Adding gunstations to ships
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Thread: Adding gunstations to ships

  1. #1

    Adding gunstations to ships

    Ok, so while creating some new BoB missions I noticed that all my convoy ships immediately turned north and ran into land after spawning. I searched and found an old thread that said all ships without gunstations will turn north regardless of waypoints assigned. Sure enough, the ships i was using had no gunstations. Now, how can I add gunstations to these ships without creating an armed ship that shoots at A/C?

  2. #2
    Hello Col. Wolf
    in the [gun.x] line, the first column is for the rounds quantity, so you can set by example:
    [guns.0]
    gun.0=0,-0.126,0.266,0.967,0,0,1,1000
    gun.1=0,0.126,0.266,0.967,0,0,1,1000

    And you won't be affected by any shoot

    Best regards
    Martin

  3. #3
    Martin,

    OK that covers the [GUNS.X] entries but do I also have to add "Gunstation" entries such as these:

    [GUNSTATIONS]; -1 CFS doesn't care
    gunstation.0=0,-1,1,0.08,844,2,0.01,1500,4,20,1d1*25,0,11,40,0,0,0 ,-180,180,70,-10,0.25
    ; -2 CFS doesn't care
    gunstation.1=1,-2,2,0.08,844,2,0.01,1500,4,20,1d1*25,0,11,-40,0,0,180,-180,180,70,-10,0.25

    If I do, I'm assuming that since the ships don't have them modeled they will not be seen.

  4. #4
    Well, I don't know what trigger type -1 and -2 refer to, I know only 1 to 4?

  5. #5
    And normally, if they are not modelled, they can't show :/

  6. #6
    Hi Martin
    Here is a copy of my.dp file from HMAS Kuttabul.
    You may need to add some additional lines to your .dp files.
    They are higlighted in red.
    I am not sure if they are all needed, but they work.
    You will not see any guns if they are not moddelled.



    [BOXES]
    box.0=%box_name.0%,-4.25,0,16,4.25,3.099,28
    box.1=%box_name.1%,-5.5,0,0,5.5,3.099,16
    box.2=%box_name.2%,-5.5,0,-16,5.5,3.099,0
    box.3=%box_name.3%,-4.25,0,-28,4.25,3.099,-16
    box.4=%box_name.4%,-4.25,3.099,-15.5,4.25,4.943,15.5
    box.5=%box_name.5%,-4.25,-2,16,4.25,0,27.539
    box.6=%box_name.6%,-5.5,-3,0,5.5,0,16
    box.7=%box_name.7%,-5.5,-3,-16,5.5,0,0
    box.8=%box_name.8%,-4.25,-2,-27.539,4.25,0,-16

    [SYSTEMS]
    system.0=%system_name.0%,600,-1
    system.1=%system_name.1%,600,-2
    system.2=%system_name.2%,600,-3
    system.3=%system_name.3%,600,-4
    system.4=%system_name.4%,600,-5
    system.5=%system_name.5%,600,-6
    system.6=%system_name.6%,600,-7
    system.7=%system_name.7%,600,-8
    system.8=%system_name.8%,600,-9
    system.9=%system_name.9%,600,-10
    system.10=%system_name.10%,600,-11
    system.11=%system_name.11%,600,-12
    system.12=%system_name.12%,600,-13
    system.13=%system_name.13%,600,-14
    system.14=%system_name.14%,100,-15

    [BOXMAPS.0]
    ; Box = deck_for_5
    boxmap.0=80,-1
    boxmap.1=20,-10

    [BOXMAPS.1]
    ; Box = deck_mid_6
    boxmap.0=80,-2
    boxmap.1=20,-11

    [BOXMAPS.2]
    ; Box = deck_mid_7
    boxmap.0=80,-3
    boxmap.1=20,-12

    [BOXMAPS.3]
    ; Box = deck_mid_8
    boxmap.0=80,-4
    boxmap.1=20,-13

    [BOXMAPS.4]
    ; Box = deck_mid_9
    boxmap.0=65,-5
    boxmap.1=30,-14
    boxmap.2=5,-15

    [BOXMAPS.5]
    ; Box = hull_for_1
    boxmap.0=100,-6

    [BOXMAPS.6]
    ; Box = hull_for_2
    boxmap.0=100,-7

    [BOXMAPS.7]
    ; Box = hull_port_4
    boxmap.0=100,-8

    [BOXMAPS.8]
    ; Box = hull_star_3
    boxmap.0=100,-9

    [EFFECTS.0]
    ; System = deck_for_5
    effect.0=10,LIBRARY,,
    effect.1=30,LIBRARY,fx_ship_s,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_airexpl_l,

    [EFFECTS.1]
    ; System = deck_mid_6
    effect.0=10,LIBRARY,fx_smkpuff_m,
    effect.1=30,LIBRARY,fx_ship_s,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_guns,

    [EFFECTS.2]
    ; System = deck_mid_7
    effect.0=10,LIBRARY,,
    effect.1=30,LIBRARY,fx_ship_s,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_airexpl_l,

