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Old 03-02-14, 04:16 PM   #2926
gap
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Originally Posted by TheDarkWraith View Post
That's a poor approach varying the minimum surface thing. If that test fails then no contact is detected. My way at least gets some kind of signal strength returned thus enabling a chance for contact to be detected.
yep, I also agree that your approach is better, and not only under the 'signal strenght vs minimum surface' respect imo. My suggestion was to take inspiration from the comments to Stiebler's mod, rather than from the mod itself

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Stumbled upon how the game decides which contact of a list of contacts detected by a unit is selected as the contact detected. Each unit has a priority number assigned to them. When the game iterates over all the contacts detected the unit with the highest priority value is the contact detected. Always wondered how the game decided this
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Old 03-02-14, 07:07 PM   #2927
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
Stumbled upon how the game decides which contact of a list of contacts detected by a unit is selected as the contact detected. Each unit has a priority number assigned to them. When the game iterates over all the contacts detected the unit with the highest priority value is the contact detected. Always wondered how the game decided this
Is this related in the mission editor 2 .
High priority contact True or False ?
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Old 03-02-14, 07:14 PM   #2928
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Originally Posted by sober View Post
Is this related in the mission editor 2 .
High priority contact True or False ?
Good question and well spotted
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Old 03-02-14, 10:29 PM   #2929
TheDarkWraith
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Originally Posted by sober View Post
Is this related in the mission editor 2 .
High priority contact True or False ?
Nope, completely different. That deals with how the unit is seen on the map.

The priorities I'm talking about are hard-coded in the SH5.exe. I'm not going to attempt to redo them but instead just insert some code to see if unit is AI sub and if so then merchants are priority over everything else.
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Old 03-03-14, 04:46 AM   #2930
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and what about a possible solution for multiplayer then, problem is that always only 1 sub get engaged in multiplayer, other subs are totaly ignored by the escorts, even if surfaced and in fireing range...
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Old 03-03-14, 12:10 PM   #2931
TheDarkWraith
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Originally Posted by Stormfly View Post
and what about a possible solution for multiplayer then, problem is that always only 1 sub get engaged in multiplayer, other subs are totaly ignored by the escorts, even if surfaced and in fireing range...
That's going to be a little tricky. Other than the priority thing I talked about earlier the sensor with the highest signal strength returned for it's contact is the contact the unit will track and engage.
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Old 03-04-14, 12:58 PM   #2932
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I was iterating over the object chain for a flower corvette and came across the Flag object. I followed it's controller chain and noticed something interesting: the controller for the flag tests the current TC level to TC level 32. If TC level is over 32 then flags don't get updated - i.e. no wavy. Can someone very this? Take TC level to 1024 and see if the flags wave.

Now I'm wondering if the frozen flags during TC level < 32 can be unfrozen by taking TC level >= 1024 then back to 1 Someone willing to try it?
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Old 03-04-14, 02:35 PM   #2933
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Quote:
Originally Posted by TheDarkWraith View Post
I was iterating over the object chain for a flower corvette and came across the Flag object. I followed it's controller chain and noticed something interesting: the controller for the flag tests the current TC level to TC level 32. If TC level is over 32 then flags don't get updated - i.e. no wavy. Can someone very this? Take TC level to 1024 and see if the flags wave.

Now I'm wondering if the frozen flags during TC level < 32 can be unfrozen by taking TC level >= 1024 then back to 1 Someone willing to try it?
i will do some test and will report back

EDIT:

yup if i go more then TC 32 the flag doesn't wave if i go under TC 32 it's wave again ...

Last edited by Sjizzle; 03-04-14 at 04:21 PM.
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Old 03-05-14, 04:24 AM   #2934
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Quote:
Originally Posted by TheDarkWraith View Post
That's going to be a little tricky. Other than the priority thing I talked about earlier the sensor with the highest signal strength returned for it's contact is the contact the unit will track and engage.
hmm, does the visual sensor in the game interpret a signal strange ?... if so and if possible, should it be rised in priority over other sensor`s then ?

...i would like playing mp using a fitting mega mod but the ignorance of the escorts regarding other human subs took me away from it.
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Old 03-12-14, 01:09 AM   #2935
TheDarkWraith
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figured out how to manually control the fore and aft diveplanes It's nothing simple, requires some patches to the files to work.

Looks like I also might have found all the ballast tanks for the sub

I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)

and any other icons you think will be needed for the diveplanes.

Last edited by TheDarkWraith; 03-12-14 at 01:26 AM.
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Old 03-12-14, 01:29 AM   #2936
Mikemike47
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Quote:
Originally Posted by TheDarkWraith View Post
figured out how to manually control the fore and aft diveplanes It's nothing simple, requires some patches to the files to work.

Looks like I also might have found all the ballast tanks for the sub

I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)

and any other icons you think will be needed for the diveplanes.
vdr1981 integrated the ballast tanks and the dive planes into Reworked submarine damage.
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Old 03-12-14, 07:16 AM   #2937
Tonci87
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Quote:
Originally Posted by TheDarkWraith View Post
figured out how to manually control the fore and aft diveplanes It's nothing simple, requires some patches to the files to work.

Looks like I also might have found all the ballast tanks for the sub

I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)

and any other icons you think will be needed for the diveplanes.
That is awesome!
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Old 03-12-14, 07:48 AM   #2938
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Amazing

Quote:
Originally Posted by TheDarkWraith View Post
figured out how to manually control the fore and aft diveplanes It's nothing simple, requires some patches to the files to work.

Looks like I also might have found all the ballast tanks for the sub

I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)

and any other icons you think will be needed for the diveplanes.
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Old 03-12-14, 08:56 AM   #2939
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Media fire is down. Has anyone got a working link?
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Old 03-12-14, 09:47 AM   #2940
vdr1981
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Quote:
Originally Posted by TheDarkWraith View Post
figured out how to manually control the fore and aft diveplanes It's nothing simple, requires some patches to the files to work.

Looks like I also might have found all the ballast tanks for the sub

I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)

and any other icons you think will be needed for the diveplanes.
For the first time in SH series! TY very much !
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