SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-10-10, 04:35 PM | #3826 |
Black Magic
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08-10-10, 04:45 PM | #3827 |
Loader
Join Date: Aug 2009
Posts: 89
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amazing. Kudos!
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H.H. Gute Jagd! |
08-10-10, 05:09 PM | #3828 | |
Soundman
Join Date: May 2009
Location: Genova, Italy
Posts: 148
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Tanks TDW !!!! |
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08-10-10, 06:36 PM | #3829 |
Planesman
Join Date: Apr 2007
Location: Canada
Posts: 185
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this is completely off the hook.....i would say you have out done
yourself.....but something tells me your going to do it again its funny when i play SH5 (with your GUI) i feel....this is the way it should be....but it wasn't out of the box...thanks to you SH5 will stay on my PC for a very long time....thank-you |
08-10-10, 06:44 PM | #3830 | |
Black Magic
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Final testing on v4.0.0 is complete. Packaging up and getting it ready for release now |
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08-10-10, 06:56 PM | #3831 |
Watch Officer
Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
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Mmm, do you think there will be a way to use this feature to automatically plot an inbound/outbound course through the Kiel canal ?
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
08-10-10, 07:12 PM | #3832 |
Black Magic
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it's possible but not for sure. I'll have to write some new commands for it to do that. But that relies on whether I can add waypoints via scripting to the sub or not. If I can then yes it can be done.
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08-10-10, 07:38 PM | #3833 |
Black Magic
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v4.0.0 released The major feature in this version is Automation. Automation is a powerful tool that allows the player to define custom scripts that will be carried out by the crew with NO interaction required by the player. A powerful feature of Automation that I programmed in is that it can be extended - the commands 'known' can be increased by simply defining the command and adding it to the list of Automation's known commands. Once it's defined and registered it can be used in any Automation script.
The Automation scripts can use ANY command known by the game and it also uses custom commands defined by the user. The powerful feature of being able to define custom commands is that they are script code and thus you have access to anything you can do in a script. Now I know there are going to be many questions regarding Automation so bring 'em on |
08-10-10, 07:38 PM | #3834 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
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Would it be possible to create our own automated sequences on the fly (ie: in the game) by combining or choosing a set/sequence of predetermined actions/options?
Kind of a crappy way to explain, ask if you don't understand and I'll try to explain better
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08-10-10, 07:40 PM | #3835 | |
Black Magic
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I'll also look into adding a command that will allow you to 'call' another script from within a script. |
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08-10-10, 07:42 PM | #3836 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
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Basically what I meant was that:
First, you have your original scripts and automated actions (that came with v.4.0. Afterwards, you can have an option to combined and alter the scripts in a manner that you go step by step and select pre determined scripts by you to make custom scripts. In the sense: Instead of diving listening poking the scope up and then surfacing, I want to simply dive listen and then do a spiral search for 2 hours on 1/3. So you could have options like: Opening phase: A) Submerge Periscope Depth <-- Selected B) Submerge 40M C) etc, etc Middle: A)Scope up, listen, at 1/3 B)Scope down, listen at 1/3 C)1/3 spiral search for two hours, (scope up/down) End: A)Scope up, surface B) Scope down, listen, surface OR (if I chose dive to 40M say, a different set of options would appear. such as in the "middle phase" I have options of all stop, spiral search at 1/3 or straight run at 1/3, etc etc) Hopefully this is clearer Also, what changes did you do to the Submarine folder?
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Last edited by Krauter; 08-10-10 at 08:40 PM. |
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08-10-10, 08:49 PM | #3837 | |
Black Magic
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Now as far as what you're asking regarding custom scripts I guess I still don't understand. You can create your own custom scripts. It's just a simple matter of editing the TDW_Automation.SHA file. If you really want to get creative and you're familiar with programming and classes then you can make you own commands to use in the automation scripts. I think what you're asking above is for something like triggers to be added. You're looking for decision making to be added. Decision making is there but not per se. The 'decision making' would have to be coded in to a custom command or an existing command edited. |
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08-10-10, 08:51 PM | #3838 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
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Aaah ok, thank you for those two additions (I was wondering who changed them and wanted to thank whoever did )
Nono, basically what I mean is that someone (like me) who does not have experience scripting has the option to make their own automated actions by picking from a list of predetermined scripts/automations as defined by you. All in game of course
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08-10-10, 08:55 PM | #3839 | |
Black Magic
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In the next release I'll try and code in an editor that will allow you to define/edit scripts in game. |
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08-10-10, 09:04 PM | #3840 | |
Ocean Warrior
Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
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No I haven't taken a look.. lol I'll have to take a look under the hood to see if I can understand anything
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dbrn, favorite, new ui |
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