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Athlonic
03-26-10, 02:59 PM
Athlonic's MCCD "More Crew Commands by Dialog" MOD (for Silent Hunter 5 v1.2.0 Ready)


Version : 1.04
Version : 1.04 MFCM (compatible with Heretic's MightyFine Crew mod v1.2.1)
Released : 14 may 2010


Hi,

MCCD is a mod to add some (missing) commands by dialog and animations to our officers.
Like : returning to course, depth under keel, stop batteries rechaging, ...

http://lh4.ggpht.com/_iSYi6qALEs8/S60PD4avFKI/AAAAAAAACy8/f1MlsZqSxnc/MCCDSH5a.jpg


http://lh4.ggpht.com/_iSYi6qALEs8/S60PEKlGVVI/AAAAAAAACzA/1Ex6P8rjS10/s512/MCCDSH5b.jpg


NEW Installation procedure in 2 steps (JSGME ready):


MCCD come in 2 versions, and 6 localizations install only one of each !
Versions, install only one :

- More crew commands dialog vX.XX : The Mod itself, english version by default
- More crew commands dialog vX.XX MFCM v1.2.1 compatible : if you are using the magnificient "Heretic's Mighty Fine Crew mod v1.2.1"

then install a localization if needed :

- MCCD vX.XX FRA : Addon for french version
- MCCD vX.XX GER : Addon for german version
- MCCD vX.XX ITA : Addon for italian version
- MCCD vX.XX POL : Addon for polish version
- MCCD vX.XX SPA : Addon for spanish version


Extract the archive in a folder of your choice,
copy only the desired version (and localization addon if needed) to the MODS folder,
and then activate the main MCCD mod first and then the localization with JSGME (confirm overwriting).
(help for JSGME utilisation here : http://www.subsim.com/radioroom/showthread.php?t=163447)

For compatibility with Heretic's MFCM : install MFCM v1.2.1 mod first and then the MCCD vX.XX MFCM version of this mod,
then confirm files overwriting.



Warnings:


- it seem's you can install this mod while on patrol without problem, but I still recommand to :
* return to port
* quit the game
* install (or uninstall) mods
* relaunch the game
* reload the "back to port autosave"

- if you install a "MFCM compatible" version without MFCM (or another version than v.1.2.1) installed it will result in a CTD.

- on some occasions when loading a "on patrol" savegame, some speech won't play, this happened even without the mod.
workaround : reload your savegame again, or load an hystorical mission first, seem's to fix this.


Note:
Lots of work and testing left to do but it's a start.
Also it's my first try at scripting, so any help or tips would be appreciated.

Thanks to :
- Heretic and Elanaiba for their tips,
- Hansolo78 for german translation,
- Lynx for spanish translation,
- Jaxa for polish translation,
- Mithrandir for italian translation.


Download link : http://www.subsim.com/radioroom/downloads.php?do=file&id=1671 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1671)


Change log :

version 1.04 :

- updated german localization for SH5 v1.2.0 compatibility
- navigator now report if weather is improving or changing for the worse accordingly with weather's state.

version 1.03 :

- added a polish localized version
- added an italian localized version
- Radioman :
* maked animations and feedback for radio message reports more realistics (morse code, and pen visible while writing)
* replaced the previous song (useless) gramophone's command by a famous "Das Boot" movie moment


version 1.02 :

Dialog commands added :
- Navigator :
* Report max range at current speed

- Watch officer :
* ability to transfert some Chief's, Radio man's and Nav's orders when on watch
(to preserve the ladder and your knees)

- Radio man :
* send contact report
* send patrol report
* gramophone controls

Cosmetics changes :
- maked dialogs hearable when on watch
- maked the time needed for returning to course a little shorter


version 1.00 (initial release):
- added feedback when issuing orders (speech, animations)
- added a spanish localized version


version 0.91b (beta release) :
- added a german localized version (thanks to HanSolo78 for the translation)

version 0.9b (beta) :
Dialog commands added :
- Chief officer :
* Standard propulsion mode (for all diesel power even with batteries not fully charged)
* Recharge batteries mode

- Navigator officer :
* Report depth under keel
* Weather report
* Return to course

Athlonic
03-26-10, 03:00 PM
To do list (Work In Progress):




Commands to add (if possible) :

- Navigator :
* search patterns (causing CTD right now)

- Sonar man :
* Repeat last report
* Report nearest ship (WIP)
* Report nearest warship (WIP)
* Follow nearest ship (report only bearing : annoying)
* Follow nearest warship (report only bearing : annoying)
* Estimated range to contact
* Return to swipping mode (not necessary following is a no go)

- Watch officer :
* Report nearest visual contact (doesn't work)
* Fire at will (command doesn't seem to trigger)
* Hold fire (command doesn't seem to trigger)

- Chief :
* engines controls
* depth controls

- Radio man :
* Radio's controls (doesn't work)

Fine tuning :
- make Navigator "report weather" available at periscope depth too (WIP)
- make Navigator "saying weather going to the worse/is improving" accordingly with actual weather change (WIP)

HanSolo78
03-26-10, 03:14 PM
Hey.. good job!! :yeah:
What about a german version?
I could translate some german parts in a short time if it´s only that!


regards
Han

Ablemaster
03-26-10, 03:20 PM
Nice idea, just downloaded, thanks. :up:

Athlonic
03-26-10, 03:23 PM
Hey.. good job!! :yeah:
What about a german version?
I could translate some german parts in a short time if it´s only that!


regards
Han


Thanks, and you have a PMessage :03:

toby66
03-26-10, 03:23 PM
Great idea as it fits right in into the concept of SHV. I strongly supoort the idea of a german version!

AVGWarhawk
03-26-10, 03:28 PM
Hell, that is nice! :up:

Will-Rommel
03-26-10, 03:32 PM
Superb, like stated earlier, really fit in well with SH5.

Question : Does installing this + TDW UI mods can screw some commands or there is no conflict?

HanSolo78
03-26-10, 03:48 PM
Thanks, and you have a PMessage :03:

Done :03:

Bilge_Rat
03-26-10, 04:02 PM
very nice, it works perfectly here in win XP. I like being able to ask the navigator for depth under keel, makes him feel useful.

I presume you will try to add orders for the soundman, I would rate this as a priority, but its your mod.

very impressive. :up:

sergei
03-26-10, 04:31 PM
Very good work Athlonic. :up:
It's nice to ask them to do something useful, rather than how's the wife and kids.

I presume you will try to add orders for the soundman, I would rate this as a priority, but its your mod

+ 1 on that. :DL

ReallyDedPoet
03-26-10, 04:38 PM
Very nice :up:

Athlonic
03-26-10, 05:03 PM
version 0.91b :
- added a german localized version (thanks to HanSolo78 for the translation)


:03:

Sonarman
03-26-10, 05:24 PM
Fantastic work Athlonic (and Heretic) although screenshot 2 illustrates why tabbed panels should probably be used if possible in the future of this mod, it would allow division of general orders/ special abilities/ chit chat and stop the boxes becoming huge in depth as the amount of orders increase. maybe the tabbed management screen could offer some insight into this?
Anyway brilliant work this far, definitely a must have mod which perfectly illustrates the devs original intentions for the game UI.

Vorkapitan
03-26-10, 05:39 PM
Excellent mod.....was hoping!! :yeah::yeah::yeah:

Athlonic
03-26-10, 05:53 PM
Superb, like stated earlier, really fit in well with SH5.

