Position[12].Offset=-10,-1100, 0Position[13].Offset= 0,-1200, 0Position[14].Offset= 10,-1300, 0Position[15].Offset=-10,-1400, 0 [NavyShipLine]Position[01].Offset= 0, 0, 0Position[02].Offset= 1978, 963, 0Position[03].Offset=-3002, -200, 0Position[04].Offset=-3619, -2674, 0Position[05].Offset=1425, 4269, 0Position[06].Offset=-4500, -36, 0Position[07].Offset=1359, -4291, 0Position[08].Offset=4500, 0, 0Position[09].Offset=-2250, 3897, 0Position[10].Offset=-781, -1432, 0 Also make sure in your terrains folder and then the targets ini that your ships match up what is in your Ground Objects folder. you can check that your ground objects are working by using the single mission edit. Then I went to the campaign folder and did some modifications to one of my favorite campaigns, I do not know at the moment who done it but job well done. I put a star at the end so I know its a mod from me. [CampaignData]CampaignName=590901 Operation Burning Sands*DataFile=Campaign7_data.ini I did get it from the download section on Campaigns. Just make sure you have Naval Campaign in there. [CampaignData]StartDate=09/01/1959StartDateDeviation=30ForceWithInitiative=0SurpriseAttack=FALSEMaxMissions=30NormalMissionRate=180NormalMissionRateDeviation=120OffensiveMissionRate=15OffensiveMissionRateDeviation=30StartScreen=CampaignStart2.JPGCampaignBaseScreen=DesertBase2.JPGCampaignEndWinScreen=CampaignEndWin1.JPGCampaignEndLoseScreen=CampaignEndLose1.JPGCampaignEndStallScreen=CampaignEndLose1.JPGCampaignEndKIAScreen=CampaignEndLose1.JPGCampaignEndWinText=Campaign1Win.txtCampaignEndLoseText=Campaign1Lose.txtCampaignEndStallText=Campaign1Stall.txtNavalCampaign=TRUE <----------------------------------------------- This line Then when you select Strike mission you will be able to get random fleet strikes. [AirUnit041]AircraftType=B-57BStartDate=09/01/1959UnitName=2nd Royal Dhimar Bomber SqForceID=1Nation=DhimarBaseArea=Al'Aqar AirbaseRandomChance=60MaxAircraft=20StartAircraft=20MaxPilots=16StartPilots=16Experience=30Morale=100Supply=50MissionChance[sWEEP]=0MissionChance[CAP]=0MissionChance[iNTERCEPT]=0MissionChance[ESCORT]=0MissionChance=80 <--------------------------------This lineMissionChance[CAS]=50MissionChance[sEAD]=50MissionChance[ARMED_RECON]=50MissionChance[ANTI_SHIP]=90 <----------------------------This lineMissionChance[RECON]=10UpgradeType=ANY I hope this did help a bit? Quote
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