    [EFFECTS.3]
    ; System = deck_mid_8
    effect.0=10,LIBRARY,fx_smkpuff_m,
    effect.1=30,LIBRARY,fx_ship_s,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_airexpl_l,

    [EFFECTS.4]
    ; System = deck_mid_9
    effect.0=10,LIBRARY,,
    effect.1=30,LIBRARY,fx_ship_s,
    effect.2=50,LIBRARY,fx_ship_m,
    effect.3=70,LIBRARY,fx_ship_l,
    effect.4=100,LIBRARY,fx_guns,

    [EFFECTS.5]
    ; System = hull_for_1
    effect.0=30,LIBRARY,fx_smkpuff_s,
    effect.1=60,LIBRARY,fx_wtrexpl_s,
    effect.2=80,LIBRARY,fx_wtrexpl_m,
    effect.3=99,LIBRARY,fx_debris_s,
    effect.4=100,LIBRARY,fx_airexpl_m,
    effect.5=100,SINK,2,

    [EFFECTS.6]
    ; System = hull_for_2
    effect.0=30,LIBRARY,fx_smkpuff_s,
    effect.1=60,LIBRARY,fx_wtrexpl_s,
    effect.2=80,LIBRARY,fx_wtrexpl_m,
    effect.3=99,LIBRARY,fx_debris_s,
    effect.4=100,LIBRARY,fx_airexpl_m,
    effect.5=100,SINK,2,

    [EFFECTS.7]
    ; System = hull_aft_4
    effect.0=30,LIBRARY,fx_smkpuff_s,
    effect.1=60,LIBRARY,fx_wtrexpl_s,
    effect.2=80,LIBRARY,fx_wtrexpl_m,
    effect.3=99,LIBRARY,fx_debris_s,
    effect.4=100,LIBRARY,fx_airexpl_m,
    effect.5=100,SINK,2,

    [EFFECTS.8]
    ; System = hull_aft_3
    effect.0=30,LIBRARY,fx_smkpuff_s,
    effect.1=60,LIBRARY,fx_wtrexpl_s,
    effect.2=80,LIBRARY,fx_wtrexpl_m,
    effect.3=99,LIBRARY,fx_debris_s,
    effect.4=100,LIBRARY,fx_airexpl_m,
    effect.5=100,SINK,2,

    [EFFECTS.9]
    ; System = deck_for_5_sinker
    effect.0=100,,2,

    [EFFECTS.10]
    ; System = deck_mid_6_sinker
    effect.0=100,,2,

    [EFFECTS.11]
    ; System = deck_mid_7_sinker
    effect.0=100,,2,

    [EFFECTS.12]
    ; System = deck_mid_8_sinker
    effect.0=100,,2,

    [EFFECTS.13]
    ; System = deck_mid_9_sinker
    effect.0=100,,2,

    [EFFECTS.14]
    ; System = .7.7mm Gun 0
    effect.0=100,LIBRARY,fx_guns,
    effect.1=100,BREAK,,

    [GUNSTATIONS]
    ; .7.7mm Gun 0
    gunstation.0=0,-15,1,0,0,0,0,0,-1,0,1d1*7,0,0,0,0,0,0,0,0,0,0,0

    [guns.0]
    gun.0=0,0,0,0,0,0,0,0




    [MISC_DATA]
    unit_family=5
    category=19
    allegiance=10
    min_speed=0
    cruise_speed=10
    max_speed=14
    entered_service=12/1/22

    [EXTRA.0]


    [STRINGS]
    "box_name.0"=deck_for_5
    "box_name.1"=deck_mid_6
    "box_name.2"=deck_mid_7
    "box_name.3"=deck_mid_8
    "box_name.4"=deck_mid_9
    "box_name.5"=hull_for_1
    "box_name.6"=hull_for_2
    "box_name.7"=hull_port_4
    "box_name.8"=hull_star_3
    "system_name.0"=deck_for_5
    "system_name.1"=deck_mid_6
    "system_name.2"=deck_mid_7
    "system_name.3"=deck_mid_8
    "system_name.4"=deck_mid_9
    "system_name.5"=hull_for_1
    "system_name.6"=hull_for_2
    "system_name.7"=hull_aft_4
    "system_name.8"=hull_aft_3
    "system_name.9"=deck_for_5_sinker
    "system_name.10"=deck_mid_6_sinker
    "system_name.11"=deck_mid_7_sinker
    "system_name.12"=deck_mid_8_sinker
    "system_name.13"=deck_mid_9_sinker
    "system_name.14"=.7.7mm Gun 0

    ; DPED Version 1.21


    Cheers
    Stuart

    PS
    Look up
    Caleb Flerk's Guide to Speshul Efeks for CFS2.zip

    here at SOH
    It has all the details on .dp files (and lots of other stuff

  7. #7
    Hi Stuart
    Many thanks for this detailed answer

    Cheers
    Martin

  8. #8
    Thanks guys, I'm going to "upgrade" all my non armed merchant ships with gunstations. It was kind of funny though to watch ships going east off Dover to hang a left, hit the beach, CLIMB THE HILL! then cross the A20 and go right through downtown Dover!

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