Question : Does installing this + TDW UI mods can screw some commands or there is no conflict?

Shouldn't be a problem as I have not modded UI files nor the Commands.cfg file so "Hotkeys mods" should be compatible too.

Fantastic work Athlonic (and Heretic) although screenshot 2 illustrates why tabbed panels should probably be used if possible in the future of this mod, it would allow division of general orders/ special abilities/ chit chat and stop the boxes becoming huge in depth as the amount of orders increase. maybe the tabbed management screen could offer some insight into this?
Anyway brilliant work this far, definitely a must have mod which perfectly illustrates the devs original intentions for the game UI.

Don't know for Tabs, but a dialog line can open a new dialog window so I plan to use this system for the Sonarman and the Chiefs engines and depth controls.

Sonarman
03-26-10, 05:59 PM
Don't know for Tabs, but a dialog line can open a new dialog window so I plan to use this system for the Sonarman and the Chiefs engines and depth controls.

That sounds great, and thanks again for this great mod Athlonic.

longam
03-26-10, 06:03 PM
Excellent mod, will try tonight.

schurem
03-26-10, 06:06 PM
i really like the thinking behind this. :up:

THE_MASK
03-27-10, 12:33 AM
This is a really great mod and i was hoping someone could do this . Keep up the good work .

migidigames
03-27-10, 12:50 AM
In the Mod description it says "Fire at will" option is available, i wonder if there is also something like "Target nearest Airplane" ?! If not please add it, i was not able yet to let my crew shoot a plane, almost impossible to me as i can only give a target by using binocular and even if i see a plane with it i can not make it target.. (or did i miss something in game ? ^^)

Athlonic
03-27-10, 02:06 AM
In the Mod description it says "Fire at will" option is available, i wonder if there is also something like "Target nearest Airplane" ?! If not please add it, i was not able yet to let my crew shoot a plane, almost impossible to me as i can only give a target by using binocular and even if i see a plane with it i can not make it target.. (or did i miss something in game ? ^^)

Hi, yes the commands "Fire at will" for Deckguns and another one for Flackguns exists but for some supernatural reasons it doesn't work right now. I'll do my best.

:03:

SabreHawk
03-27-10, 06:03 AM
Oh yeah, thank.......you ..........sir! For working on this, it's the one non working thing in SH5 that has driven me nuts, especially the navigator's total lack of any commands at all. And his constant reminding me of being in shallow waters.
I keep saying geez dude, I know will ya shut up about it already?:stare:

lumat83
03-27-10, 03:23 PM
Very nice idea,very nice mod.

But :cry: I've a problem. when I order an emergency dive, the game crash and return to windows.

I use a command.cfg for AZERTY keyboard. In this file, the emergency dive is the "C" key.
Maybe is it a problem with this ?

Athlonic
03-27-10, 03:49 PM
Very nice idea,very nice mod.

But :cry: I've a problem. when I order an emergency dive, the game crash and return to windows.

I use a command.cfg for AZERTY keyboard. In this file, the emergency dive is the "C" key.
Maybe is it a problem with this ?

I will investigate this, what version are you using ?
Standalone or MFCM ?

Azerty here too, and keyboard shorcuts should not interfere with this mod.

The only reason I see right now, is that you could have installed a MFCM version without Heretic's MightyFine Crew mod installed.

Keep me updated.

lumat83
03-27-10, 04:44 PM
Thank you for your help :)

I use MFCM 1.2.1
http://www.subsim.com/radioroom/showthread.php?t=163591

The command.cfg is in this file :
http://www.mille-sabords.com/forum/index.php?showtopic=39993

tracker
03-27-10, 05:44 PM
A great mod just the thing sh5 needed just tried it ,I think your on the right track on how to give out orders :yeah::woot::salute:

elanaiba
03-27-10, 05:55 PM
Nice!

You may want to look into the speech files directories, you may find lots of unused but interesting files ;)

Athlonic
03-27-10, 06:11 PM
Nice!

You may want to look into the speech files directories, you may find lots of unused but interesting files ;)

Thank you for this info. I sweared I heard a "Following plotted course" speech while seeking in some ogg files...

But I will have some problem to understand all words, because I've installed german voices for immersion...
(mmh time to reinstall in english)

Also I don't know why but VLC do not play ogg files till the end, it is like it play 50% and cut.


Is there any another ogg player ?

Deutschland
03-27-10, 06:19 PM
Athlonic, continue the good work..

Athlonic
03-27-10, 06:32 PM
To do list UPDATED (Work In Progress):



Commands to add (if possible) :

- Sonar man :
* Repeat last report
* Report nearest ship (WIP)
* Report nearest warship (WIP)
* Follow nearest ship (report only bearing : annoying)
* Follow nearest warship (report only bearing : annoying)
* Estimated range to contact
* Return to swipping mode (not necessary following is a no go)

- Watch officer :
* Ability to transfert Chief and Nav orders when on deck (WIP)
* Report nearest visual contact (WIP)
* Fire at will (command doesn't seem to trigger)
* Hold fire (command doesn't seem to trigger)

- Chief :
* engines controls
* depth controls

- Radio man :
* Gramophone's controls

Fine tuning :
- adding officers feedback when issuing orders (sound, text) (WIP)
- make popup dialogs to regroup orders by function (WIP)
- make Navigator "report weather" available at periscope depth too
- ...

jean74
03-28-10, 03:22 AM
Hi Athlonic,

Thanks to you for your incredible and very impressive work !!! :yeah:
With your improvement, SH5 is more immersive !!! Without "moddeurs" like you, SH5 never lived. :yep:

Many tanks !!!

Best regards, :salute:


Jean
PS : Impressionné et heureux de voir un compatriote si doué dans le "modding" de SH5 ! J'aimerai avoir tes compétences et ton habileté à comprendre le fonctionnement des outils de SH5. Merci à toi pour ta contribution !!!

kylania
03-28-10, 03:24 AM
* Follow nearest ship (report only bearing : annoying)
* Follow nearest warship (report only bearing : annoying)


As annoying as it may be, it's also a major tool for 100% realism game play and hydrophone tracking. Just saying. :)

PL_Andrev
03-28-10, 04:01 AM
To do list UPDATED (Work In Progress):

I have two addition commands for uboat's Navigator:

• Set parallel course (to clostest target?)
• Intercept the target (the closest target?)

Both command are descibed here: http://www.subsim.com/radioroom/showthread.php?t=164798

Missing photos:
http://img690.imageshack.us/img690/6856/kursy.jpg

jaxa
03-28-10, 07:08 AM
Good work Athlonic :up:
Is it possible to release Polish language pack for your mod? I can translate new commands for you from English to Polish if you want.
It would be good for Polish players to play in their native language.

Athlonic
03-28-10, 08:51 AM
Good work Athlonic :up:
Is it possible to release Polish language pack for your mod? I can translate new commands for you from English to Polish if you want.
It would be good for Polish players to play in their native language.

No prob, you have a pm.

:03:

vickers03
03-28-10, 12:16 PM
Nice!

You may want to look into the speech files directories, you may find lots of unused but interesting files ;)
will they be used in a future patch?:hmmm:

gimpy117
03-28-10, 12:32 PM
:up: been waiting for this...good job!

