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Old 04-08-10, 12:49 PM   #31
bigboywooly
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You can place land units ingame now



They just dont work

If I shell a searchlight position it will go on



Beam is crap
Guns dont train or fire



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Old 04-08-10, 02:01 PM   #32
wamphyri
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I was playing around with the coastal guns last night also. I wonder if they don't do anything because they don't have a corresponding AI script. All other unit types do. I think it's stupid that they either gave up on or decided not to get one thing that was part of sh3/4 working.
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Old 04-08-10, 02:35 PM   #33
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Forgot all about the scripts
No there doesnt seem to be one for the AI coastal commander
Lets see what the patch brings in 4 days unless someone can write one first
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Old 04-08-10, 02:54 PM   #34
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Great work Han Solo78 and BBW! With the harbour crowd scenes may I suggest that you have rows of 2 dimensional galleries, to make the crowd look bigger, with your 3D models in the foreground to 'sell it'? It's an old school cheat that would save on time and resources

This may be a silly question, but in terms of having to go to the trouble of lowering all the docks individually, might it be easier to raise the water level globally by a couple of meters?
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Old 04-13-10, 02:36 AM   #35
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Ah.. I see.. some of you already tried to implement the guns.. etc.
Until now I did not really try it.. so.. no good news from you that they don´t work properly.

@the general

Until now I still focus on the harbour piers which are way too high.
I never thought of raising the water level, but all in all I have no clue if this would be possible.
I also think this would not really work well because different flat areas will be flooded.

So. at the moment I am chossing the harbours which should be lowered.
To adjust all harbours would a hell of work that is beyond my target.. so..
my idea is only to rework the harbours from where you start from and which are most important.
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Old 04-13-10, 09:13 AM   #36
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Devs never, in any release of SH, worked so much in coastal defenses and anything on the ground. It has to be worked from the scratch cos this objects also lack damage model. Some people tried in previous versions but there's so much work and sadly many people is uninterested in everything outside the water.

Personally I think that what gives athmosphere to a sim game is what you can't control. That means AI characters "living", and reacting to triggers like an enemy presence, or a scripted event. I would make three groups:

1. Military -> Bunkers, gun defenses, military vehicles and soldiers which can scramble, report, and attack or defense themselves.

2. Civillians -> Workers and civillians, medics, men and women wich can add live to the scene but should react to triggers like attacks. Scramble, report contacts, flee from air attacks, etc.

3. Inanimate objects an targets-> Buildings which should endure war scars or being destroyed: Oil tanks, HQ, factories, military base buildings, antennas. And vehicles like grounded planes, running trains...etc.


Since the game develops in first person I would make and extra division over the previous three groups. The interactive and the enviroment.

1. Interactive should act the same as the interactivity inside the sub. But as a way to trigger events on the docks and get new missions. For example: I remember a movie where a diplomatic car escorted by two military bikes parks in the dock near the sub, where captain awaits. From the car exits an officer which gives him a packet to deliver overseas.

2. Ambient it's meant to just AI objects which react exclusively to campaign script and its own AI script.

Last edited by haegemon; 04-13-10 at 09:26 AM.
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Old 04-13-10, 09:43 AM   #37
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No they dont work Hans
Maybe just missing a script
Will see what the patch brings

Good luck with lowering the ports
The ones I added for my resupply mod took ages to get low enough and noticed afterwards in the MapObjects.ini that their heights were then in the minus ( - )
eg Height=-0.060599 for Las Palmas



You find it the same ?
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Old 04-13-10, 01:13 PM   #38
HanSolo78
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Quote:
Originally Posted by bigboywooly View Post
No they dont work Hans
Maybe just missing a script
Will see what the patch brings

Good luck with lowering the ports
The ones I added for my resupply mod took ages to get low enough and noticed afterwards in the MapObjects.ini that their heights were then in the minus ( - )
eg Height=-0.060599 for Las Palmas

You find it the same ?
hm.. yes.. maybe the patch brings some news here but I doubt that!

The ports also take ages for me.. but it is not the lowering that takes so long but the terrain changes that take so long.
One habour takes about 1 1/2 to 2 hours.

Right now I only have done so far:

Kiel,
WHV
Brest

To come:

Lorient
St. Nazaire
La Pallice
Bordeaux?
Danzig?
Gotenhafen?
Helgoland
Bergen
Trondheim
Narvik
La Spezia?

So.. approx. over 20 hours of work... only for the terrain changes.
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Old 04-13-10, 01:41 PM   #39
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Do you think The General will complete his fiendish plot to inundate the world by raising the worlds water level a few meters?
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Old 04-13-10, 01:48 PM   #40
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Quote:
Originally Posted by The General View Post
might it be easier to raise the water level globally by a couple of meters?
I can see it now.

[REL]Global Warming Mod
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Old 04-13-10, 03:02 PM   #41
Madox58
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HanSolo78,

Have you tried useing the in Game SH5 "People" yet?
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Old 04-13-10, 03:44 PM   #42
oscar19681
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Quote:
Originally Posted by HanSolo78 View Post
hm.. yes.. maybe the patch brings some news here but I doubt that!

The ports also take ages for me.. but it is not the lowering that takes so long but the terrain changes that take so long.
One habour takes about 1 1/2 to 2 hours.

Right now I only have done so far:

Kiel,
WHV
Brest

To come:

Lorient
St. Nazaire
La Pallice
Bordeaux?
Danzig?
Gotenhafen?
Helgoland
Bergen
Trondheim
Narvik
La Spezia?

So.. approx. over 20 hours of work... only for the terrain changes.
That does seem like a lot of work indeed. But dont forget that chances are big that your mod finds its way into the supermods!
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Old 04-13-10, 04:32 PM   #43
HanSolo78
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@privateer

No.. did not try that... they surely would kook a bit better.
At the moment I don´t want start big experiments...

@oscar

yeah... sure it might find it´s way into a supermod....we`ll see!
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Old 04-13-10, 04:33 PM   #44
bigboywooly
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Quote:
Originally Posted by oscar19681 View Post
That does seem like a lot of work indeed. But dont forget that chances are big that your mod finds its way into the supermods!
lol
If I know Hans it WILL be a supermod
WAC ( SH3 ) is his after all
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Old 04-13-10, 04:37 PM   #45
Madox58
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Quote:
Originally Posted by HanSolo78 View Post
@privateer

No.. did not try that.
I believe I can help you with getting them to show in Game.
I'll do a test or two and send you a PM.
It will be a few days.
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