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Old 06-04-10, 11:46 PM   #2851
TheDarkWraith
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added the ability to switch TDC modes on the fly for each scope:

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Old 06-04-10, 11:53 PM   #2852
kylania
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Wouldn't 'None' be the same as the 'Hide' button?
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Old 06-05-10, 12:05 AM   #2853
TheDarkWraith
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Originally Posted by kylania View Post
Wouldn't 'None' be the same as the 'Hide' button?
well I figured if I removed it someone would complain about having to switch TDC mode instead of just flipping the on/off switch for visibility so I left it.
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Old 06-05-10, 12:09 AM   #2854
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Quote:
Originally Posted by TheDarkWraith View Post
added the ability to switch TDC modes on the fly for each scope:
This i like. Good work.
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Old 06-05-10, 12:49 AM   #2855
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Originally Posted by TheDarkWraith View Post
added the ability to switch TDC modes on the fly for each scope:

this looks spicy !

any news about a opening tube sound trigger via script ?

...at current, i use "switching to recharge" event as trigger for playing the new diesel startup procedure, which also commands to recharge the battery`s...

maybe it would be possible to devide this, by adding a seperate trigger if engines are switched to diesels ?
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Old 06-05-10, 01:04 AM   #2856
TheDarkWraith
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Originally Posted by Stormfly View Post
this looks spicy !

any news about a opening tube sound trigger via script ?

...at current, i use "switching to recharge" event as trigger for playing the new diesel startup procedure, which also commands to recharge the battery`s...

maybe it would be possible to devide this, by adding a seperate trigger if engines are switched to diesels ?
I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?
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Old 06-05-10, 02:51 AM   #2857
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Originally Posted by TheDarkWraith View Post
I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?
good idea,

...i will upload the current test version and send you a link for testing.... eta 1 hour.

regarding the name, there is a little confusion UBI did, they use currently for closing the tubes: "Torpedo tube opening.wav" ...so for the needed currently missing sound i would prefer "Torpedo tube door" to make it not more confusing...

how do you want to play it ? what source do you want to use... play it as menue sound is ony 2D then, for playing with 3D effect like the functional closing one, you can use the crew as sound sources (torpedo or sonar guy for forward tubes, machinist or deck gun crew for the rear one. In this case the sound have to be .ogg but the name in script use no extension... if crew voice, only path below "Speech" path and name of the file without extension.

At current, i use the commands.cfg to play the diesel startup sequence, its currently bound to the weapons officer, because i didn`t found the name for the machinist in the diesel room yet... a bit confusing is, that crew names in commands.cfg are different then in phyton scripts.

anymway if you can or like connecting the diesel startup also, i would prefer "Start_diesel_engines" played from the machinist in the diesel engine room

...but even if you like 2d menue source only, thats no big problem.
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Old 06-05-10, 03:09 AM   #2858
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Quote:
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ohh is that working ???

...that would be to nice to be true
I think it is, you just have to place everything in the correct sequence for each CMD
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Old 06-05-10, 03:17 AM   #2859
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I think it is, you just have to place everything in the correct sequence for each CMD
what i know regarding "commands.cfg", you can add sounds, keys, and some parameters but not all of them work correctly like this "have delayed execution" parameter... to build a sequence you would need a phyton script.
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Old 06-05-10, 04:15 AM   #2860
LeBabouin
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Really sorry to appear like a hair in the soup, but I hope you will take my case in consideration. As a 2 month beginner in SH, I'm not yet a fan of total realism, still needing a lot of practice to fully understand the game. I'm still stuck at 2.5.0 version, being afraid of getting confused by the infinite and awesome possibilities you added in the game.
So my main beg is you will make all delay options parametrable, so I can still play without any delay for commands executing. Can you reassure me?
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Old 06-05-10, 10:20 AM   #2861
TheDarkWraith
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Quote:
Originally Posted by LeBabouin View Post
Really sorry to appear like a hair in the soup, but I hope you will take my case in consideration. As a 2 month beginner in SH, I'm not yet a fan of total realism, still needing a lot of practice to fully understand the game. I'm still stuck at 2.5.0 version, being afraid of getting confused by the infinite and awesome possibilities you added in the game.
So my main beg is you will make all delay options parametrable, so I can still play without any delay for commands executing. Can you reassure me?
You can always set the delays to 0 in the options file. If set to 0 then there's no delay.
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Old 06-05-10, 10:27 AM   #2862
kylania
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Originally Posted by LeBabouin View Post
So my main beg is you will make all delay options parametrable, so I can still play without any delay for commands executing. Can you reassure me?
That's the best thing about this mod, is that everything is an option! I highly suggest upgrading to 3.0.0 when it comes out, you'll really love it.
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Old 06-05-10, 12:27 PM   #2863
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So when can we expect the v3.0.0 update ??
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Old 06-05-10, 12:54 PM   #2864
kylania
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So when can we expect the v3.0.0 update ??
Soon™
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Old 06-05-10, 01:28 PM   #2865
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Quote:
Originally Posted by TheDarkWraith View Post
I think it's best if I add the sounds in my scripts. I have a way to do it and that way the timing isn't all off. What do you think? You'll have to give me the names of the sounds you're using.

I can add a sound to opening a tube. What's the name of the sound to be used?
Sounds good, but does this mean that if I use Skwas's Speech Recognition (or keyboard shortcuts) the sounds won't trigger at all?
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