Athlonic
03-28-10, 05:01 PM
will they be used in a future patch?:hmmm:


In future patchs I don't know ...

in the next version of my mod : Hell yeahh ^^

Thoses script thingies are outstanding ! You can do almost do every thing you want.

:woot:

Athlonic
03-28-10, 05:11 PM
I have two addition commands for uboat's Navigator:

• Set parallel course (to clostest target?)
• Intercept the target (the closest target?)

Both command are descibed here: http://www.subsim.com/radioroom/showthread.php?t=164798




Nice one !
Have to find which commands are triggered by thoses buttons.

Thanks

lynx
03-28-10, 05:17 PM
superb! , a version in Spanish is possible?, more than 350 million people we spoke Spanish.
:salute: Thanks http://i41.tinypic.com/v8g7zn.gif

Athlonic
03-28-10, 05:56 PM
Jaxa and Lynx :

You have a PM ...

:ping:

mobucks
03-29-10, 03:54 AM
awesome awesome keep up the great essential work!

Athlonic
03-29-10, 08:46 AM
Beta stade finished.

New version released !

version 1.00 :
- added feedback when issuing orders (speech, animations)
- added a spanish localized version


Essentialy cosmetics changes but now it looks more "professional" so I would like to share.

I am still working on more commands and stuff.

sentenc3
03-29-10, 09:02 AM
Thank you very much ... we spoke Spanish we thank thee:yeah::salute::salute:

lynx
03-29-10, 09:37 AM
Perfect! , the orders now them are more direct and effective. Thanks to consider to which we spoke Spanish.
Merci :up:

java`s revenge
03-29-10, 11:43 AM
And please delete for example, the how is your wife bla bla bla....:88)

Westbroek
03-29-10, 01:18 PM
I'm so happy that my navigator has a reason to live now. I suspect he's pleased as well since he was always eating food that could have gone to sailors that actually did their job and some of the crew were whispering about throwing him overboard. You arrived in the nick of time Athlonic. My navigator thanks you.
Cheers

Athlonic
03-29-10, 04:27 PM
Perfect! , the orders now them are more direct and effective. Thanks to consider to which we spoke Spanish.
Merci :up:

Actualy I would say orders are more alive, but now it take some time to return to course for example. No more clic and go, now the nav will order the course change, then engine operations will occur and when done the nav will acknowlegde the order.

And please delete for example, the how is your wife bla bla bla....:88)

What ? You're kidding right ? The story is the core of the game, and I really care about my gir.... humm... my Chief's wife !
:DL

I'm so happy that my navigator has a reason to live now. I suspect he's pleased as well since he was always eating food that could have gone to sailors that actually did their job and some of the crew were whispering about throwing him overboard. You arrived in the nick of time Athlonic. My navigator thanks you.
Cheers

:har:

ReallyDedPoet
03-29-10, 06:08 PM
Nice :up:

simsurfer
03-30-10, 01:34 PM
Not sure if this an issue with the masses or not, I downloaded this mod last night and every time I clicked to go to Periscope Depth, my game would freeze and crash.

This is the list of mods that I have running,

Really Fine Crew,
Old Style Controls,
Conus Graphic Mod,
Fistfull of Emblems,
Lite Campaign mod
Camera Tweak

I like your mod a lot, it added a lot of neat dialog between the crew, just to bad my game kept crashing. Can you look into this?

Athlonic
03-30-10, 03:45 PM
Not sure if this an issue with the masses or not, I downloaded this mod last night and every time I clicked to go to Periscope Depth, my game would freeze and crash.

This is the list of mods that I have running,

Really Fine Crew,
Old Style Controls,
Conus Graphic Mod,
Fistfull of Emblems,
Lite Campaign mod
Camera Tweak

I like your mod a lot, it added a lot of neat dialog between the crew, just to bad my game kept crashing. Can you look into this?

Hi, sorry to hear you have problem.
I can't reproduce the crash, all working fine here.

You may want to try MCCD "standalone" version without other mods to see what happens.
Also be sure to use Heretic's MightyFine crew v1.2.1 with MCCD 1.0
And MFCM first then MCCD.

Keep me updated. Hope this helps.

EAF274 Johan
03-30-10, 04:38 PM
Just want to say that this is an awesome improvement. I was particularly surprised to see how natural it all looks with the Nav walking towards the map, pauses, and then says the weather is improving! :up: (is the weather really improving or is this just a phrase added "for flavour"? - either way I love it).

Suggestion: Will you consider resizing the dialogue box and text, because I find it is taking up a lot of space.

Looking forward to further additions!

Athlonic
03-30-10, 08:09 PM
Just want to say that this is an awesome improvement. I was particularly surprised to see how natural it all looks with the Nav walking towards the map, pauses, and then says the weather is improving! :up: (is the weather really improving or is this just a phrase added "for flavour"? - either way I love it).

Suggestion: Will you consider resizing the dialogue box and text, because I find it is taking up a lot of space.

Looking forward to further additions!

Thank you,

Nice catch here, for now the "weather is improving" is only for flavour. I am still testing some script to make it following the actual weather.

For the size of dialogs, It's a UI design job and I don't have the knowlegde on this, sorry.
Next versions will have popup dialogs to help with windows sizes.

next version to be released soon:

Navigator :
- Maximun range at current speed
- 3 search patterns plotting !

Watch officer :
- ability to transfert some Chief's, Radio man's and Nav's orders when on watch
(to preserve the ladder and your knees)

Radio man :
- send contact report
- send patrol report
- gramophone controls
- some surprises ;)


cosmetics changes :
- added polish localized version
- maked the speech hearable when on watch
- maked the duration of returning to course a little shorter

simsurfer
03-30-10, 09:55 PM
Hi, sorry to hear you have problem.
I can't reproduce the crash, all working fine here.

You may want to try MCCD "standalone" version without other mods to see what happens.
Also be sure to use Heretic's MightyFine crew v1.2.1 with MCCD 1.0
And MFCM first then MCCD.

Keep me updated. Hope this helps.

Yes, I was using the older version of MFCM, I updated that, will try it again, hope it works, will report back

Txema
03-31-10, 03:54 AM
Athlonic,

Could you add also the radio controls to the Radio man to be able to hear the radio stations?

I know it can be done by using the "t" key with "Church's Keyboard Commands" mod, but it would be nice to be able to do it by interacting directly with the radio man :up:


Txema

Athlonic
03-31-10, 05:10 AM
Athlonic,

Could you add also the radio controls to the Radio man to be able to hear the radio stations?

I know it can be done by using the "t" key with "Church's Keyboard Commands" mod, but it would be nice to be able to do it by interacting directly with the radio man :up:


Txema

Will do :03:

Lopo
03-31-10, 06:55 AM
First of all, thank you a lot for your work, Your mod is really a must have.
I read that Ubisoft will soon release its next patch v.1.2.
Will you wait for it before releasing your next version?

Take care

Athlonic
03-31-10, 11:15 AM
First of all, thank you a lot for your work, Your mod is really a must have.
I read that Ubisoft will soon release its next patch v.1.2.
Will you wait for it before releasing your next version?

Take care

No, I have a new version almost ready, I'll send to my fellow translators some work to do :O:
And release the next version hopefully for this weekend.

Then yes I'll turn into a "standby mode" untill the release of the 1.2 patch to minize the compatibility task.

Glad you enjoy it.

