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Old 05-01-10, 07:04 PM   #1411
furby
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great stuff
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Old 05-01-10, 10:15 PM   #1412
TheDarkWraith
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toggle for TC 1 on radio report/messages received added to top right bar:


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Old 05-01-10, 11:46 PM   #1413
TheDarkWraith
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coded in the officer's wounded and dead. Tried some debug code just to see if the crew actually gets wounded or not. I think a picture speaks a thousand words here:


a cruiser was pounding me heavily with his guns. It didn't take long before the radio room was damaged. Then I got watch officer wounded, radioman wounded, and soundman wounded

Now I can code in the changing of the officer's pictures in the officer bar according to their health status ( normal, wounded, and dead)
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Old 05-02-10, 12:33 AM   #1414
Nauticalwolf
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Quote:
Originally Posted by TheDarkWraith View Post
a cruiser was pounding me heavily with his guns. It didn't take long before the radio room was damaged. Then I got watch officer wounded, radioman wounded, and soundman wounded

Now I can code in the changing of the officer's pictures in the officer bar according to their health status ( normal, wounded, and dead)

quote - AWESOME - unquote
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Old 05-02-10, 01:12 AM   #1415
TheDarkWraith
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Got the officer's changing state based on their health (healthy, wounded, dead) . In the screenie below I received a bad hit by the A class destroyer and he wounded 3 of my officers! You'll also notice the notepad for getting the range (stadimeter) and AOB. Next is to add an entry into the log (so it will post in the messagebox) denoting which officer was injured/killed.




Last edited by TheDarkWraith; 05-02-10 at 01:25 AM.
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Old 05-02-10, 02:16 AM   #1416
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Love your work

Flipped the eagle back to the top of the draggable compass.

DL: http://www.filefront.com/16337347/Na...bleCompass2.7z

Cheers
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Old 05-02-10, 02:46 AM   #1417
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
coded in the officer's wounded and dead. Tried some debug code just to see if the crew actually gets wounded or not.
Hm, hm, hm....
Very very nice...
Maybe the better effect will be when:
1) Sound signal should be added (Watch officer is wounded! Mediiiic!)
2) Comment put to the log,


Second thing:

What happen if any main officer will be dead?
- what about orders?
- what about officer animations?
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Old 05-02-10, 04:46 AM   #1418
Sonarman
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Great work so far!!

Another idea for you...
Here is another idea for you to mull over, probably not possible but how about a routine allowing "draggables on demand". Users could drop a dds into a directory eg "maptools" sh5 would read this directory on startup load any dds files there and dynamically assign ids and screen locaton, draggable capability layers etc to any file it finds there. This would allow users to use any map tools of their choice from previous games and mean that you were not constantly bombarded with request to implement "tool x".

On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake? The in game tool helper for the protractor also works this way.
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Last edited by Sonarman; 05-02-10 at 05:15 AM.
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Old 05-02-10, 05:07 AM   #1419
SeaWolf U-57
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Quote:
Originally Posted by Brunos View Post
the only thing that always buggs me with this mod is the quantity of options to choose from, there are just too many of them and it drags me to a confussion often. It also requires from user lots of focusing and "try-to-figure-out what it is" by enabling/disabling submods of this mod via JSGME. Screenshots in every submod folder to see what it will be like would ease the pain and would show the user what it is going to look like without the need to relaunch the game all over and over again to see the difference. I hope this note will not be ignored.

All versions are shown with pictures in post one of this thread
if you need a picture in every folder as well how about looking in
post one and then use the right click your mouse option and copy
image and then paste it in the folder of choice
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Old 05-02-10, 05:16 AM   #1420
Nauticalwolf
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Quote:
Originally Posted by Sonarman View Post
On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake?
I do believe that the tool that the "flipped compass tools" may have been made for was, the protractor with tool helper switched on. They are reversed in order to allow for retro heading/bearing info.

That given a plain compass tool is very handy
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Old 05-02-10, 07:07 AM   #1421
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Hm, hm, hm....
Very very nice...
Maybe the better effect will be when:
1) Sound signal should be added (Watch officer is wounded! Mediiiic!)
2) Comment put to the log,

Second thing:

What happen if any main officer will be dead?
- what about orders?
- what about officer animations?
1) sound signal can be added. Someone supply the necessary sounds and I'll implement (if I can - there's no reason these shouldn't be possible)
2) comment put in log working on today

As I've been looking over the files I've noticed many things. One is when the officer is wounded (or any crewmember is wounded) they cannot use abilities. That's all I've noticed so far.

As far as the comments for the officers:

- what should it add to the messagebox when wounded? xxx is wounded (where xxx is the officer)?
- what should it add to the messagebox when dead? xxx is dead (where xxx is the officer)?
- what should it add to the messagebox when healed (was wounded now healthy)? xxx is healthy......xxx has recovered from their injuries......???

Last edited by TheDarkWraith; 05-02-10 at 07:24 AM.
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Old 05-02-10, 07:21 AM   #1422
TheDarkWraith
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Quote:
Originally Posted by Sonarman View Post
On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake? The in game tool helper for the protractor also works this way.
so what's the concensus on this? Do I leave the draggable compasses as they are now (0 is up) or flip them (so 180 is up)? Or do I get rid of one of them and then use the new map tool draggable compass toggle to toggle between the 0 is up one and 180 is up one? If so, which draggable compass to remove?
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Old 05-02-10, 07:27 AM   #1423
TheDarkWraith
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got a question from someone wanting to know if I could add a switch/button to the nav map that would allow the TDC dials to show on the nav map. What do you all think about this idea?
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Old 05-02-10, 07:43 AM   #1424
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Wow, the amount of work you're doing is amazing

I for one would rather have the 0 heading Up (north) and obviously 180 (south) but if this goes against the majority then i will go with the majority (should be pretty easy edit to reverse ? )

I would rather keep the navmap as-is, but a switch would be best of both worlds i guess, ones like myself can either switch and no dials, and others can switch and have dials (optional goodies that toggle really covers everybodies likes n dislikes, so maybe go ahead covering all bases )

As a few posts back, the wounded messages you suggested seem fine for my liking

Stunning Work TDW
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Old 05-02-10, 07:45 AM   #1425
KarlKoch
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If it is not too much work, why not? Maybe make it users choice? As i understood you, you want to create an options menu for your mod, so this could be another choice. But i for one wouldn't use it much/at all. But i can see the point in editing the firing solution from the map, when you calculated speed, for example, without changing stations.
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