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View Full Version : Command Chains - how to do it!


Mittelwaechter
05-06-08, 04:27 PM
Get you some command chains!

"Shift+A" to man the Flakguns, order aiming at any incoming aircraft and open fire over long distance?

Here we go:

Add < Key0=0x41,Cs,"shift+A";FlakCombo > to the following commands in (C:\Programs)\Ubisoft\SilentHunterIII\data\Cfg\Com mands_en.cfg:

[Cmd419], [Cmd423], [Cmd426], [Cmd427], [Cmd431]

Now change text of [Cmd419] with text of [Cmd431] to start the command chain with manning the Flakguns and to end it with "Fire at will!"

Looks like this: ( the < ; > tells the game to ignore the line!)

[Cmd419]
Name=Man_the_flak_gun
Ctxt=1
MnID=0x3F2D0003
Str=2945
Key0=0x41,Cs,"shift+A";FlakCombo

;Name=AAGuns_Fire_at_will
;Ctxt=1
;MnID=0x3F180006
;Str=1063
;Key0=0x41,Cs,"shift+A";FlakCombo

[Cmd423]
Name=AAGuns_Long_range
Ctxt=1
MnID=0x3F18000A
Str=1067
Key0=0x41,Cs,"shift+A";FlakCombo

[Cmd426]
Name=AAGuns_Aim_any
Ctxt=1
MnID=0x3F18000D
Str=1070
Key0=0x41,Cs,"shift+A";FlakCombo

[Cmd427]
Name=AAGuns_Closing_targets
Ctxt=1
MnID=0x3F18000E
Str=1071
Key0=0x41,Cs,"shift+A";FlakCombo

[Cmd431]
Name=AAGuns_Fire_at_will
Ctxt=1
MnID=0x3F180006
Str=1063
Key0=0x41,Cs,"shift+A";FlakCombo

;Name=Man_the_flak_gun
;Ctxt=1
;MnID=0x3F2D0003
;Str=2945
;Key0=0x41,Cs,"shift+A";FlakCombo

A watchofficer on duty may unleash hell with a "Shift+A" to answer an "Aircraft spotted!"

Now get you some command chains, my dotcomrades!

Enjoy!

Tessa
05-06-08, 11:49 PM
Pretty nifty set there. One thing that's always puzzled me is how the AI decides which people to send to the flak gun(s). I've got a CPO with the flak qualification, and 2 Seamen with the flak qualification (doesn't do anything, other than tag them for me as a marker to use them, as in the past they've actually been successful in shooting down planes) but its a crapshoot it seems when it comes to who automatically gets transferred to the flak guns despite having at least 1 person who's specifically qualified for that purpose (and doesn't get put up there).

Vacillator
05-07-08, 04:33 AM
That's a great idea :up:

Made me wonder, is there some way to program my watch officer to get his butt back outside after I surface the boat? Seems the first thing I always have to do is drag the lazy guy out of quarters and back up top, even though the other crew go up automatically!

Hope that makes sense ;)

Mittelwaechter
05-07-08, 06:06 AM
Afair the Flak-qualified is prefered to man the gun by default as long as he is 100% fit and off duty. If false => the game takes the first lazy guy in the row of the front compartment to fight the aircrafts.

You have to drag your watchofficer manually because you are forced to check the crew screen that way. Otherwise you may forget to send some guys to rest and run into trouble for the next attack (Sonar/Radio Ops, Torpedo Crew, Repair Gang...)

The function seems to be hardcoded, but there are some awesome modders out there...

Vacillator
05-07-08, 07:54 AM
You have to drag your watchofficer manually because you are forced to check the crew screen that way. Otherwise you may forget to send some guys to rest and run into trouble for the next attack (Sonar/Radio Ops, Torpedo Crew, Repair Gang...)

The function seems to be hardcoded, but there are some awesome modders out there...

Yes, that makes sense although I play with fatigue off so it matters not for my super-fit crew. Hopefully someone might find a way round it but thanks for the answer.

von hally
05-07-08, 01:22 PM
lo mates

not sure here.....but would using the available "set keys" mod not save you a lot of config. file changing?

im sure it has the capabilty

e.g- i currently have periscope depth...depth under keel check...and jump to outside view under the "p" button and extend scope fully alongside the f3 screen

Tessa
05-07-08, 01:47 PM
It might be possible to force the watch officer to go to the bridge using the integrated controls. Would need to find out what command the program sees when you move someone from the front quaters to the watch tower and tag that onto the surface boat command. I would think its possible as when you've got a machinist officer whenever you switch from disel <-> electric engines he automatically goes to the correct officer spot in the proper section as the crew switches.

Mittelwaechter
05-07-08, 05:04 PM
Oha! Downloaded Set Keys and checked its functionality.

Set Keys is capable to assign up to six keys to one command and includes this macro-function of chain commands.

Well - reinventing the wheel seems to be stupid!

Use Set Keys to manipulate your Commands.cfg! At least I learned something...


@Tessa

Do you know where to find these integrated controls?

johnm
05-12-08, 07:27 AM
Where can I download setkeys?


This sounds interesting, shame about the watch officer - the lazy so-n-so. I get fed up dragging him out of his bunk and throwing him on deck.

;)

Vacillator
05-12-08, 09:43 AM
There's a download for setkeys here:

http://www.subsim.com/subsim_files/patches2005_sh3.html

Version 1.11 - hope it's the current one!

johan_d
05-19-08, 06:34 PM
can you explain how it works? whats the map 1 and 2 I see? bit puzzled here..