:03:

ReallyDedPoet
03-31-10, 11:16 AM
Nice regarding the update. I am enjoying this one :yep::up:

Txema
03-31-10, 11:51 AM
Will do :03:


Thank you !!! :DL


Txema

johan_d
03-31-10, 02:34 PM
Hi,

I use a key remap mod, so when I click, thus not using the keyboard, the sub surfaces, (click on surface) the boat raises to 8 meters but not more.
Is this due to to different keys or ?

Johan

johan_d
03-31-10, 02:47 PM
ah, another mod caused this.. solved!
http://www.subsim.com/radioroom/showthread.php?p=1342419&posted=1#post1342419

Athlonic
04-03-10, 03:20 AM
Athlonic,

Could you add also the radio controls to the Radio man to be able to hear the radio stations?

I know it can be done by using the "t" key with "Church's Keyboard Commands" mod, but it would be nice to be able to do it by interacting directly with the radio man :up:


Txema

So after some testing, it seems that we can't trigger the radio control with a "crew AI" command, but works fine with key command.

As I want to avoid modding the "commands.cfg" file to allow compatibility with key-shortcuts mods, I will skip the radio function till a solution is found.
Sorry. :cry:



-> To my translation "team" : you've got mail ^^

:03:

Athlonic
04-03-10, 03:04 PM
NEW VERSION !

Version : 1.02
Version : 1.02 MFCM (compatible with Heretic's MightyFine Crew mod v1.2.1)
Released : 03 april 2010


Change log :

version 1.02 :

Dialog commands added :
- Navigator :
* Report max range at current speed

- Watch officer :
* ability to transfert some Chief's, Radio man's and Nav's orders when on watch
(to preserve the ladder and your knees)

- Radio man :
* send contact report
* send patrol report
* gramophone controls

Cosmetics changes :
- maked dialogs hearable when on watch
- maked the time needed for returning to course a little shorter


I have had hard time trying to make search patterns and radio controls and other stuff working, but no luck.
It seems that some commands are not fully implemented right now and can not be triggered by AI crew scripts.

Hope you will enjoy this new version anyway, now time to wait for the next 1.2 official patch.

:03:

astradeus
04-04-10, 04:41 AM
merci pour cet exellent travail qui rend notre équipage bien plus interactif et immersifs.:up:

kylania
04-04-10, 05:01 AM
- Watch officer :
* ability to transfert some Chief's, Radio man's and Nav's orders when on watch
(to preserve the ladder and your knees)


That's a really great idea!

Athlonic
04-04-10, 08:49 AM
merci pour cet exellent travail qui rend notre équipage bien plus interactif et immersifs.:up:

De rien ! (you are welcome)

:03:

toby66
04-04-10, 12:41 PM
Great update, especially giving the watch officer orders instead of walking down the ladder is a great idea. Cela que tu fais pour nous est vraiment magnifique, merci bien!

rsvette12
04-04-10, 02:52 PM
Thanks so much, great work. :)

Rich

ReallyDedPoet
04-04-10, 06:09 PM
Nice work :up:

Txema
04-04-10, 07:04 PM
So after some testing, it seems that we can't trigger the radio control with a "crew AI" command, but works fine with key command.

As I want to avoid modding the "commands.cfg" file to allow compatibility with key-shortcuts mods, I will skip the radio function till a solution is found.
Sorry. :cry:



-> To my translation "team" : you've got mail ^^

:03:

OK, no problem... Thank you very much for trying !!!

Perhaps it will be possible after the next patch\es.

And thanks for the update !!! :DL


Txema

rsvette12
04-04-10, 07:48 PM
This is a great mod, thank you but one thing when I hit "p" for periscope depth sh5 closes and I'm back on my desktop weird never did this until I loaded this mod, if I uninstall it all is good anyway to get this working, thanks.

Regards, Rich

Athlonic
04-04-10, 08:00 PM
This is a great mod, thank you but one thing when I hit "p" for periscope depth sh5 closes and I'm back on my desktop weird never did this until I loaded this mod, if I uninstall it all is good anyway to get this working, thanks.

Regards, Rich

Hi, check you are using a MFCM version with Heretic MightyFine crew mod version 1.2.1 ONLY.
This have already be reported causing CTD when another version was used.

Cheers.

rsvette12
04-04-10, 09:31 PM
Dah, thanks pal appreciate it. :yeah::yeah::yeah:

Regards, Rich

Ruby2000
04-05-10, 04:24 PM
Hi Athlonic,

really a great job! :yeah:

Commands to add (if possible) :

- Navigator :
* search patterns (causing CTD right now)

- Sonar man :
* Repeat last report
* Report nearest ship (WIP)
* Report nearest warship (WIP)
* Follow nearest ship (report only bearing : annoying)
* Follow nearest warship (report only bearing : annoying)
* Estimated range to contact
* Return to swipping mode (not necessary following is a no go)

- Watch officer :
* Report nearest visual contact (doesn't work)
* Fire at will (command doesn't seem to trigger)
* Hold fire (command doesn't seem to trigger)

- Chief :
* engines controls
* depth controls

- Radio man :
* Radio's controls (doesn't work)

Fine tuning :
- make Navigator "report weather" available at periscope depth too
- ...


Perhaps, I can help with find the correct commands. I have made Key-commands for the german layouts. If you want I can help for include new commands.

You can see the key-commands on this page (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6591061738) (in german)
I also wanted to assign the orders by dialog. But I am a beginner with AI-scripts.

Regards Ruby

Mithrandir
04-06-10, 04:37 AM
Dear Athlonic,
I tried your good MOD (MCCD) and I liked it a lot. Personally I prefer it between other interfaces MODs because it adds commands without changing the SH5 philosophy (some role-playing in the game, I like it)...
For this reason, having the Italian version of the game I translated your MOD in Italian.
Furthermore I added some commands for the sonarman (what is the nearest contact, follow nearest contact, return to normal sweep, estimate range to contact)...

If you agree I can sent to you my version so you can integrate it in your MOD. Let me know...

Bye,
Mith.

Ablemaster
04-06-10, 05:22 AM
Good stuff, being able to ask and have more choices certainly helps and is more realistic and emmersive, thanks, excellent.

EgoApocalypse
04-06-10, 01:09 PM
Good stuff, being able to ask and have more choices certainly helps and is more realistic and emmersive, thanks, excellent.

Agree adds alot to the game, Cheers.

Athlonic
04-07-10, 06:25 AM
Hi Athlonic,

really a great job! :yeah:

Perhaps, I can help with find the correct commands. I have made Key-commands for the german layouts. If you want I can help for include new commands.

You can see the key-commands on this page (http://forums-de.ubi.com/eve/forums/a/tpc/f/1151033738/m/6591061738) (in german)
I also wanted to assign the orders by dialog. But I am a beginner with AI-scripts.

Regards Ruby

Thank you, all commands in the commands.cfg seem's to work ok with key binding but some won't trigger by scripts right now. I don't know if it has something to do with waypoints enabled actions, still investigating.

Nice work for guns control by the way. :up:
Feel free to look in my mod files to see how it goes, nothing hard.


Dear Athlonic,
I tried your good MOD (MCCD) and I liked it a lot. Personally I prefer it between other interfaces MODs because it adds commands without changing the SH5 philosophy (some role-playing in the game, I like it)...
For this reason, having the Italian version of the game I translated your MOD in Italian.
Furthermore I added some commands for the sonarman (what is the nearest contact, follow nearest contact, return to normal sweep, estimate range to contact)...

