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01-14-14, 02:06 PM | #31 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
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Version 0.3 is out, please report if you find any problems. No idea if it's savegame compatible. I'm using crew_commands.txt from MifhtyFineCrew mod in this update, but if I'm correct it shouldn't cause any problems for those who don't use that mod.
Sorry, Mike, I wasn't able to move special abilities into a separate sub-menu. I don't know what's the problem, but it just doesn't work. I'm guessing there's some special rules with special abilities in the script. I'll give it a second try when I can. If I can't do it, we'll need a special compatibility version of EMCCD for your mod. Probably will have to put more stuff in the same sub-menus. Not a big problem. I've included almost everything I wanted into dialogues. The only command from commands.cfg that for some mystical reason doesn't want to work for me is deploy_decoys. And another one is the Report fix (lat and long) from Real Navigation. I can't find the command in commands.cfg and thus I can't add it to the dialogs... If I could find a way to add these two commands, we'd be able to play with the officers panel fully disabled!! Last edited by archer9; 01-14-14 at 02:20 PM. |
01-14-14, 02:25 PM | #32 |
Ace of the deep .
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With the New Ui options editor you can hide any combination of officers on the officers panel . I don't know how but you can do it . It is an option .
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01-14-14, 03:04 PM | #33 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
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Quote:
Hopefully, the miscellaneous dialogue from [wip] voices reloaded will fit nicely with 9 entries allowed in the dialogue menu still. I was thinking the same thing, sub-menus, subroutines. Just an example of an idea, gunner or watch officer vocalizes a general comment that is available in the **.ogg files to say immediately after the command "fire at will" is said, etc. Deploy decoys makes a sound for me with mods I use. I will look later to see what I can find for this. I do not use real navigation to help with that.
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01-14-14, 05:24 PM | #34 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
Uploads: 2
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Yes, I'm yet to figure out why there is no speech after commands are activated by dialogue. I can hear speeches when they are clicked through the UI... Maybe for the next update I'll figure it out.
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01-14-14, 06:42 PM | #35 |
Ace of the deep .
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With V0.3 I get an instant ctd if I click on any of the standard depth control icons on the left GUI .
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01-14-14, 07:17 PM | #36 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
Uploads: 2
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Thank you, sober. Check the first post for a new link.
Last edited by archer9; 01-14-14 at 07:45 PM. |
01-14-14, 09:44 PM | #37 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
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Uploads: 6
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Quote:
Should be: DT_XO_all.aix Search for "TorpedoMan_slash_", "MC_TRF_LOAD01_58" and change to "ExecutiveOfficer_slash_", "MC_CR_SO_102" Just in case you change this file in future: DT_Radio_all.aix Search for "TorpedoMan_slash_", "MC_TRF_LOAD01_58" and change to "RadioMan_slash_", "MC_RR_RADIO_80"
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01-15-14, 03:08 AM | #38 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
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Ups, sorry, totally forgot to edit those lines!
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01-15-14, 04:26 AM | #39 |
Ace of the deep .
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Is what your looking for in the
Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithAutomation ? I mean any hints in that file . |
01-15-14, 04:41 AM | #40 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
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Yes, I was just looking through that same file and there is this line at the bottom of it:
,[ "Report_position_celestial", AutomationRealNavReportPositionCelestial ] There is also this line in Data/Automation/TDW_Automation.txt: ; Report_position_celestial,0,0,0,0,0,0,t But it is commented out for some reason, like the rest of the lines in that file. Anyway, TDW apparently uses his own commands through his own scripting. I tried simply adding an entry of 'Report_position_celestial' into commands.cfg but it's obviously not that simple because it didn't work in the game. For now I'm stumped. |
01-16-14, 02:23 PM | #41 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
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Quote:
What triggers the crew state? Maybe useful for voices reloaded, too, by keeping code smaller.
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01-16-14, 04:08 PM | #42 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
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The crew state is triggered automatically by the game. For example, if a line like this one is triggered:
Code:
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_01_A", 0 ); |
01-17-14, 04:57 AM | #43 |
Ace of the deep .
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Is that everything now , apart from real navigation ? Can I disable the officers bar now ?
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01-17-14, 06:21 AM | #44 |
A-ganger
Join Date: Apr 2009
Posts: 80
Downloads: 90
Uploads: 2
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Yeah, I guess so. Pretty much everything apart from real nav is accessible through dialogs now.
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01-17-14, 12:55 PM | #45 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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Quote:
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