If you agree I can sent to you my version so you can integrate it in your MOD. Let me know...

Bye,
Mith.

Sure thanks, you've got PM. :03:
Does your sonarman report all data when following a contact ?
Here he would just tell bearing and it sound a little annoying, that's why I've pulled it off right now.

Mithrandir
04-07-10, 08:16 AM
Hi Athlonic,
my sonarman reports only bearing by voice and gives complete data in textual form in the text window... Useful if I play with no map contacts update! :)

Bye,
Mith

P.S.: About opening/closing torpedo tubes, I discovered that closing a tube it really opens it and flooding a tube actually closes it... Maybe we can solve the problem inverting the commands... I already tried on my SH5 and it works... :)

Ruby2000
04-07-10, 11:20 AM
Feel free to look in my mod files to see how it goes, nothing hard.
Hi Athlonic,

I will do this, thank´s :DL. I will try to integrate the Nav - commands:

Report_time_to_course_end
Report_range_to_course_end
I give you an answer by PM. Is this OK?


Regards Ruby

Ducimus
04-07-10, 05:17 PM
Awesome! I was hoping someone would come out with a mod like this. :up::up:

Ruby2000
04-08-10, 10:02 AM
Hi Athlonic,

you have an PM from me.

Regards Ruby

t0maz
04-10-10, 04:48 AM
Great Mod! :rock:
I like very much that I must wait for reponse like depth under keel or radio msg send.
Its more realistic! :up:
Thx man!

Athlonic
04-13-10, 02:46 PM
Hi kaleuns,

New version available : v 1.03

Warnings:

- DO NOT install this version if your Silent Hunter game is already patched to the v1.2 version (even the beta one) !


Change log :


- added a polish localized version
- added an italian localized version
- Radioman :
* maked animations and feedback for radio message reports more realistics (morse code, and pen visible while writing)
* replaced the previous song (useless) gramophone's command by a famous "Das Boot" movie moment


Hope you enjoy those little tiny changes.

More to follow next week...

kylania
04-13-10, 03:07 PM
v1.2 version (even the beta one) !

:o:hmmm:

Athlonic
04-14-10, 08:59 AM
:o:hmmm:


He he, just to be sure ... you never know.

:D

TheBlobThing
04-24-10, 12:08 PM
Awesome mod! Love the immersion this mod gives. However I seem to be having some trouble with my navigator. The Depth under keel command makes him pause (as is intended) but after pinging the bottom twice I never receive a report from him! It kind of worked when I had just installed your mod but now it doesn't. What gives?

Am using MFCM too.

Athlonic
04-24-10, 01:07 PM
Hi TheBlobThing,

Try to load an Historical mission and see if works well.
If so, reload then your campagne savegame it should works.

I have experienced sound dialog loss even with the stock game on campagne reload sometimes.

Finaly, do you see the depth under keel in text in the lower right corner ?

TheBlobThing
04-24-10, 02:24 PM
Hi TheBlobThing,

Try to load an Historical mission and see if works well.
If so, reload then your campagne savegame it should works.

I have experienced sound dialog loss even with the stock game on campagne reload sometimes.

Finaly, do you see the depth under keel in text in the lower right corner ?

Thanks for the quick reply!

Just tried a historical mission. It works fine there but on reloading my campaign the lazy SOB just... WAIT! I'm replying from the Steam in-game browser and as I'm tryping this I hear him in the background with a (much) delayed response!

It seems that after the first time where he waits for around 1-1½ minutes with answering me, he answers promptly. Sort of like having to "break the ice" with him.

To answer your other question, it wasn't just sound dialogue that was missing, there was no text answer in the message box in the lower right corner. This odd delay is just really weird.

Athlonic
04-24-10, 03:06 PM
:DL

Strange, maybe your nav is in a bad mood.

Scripts are OK, seem's that the game doesn't trigger the command well on some cicunstances.

In the so awaited 1.2 patch they added this command so I will check how they done to see if I did something wrong.

Thank you for your feedback.

TheBeast
04-27-10, 03:06 PM
May, 5, 1943 - Black May mission:
My Radioman tells me "Herr Kaleun! An urgent message from the BdU. I think you should read this right away."
There are no response options listed.:damn: I have saved game, exited and restarted to no avail. I have also restarted from inport save and end up with same issue.:damn:

Please Advise!

Thank you!
-TheBeast

Athlonic
04-27-10, 03:21 PM
May, 5, 1943 - Black May mission:
My Radioman tells me "Herr Kaleun! An urgent message from the BdU. I think you should read this right away."
There are no response options listed.:damn: I have saved game, exited and restarted to no avail. I have also restarted from inport save and end up with same issue.:damn:

Please Advise!

Thank you!
-TheBeast

Hi, this is a campaign dependent thingy.
Have you looked at the captain log to see if you can read the radio message ?

TheBeast
04-27-10, 03:37 PM
Hi, this is a campaign dependent thingy.
Have you looked at the captain log to see if you can read the radio message ?
Yes, I search through all radio messages and didnt find any messages related to this. I even open CMD window and used "FINDSTR" to try and follow this event in PY, TXT files but not having any luck.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1933

Athlonic
04-27-10, 04:25 PM
Ok,

this dialog is triggered inside the game code.

In dialogs.cfg you can see this :


[Dialog 872]
ID=919
Human=RADIO
Campaign=Black May
Sound=data\Sound\Speech\SoundMan\Normal\TM_RR_HIDR O_D08_A.ogg
Text=Text_Dialog_920
Delay=0.920000


The line :
Text_Dialog_920=Herr Kaleun! An urgent message from the BdU. I think you should read this right away.
In dialogs.tsr is the title of your windows here.

Seems like a bug in the story line system.
If you still want to know what's next look in this file:
"Data\UPCDataGE\UPCLocalization\dialogs.tsr"
And read from line Text_Dialog_920 to 931.
You should be able to guess the story.

Warning to others : SPOILER ALERT do not do this if you are not at this stade of the campaign.

TheBeast
04-27-10, 04:34 PM
Ok,

this dialog is triggered inside the game code.

In dialogs.cfg you can see this :



The line :
Text_Dialog_920=Herr Kaleun! An urgent message from the BdU. I think you should read this right away.
In dialogs.tsr is the title of your windows here.

Seems like a bug in the story line system.
If you still want to know what's next look in this file:
"Data\UPCDataGE\UPCLocalization\dialogs.tsr"
And read from line Text_Dialog_920 to 931.
You should be able to guess the story.

Warning to others : SPOILER ALERT do not do this if you are not at this stade of the campaign.
I wonder if this is by design. I found line Sound=data\Sound\Speech\SoundMan\Normal\TM_RR_HIDR O_D08_B.oggThe Radioman insists I read the message. Maybe I can read it then.

Athlonic
04-27-10, 04:41 PM
Yes that's because you can refuse to read the message the first time, if you do so he will insist.

TheBeast
04-27-10, 07:24 PM
True true. My current problem is. While I am unable to communicate with my Radioman(stuck on empty crew command menu), I can not request a resupply forcing me to RTB for refit.
Maybe you can add "Request Resupply" to the Radioman menu of the Deck Watch Officer.

Athlonic
04-28-10, 03:25 AM
True true. My current problem is. While I am unable to communicate with my Radioman(stuck on empty crew command menu), I can not request a resupply forcing me to RTB for refit.
Maybe you can add "Request Resupply" to the Radioman menu of the Deck Watch Officer.


Here you go :

http://dl.free.fr/vBrc03W1q

Install this fix with JSGME alone or other the MCCD 1.03 mod.
You will be able to ask for resupply ship via the WatchOfficer in the Radioman orders.

;)

Athlonic
04-28-10, 11:54 AM
Hold on,

I think I have found the script error, try rather this fix to confirm :

http://dl.free.fr/ceHBDETLV


Keep me informed, thanks.

It is in the file : data\Campaigns\CampaignProjects\Black_May\Scripts\ AI\Dialogs\DT_Radio_Black_May.aix

there was a missing part in the init line (in yellow) :

line 239:

Dialog:IsDialogLineLocked( "tg_radio_bm_t2" ) == 0


And

line 292:

Dialog:PlayAnimation( "TM_RR_HIDRO_D08_A" );


If this is it, we have found a script error.

EDIT: Tested and it works now, you should be able to see the answers. So yes it's a script error in the dialogs.

TheBeast
04-28-10, 02:44 PM
Hold on,

I think I have found the script error, try rather this fix to confirm :

http://dl.free.fr/ceHBDETLV


Keep me informed, thanks.

It is in the file : data\Campaigns\CampaignProjects\Black_May\Scripts\ AI\Dialogs\DT_Radio_Black_May.aix

there was a missing part in the init line (in yellow) :

line 239:


And

line 292:


If this is it, we have found a script error.

EDIT: Tested and it works now, you should be able to see the answers. So yes it's a script error in the dialogs.
OK:up: Trying the fix now. I will add result in this post.:ping:
UPDATE:
W O O T ! :rock:The fix has fixed the issue.:woot:
Looks like this bug belongs to UbiSoft as no MOD had touched the file in question.:hmmm:

Athlonic
04-28-10, 03:22 PM
OK:up: Trying the fix now. I will add result in this post.:ping:
UPDATE:
W O O T ! :rock:The fix has fixed the issue.:woot:
Looks like this bug belongs to UbiSoft as no MOD had touched the file in question.:hmmm:

Glad to hear it fixes your problem.
I have passed the info to be sure this will be fixed in the 1.2.5 patch.

Good find by the way, I am still in the Happy times campaign.
I rather play with the mission editor or Historycal missions but you, you are almost at the end of the story.
:up:

TheBeast
04-28-10, 03:39 PM
Glad to hear it fixes your problem.
I have passed the info to be sure this will be fixed in the 1.2.5 patch.

Good find by the way, I am still in the Happy times campaign.
I rather play with the mission editor or Historycal missions but you, you are almost at the end of the story.
:up:I am very happy that I am able to request resupply now.:salute:
Good to hear you have reported this bug. I was going to ask if you would.:yeah:

Now I need to get Nauticalwolf (http://www.subsim.com/radioroom/member.php?u=239338) to fix up the Cook in [REL] Nauticalwolf's Interior - Combo Mod (http://www.subsim.com/radioroom/showpost.php?p=1342485&postcount=1).
The Cook should be wearing a Helmet, H-Harness with several knifes stapped to it hinting he can do more then cut carrot's with knifes. Black Leather pants, Combat boots, white apron and a slightly soiled white towel over his shoulder.:03:
In the movies, the Cook is alway the special trained badass X-Black Ops type. Steven Seagul, The Rock(The Runaway), Hunt for Red October, blah blah blah.:har:

Minedrik Gozentiet
Oberleutnant Zur See
U-292 Kapitan

-TheBeast

Seaman_Hornsby
04-28-10, 08:09 PM
This is an awesome mod. Easily one of the best, because it adds what you would intuitively expect being able to talk directly to your crew. Really makes the game more immersive and playable, great work! :salute:

raymond6751
04-29-10, 07:48 AM
Now that you have the radioman able to ask for resupply,good luck. I don't think that will result in anything, especially early in the war.

I am stuck in Heliogoland with 10% fuel and cannot get supplied nor can I dock the sub.

Looks like I'll have to abandon the campaign.

Anybody know how to get the sub to dock? Please don't tell me 'select' anything as I have no options to select. Escape simply lets me save or exit.

TheBeast
04-29-10, 04:04 PM
Now that you have the radioman able to ask for resupply,good luck. I don't think that will result in anything, especially early in the war.

I am stuck in Heliogoland with 10% fuel and cannot get supplied nor can I dock the sub.

Looks like I'll have to abandon the campaign.

Anybody know how to get the sub to dock? Please don't tell me 'select' anything as I have no options to select. Escape simply lets me save or exit.
You can always try what is referred to as SAILING. Set you NAV Waypoints and set Time Compression 2048+ and the boat will eventually make it there.

P.S. BTW, I was on the last Mission - Black May, when my Radioman decided not to talk to me anymore.

raymond6751
04-30-10, 07:20 AM
You can always try what is referred to as SAILING. Set you NAV Waypoints and set Time Compression 2048+ and the boat will eventually make it there.

P.S. BTW, I was on the last Mission - Black May, when my Radioman decided not to talk to me anymore.

I'm already at the port. Anyway, the problem fixed itself when I reloaded the saved game. Seems that is the solution to many game bugs.

The crew refusing orders is so annoying and totally unrealistic. UBI must have had zero military experience among the developers. What a stupid concept.
Crew morale should be slower response to orders or inaccurate reporting, or equipment efficiency reduction. (poor maintenance)

TheBeast
04-30-10, 02:15 PM
I'm already at the port. Anyway, the problem fixed itself when I reloaded the saved game. Seems that is the solution to many game bugs.

The crew refusing orders is so annoying and totally unrealistic. UBI must have had zero military experience among the developers. What a stupid concept.
Crew morale should be slower response to orders or inaccurate reporting, or equipment efficiency reduction. (poor maintenance)
Most people don't realise, in combat, if someone refuses orders, it is just like saying "execute me now". It is viewed as justified friendly fire.

tirramissu
05-08-10, 03:29 PM
Thanks for this MOD, much more interesting to patrol with it!

I'm only a little confused with 'that Tipperary' song which starts with first couplet on... Russian :)))
:rotfl2::rotfl2::rotfl2:
"Падди пишет самой лучшей девушке своей"
________________________________________________
Just found out that this song version comes from Red Army Choir ))

Ragtag
05-08-10, 07:14 PM
I am confused. Your updated post says new version 1.1.5 is out but download and changelog says 1.03 with no updates?
You should fix this if you released an upgrade.

Thanks!

Athlonic
05-09-10, 01:24 AM
Thanks for this MOD, much more interesting to patrol with it!

I'm only a little confused with 'that Tipperary' song which starts with first couplet on... Russian :)))
:rotfl2::rotfl2::rotfl2:
"Падди пишет самой лучшей девушке своей"
________________________________________________
Just found out that this song version comes from Red Army Choir ))

:03: and great song by the way.

I am confused. Your updated post says new version 1.1.5 is out but download and changelog says 1.03 with no updates?
You should fix this if you released an upgrade.

Thanks!

Sorry for the misunderstanding, actually the last version is MCCD 1.03 and it is for SH5 v1.1.5.

Good point though, so I've changed the title to :

Athlonic's MCCD "More Crew Commands by Dialog" MOD (for Silent Hunter 5 v1.1.5)

and removed the words "New version" 13 april is far away now ^^

__________

I will release a version compatible with SH5 v1.2.5 as soon as possible after the launch of the patch.
But only if the devs wouldn't have already added all missing crew's commands and animations in the 1.2.5 patch (we can always dream, no?) because then my MCCD mod will be totaly useless.

But in the unlikely case of still missing crew interactions in the 1.2.5 patch, I will try to add them in further version of MCCD.

:DL

Athlonic
05-11-10, 12:31 PM
Hi,


I am glad to announce that my MCCD mod v1.03 should be compatible with SH5 v 1.2.0 as no modded files has been updated by the official 1.2.0 patch.

But it is not the case for the MightyFineCrew mod compatible version.
I will update this one as soon as Heretic give the green flag.

Feedback are welcome.

:salute:

BIGREG
05-11-10, 04:32 PM
:yeah: Cool !

Can you make the weapon officer in bunker (bridge) ? for weapon commands ?

Merci :03:

THE_MASK
05-11-10, 06:44 PM
Can you get any other orders working after patch 1.2 , especially nearest ship/warship .

TheBeast
05-11-10, 08:03 PM
First, I would like to say how much I like this MOD.:rock:

If you are listening for sugestions, I would like to see the Crew Special Abilities available through the Deck Watch Officer Dialog Menu.
I am currently running to Radio Room to enable Secure Communication before sending any reports. I have not been able to bind a key to this ability.
I would like to see all Crew Special Abilities available in the Deck Watch Officer Crew Dialog Menu even if the user can bind a key to those abilities.

Also, it would be nice of the the little megaphone pipes (just to the left of the Deck Watch Conning Tower Exterior Compass) was clickable for Dialog Menu as well, just in case the Deck Watch Officer gets injured.

Athlonic
05-12-10, 01:21 AM
:yeah: Cool !

Can you make the weapon officer in bunker (bridge) ? for weapon commands ?

Merci :03:

Can you get any other orders working after patch 1.2 , especially nearest ship/warship .

I will try again, since some commands triggered by dialog didn't seem to work in v1.1.5

First, I would like to say how much I like this MOD.:rock:

If you are listening for sugestions, I would like to see the Crew Special Abilities available through the Deck Watch Officer Dialog Menu.
I am currently running to Radio Room to enable Secure Communication before sending any reports. I have not been able to bind a key to this ability.
I would like to see all Crew Special Abilities available in the Deck Watch Officer Crew Dialog Menu even if the user can bind a key to those abilities.

Also, it would be nice of the the little megaphone pipes (just to the left of the Deck Watch Conning Tower Exterior Compass) was clickable for Dialog Menu as well, just in case the Deck Watch Officer gets injured.

Excellent idea to add special abilities on watch, will do.
As for the pipe thingy, as soon as I get how to add interactive area on the 3D world, I will try this too.

:salute:

TheDarkWraith
05-12-10, 02:49 AM
As for the pipe thingy, as soon as I get how to add interactive area on the 3D world, I will try this too.

InteractionManager. Handles all 3D interactive objects in the game.

ingsoc84
05-12-10, 05:30 PM
Link to download please 1.03 with german?

BIGREG
05-13-10, 05:03 AM
All is mentioned of the 1er page :woot:

I'am french ,my english is not good :D

minett
05-13-10, 05:43 AM
Any news Athlonic on the MightyFineCrew mod compatible version. being ready for the 1.2 patch .


i really enjoy your mod


thanks :DL

Ragtag
05-13-10, 06:16 AM
Any news Athlonic on the MightyFineCrew mod compatible version. being ready for the 1.2 patch .


i really enjoy your mod


thanks :DL

You should probably read the mightyfine thread. He already stated it works with 1.2 ;)

Athlonic
05-13-10, 08:16 AM
You should probably read the mightyfine thread. He already stated it works with 1.2 ;)

Oh, I missed that.

OK I see no update required then.
So we are good to go with both versions.

So I've tried to add sonar/radioman abilities to the watch officer dialog and ... it doesn't work.
When you click on the radio man abilitie it try to activate it on the watch officer. I will try again going the variable's way...

InteractionManager. Handles all 3D interactive objects in the game.

Thank you, but I discovered that these python scripts are chinese for me right now :doh:

Krauter
05-14-10, 04:24 PM
So the MCCD Version that is compatible with MightyFine Crew is compatible with 1.2
:yawn: :timeout:

They better not pull out a fast patch or I'll have to reupdate all my mods :rotfl2:

Krauter
05-14-10, 04:57 PM
In your readme it says do not install this with v1.2 of SH5..

Athlonic
05-14-10, 05:04 PM
Always trust the latest info,
the readme is about one month old.

You can go with MCCD 1.03 with SH5 v1.2.0

I will release MCCD 1.04 tomorrow with updated readme and updated German localization to not reintroduce v1.1.5 typo errors.

Krauter
05-14-10, 05:05 PM
Excellent; just wondering lol

So currently I've got TDWs New UIs v 2.3

MCCD: v1.03 (1.21 comp.)

MFC v1.21

Are these all compatible then ?

(along with Ubis craptastic V1.2)

Krauter
05-14-10, 06:58 PM
My only problem is with the gramophone;

Whenever I switch tracks backwards it always goes to the Tipperary song.. :hmmm:

Athlonic
05-15-10, 01:32 AM
My only problem is with the gramophone;

Whenever I switch tracks backwards it always goes to the Tipperary song.. :hmmm:


Yes it's not a bug ... emm ... it's a feature :88)


I thought the "previous song" command wasn't often used so I replaced it (since we can't add new commands) with this famous "Das boot" moment : the Tipperary thingy and XO happiness.

Athlonic
05-15-10, 02:37 AM
New version out : v1.04 SH5 V1.2.0 Ready


German users please update.
Others too if you wish :DL

Change log :

version 1.04 :

- updated german localization for SH5 v1.2.0 compatibility
- navigator now report if weather is improving or changing for the worse accordingly with weather's state.

Krauter
05-15-10, 09:01 AM
Excellent thanks for the info :up: I just thought it was my game acting up

Excellent Mod btw :yeah:

Is the new version compatible with Mighty Fine Crew?

Athlonic
05-15-10, 03:51 PM
The MCCD MFCM compatible version : yes.
The normal version no. It will CTD.

Choose the right version.

R-T-B
05-15-10, 09:34 PM
Hmmm... The MFCM version crashes for me. I installed it exactly as per your instructions.

Is it just me?

Athlonic
05-16-10, 02:39 AM
Hmmm... The MFCM version crashes for me. I installed it exactly as per your instructions.

Is it just me?


Oh, when does it crash ? Just after loading a game or in paticular circunstance ?

TheBeast
05-29-10, 09:31 AM
Excellent idea to add special abilities on watch, will do.
As for the pipe thingy, as soon as I get how to add interactive area on the 3D world, I will try this too.
:salute:
Any progress adding the Crew Special Abilities to MCCD?:06:

Faamecanic
06-29-10, 09:29 PM
Sweet !!! Aside from the commands I can now play my grammaphone again!

Sepp von Ch.
11-23-10, 12:27 PM
I have these mods activated before TDW´s FX, UI and IRAI mods:

MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER

and I have many problems with it. Anyone use these MCCD mods? What mod orders do you have?

TheDarkWraith
11-23-10, 12:30 PM
I have these mods activated before TDW´s FX, UI and IRAI mods:

MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER

and I have many problems with it. Anyone use these MCCD mods? What mod orders do you have?

what problems are you having?

Sepp von Ch.
11-23-10, 01:13 PM
Hello TDW, thank you for your interest.

I had these mods and everything was fine.

Conus' Graphic Mod 1.1
SubFlags_0_0_6_byTheDarkWraith
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
Sub_Exhaust_1_0_5_byTheDarkWraith
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-std U552
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
no torp bubbles - fx mod compatable- wamphyri
NewUIs_TDC_5_2_0_ByTheDarkWraith
NewUIs_TDC_5_2_0_jimimadrids_map_tools
emtguf - Periscope rework V 1.7
NewUIs_TDC_5_2_0_WWIIInterface_by_naights
NewUIs_TDC_5_2_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_2_0_No_Contact_Colors
NewUIs_TDC_5_2_0_No_Contact_Tails
NewUIs_TDC_5_2_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_5_2_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IO_StrategicMap_2_0_for_TDW_5.1.2
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
Stormys DBSM SH5 v1.2 MFCM Basemod
Stormys DBSM SH5 v1.2 MFCM optional always shouting WO in normal mode
Stormys DBSM SH5 v1.2 MFCM optional NavMap babelling
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
IRAI_0_0_29_ByTheDarkWraith


I activated in bunker in port these two mods:

MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER

so:

Conus' Graphic Mod 1.1
SubFlags_0_0_6_byTheDarkWraith
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
Sub_Exhaust_1_0_5_byTheDarkWraith
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-std U552
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
no torp bubbles - fx mod compatable- wamphyri
NewUIs_TDC_5_2_0_ByTheDarkWraith
NewUIs_TDC_5_2_0_jimimadrids_map_tools
emtguf - Periscope rework V 1.7
NewUIs_TDC_5_2_0_WWIIInterface_by_naights
NewUIs_TDC_5_2_0_ERM_Reaper7_NightVision
NewUIs_TDC_5_2_0_No_Contact_Colors
NewUIs_TDC_5_2_0_No_Contact_Tails
NewUIs_TDC_5_2_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_5_2_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_5_2_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
IO_StrategicMap_2_0_for_TDW_5.1.2
EQuaTool 01.01 by AvM - Kriegsmarine Woody Regular Style
Stormys DBSM SH5 v1.2 MFCM Basemod
Stormys DBSM SH5 v1.2 MFCM optional always shouting WO in normal mode
Stormys DBSM SH5 v1.2 MFCM optional NavMap babelling
Cerberus62 Historical Ship Equipment 1.3
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
IRAI_0_0_29_ByTheDarkWraith


and now diseappeared following explosion effects after torpedo strike:

http://www.subsim.com/radioroom/showpost.php?p=1519727&postcount=183

There are just the olds explosions from vanilla SH5...

The black smoke over sunken ship looks like a unnatural wall...


I can not click to offer awards on captain photo - is gone.

LI appear at the beginning in its original form (black jacket, without a beard) and after 20-30 seconds transforms into "new LI" with checkered shirt and beard...

I tried to disable these two mods, but problems remain:nope:

Sepp von Ch.
11-23-10, 02:00 PM
I tried these variants only with these mods:

1)

Conus' Graphic Mod 1.1
SubFlags_0_0_6_byTheDarkWraith
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
Sub_Exhaust_1_0_5_byTheDarkWraith
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-std U552
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix

2)

Conus' Graphic Mod 1.1
SubFlags_0_0_6_byTheDarkWraith
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
Sub_Exhaust_1_0_5_byTheDarkWraith
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-std U552
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER


3)

Conus' Graphic Mod 1.1
SubFlags_0_0_6_byTheDarkWraith
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MFCM 1.2.1 OPTIONAL crash_dive workaround
Sub_Exhaust_1_0_5_byTheDarkWraith
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-std U552
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
FX_Update_0_0_9_ByTheDarkWraith
FX_Update_0_0_9_UHS_Fix
FX_Update_0_0_9_BARF_1_3_Full_Fix




and your FX mod doesn´t work properly.





:damn:

LI with all activated mods:
http://s4.postimage.org/8zkng3dw/SH5_Img_2010_11_23_19_34_49.jpg (http://postimage.org/image/8zkng3dw/)





http://s4.postimage.org/90uyht7o/SH5_Img_2010_11_23_19_44_52.jpg (http://postimage.org/image/90uyht7o/)

http://s4.postimage.org/91d5emn8/SH5_Img_2010_11_23_19_45_14.jpg (http://postimage.org/image/91d5emn8/)

http://s4.postimage.org/920axhk4/SH5_Img_2010_11_23_19_45_24.jpg (http://postimage.org/image/920axhk4/)

Athlonic
11-23-10, 03:13 PM
Hi Josef,

Sorry to hear you experience problem with my MCCD mod.

That's indeed a strange problem because I didn't touch any FX or graphics files. But only dialog and command scripts.

I will try to fire up the game tomorrow (it's been a long time, too busy).

By the way what's this FX mod you did TDW ? Torpedo's splash !!!! Woot !
Amazing as usual ! :yeah:

Sepp von Ch.
11-23-10, 04:41 PM
Resolved.

Wasu Wasol
01-29-11, 03:42 PM
Hi Athlonic, I have the texts in spanish and german voices, Could you please tell me what localization addon should i use? Thanks in advance.

kiwi_2005
01-29-11, 04:09 PM
More RPG commands FTW! :)

Thanks downloading now.

Athlonic
01-30-11, 01:29 PM
Hi Athlonic, I have the texts in spanish and german voices, Could you please tell me what localization addon should i use? Thanks in advance.

GO spanish, localisations are for texts.

;)

FallshirmjAEger
06-12-11, 02:39 PM
Can I get this to work without the JSGME installer?

I tried overwriting the default files in the game directory, but it does not seem to work???

Athlonic
06-13-11, 11:17 AM
Can I get this to work without the JSGME installer?

I tried overwriting the default files in the game directory, but it does not seem to work???

Of course you can, but ...

You should use JSGME, this way if things goes wrong you can easily undo the changes without having to uninstall and reinstall the whole game again, again and again and why not ... one more time.

If you still want to do this manually take great care of folder structure and you should be fine.

;)

FallshirmjAEger
06-14-11, 06:49 AM
Of course you can, but ...

You should use JSGME, this way if things goes wrong you can easily undo the changes without having to uninstall and reinstall the whole game again, again and again and why not ... one more time.

If you still want to do this manually take great care of folder structure and you should be fine.

;)

Ok, I'll give it another try, carefully checking the folder structure.

Should this just work if I add the mod, then load the game?

lesec74
01-01-12, 03:38 PM
accurate german flags
MightyFine Crew Mod 1.2.1 Alt w beards
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_6_9_0_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional scary creaks
Critical hits 1.1 Torpedos
Dark_Interior_V1
Naights Submaine Textures v1.2 (PUV)
Dynamic Environment SH5 Basemod (realistic version)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.5
OHII v1.5 Full Patch3b
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
stoianm pitch&roll for SH5 V1 (low)
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
A Fistful of Emblems v1.51
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151

Hello, this is my mod soup and can you help me where install more crew command by dialog without conflict?

many thanks for help:salute:

flostt
01-01-12, 04:15 PM
install MCCD_1.04_MFCM_1.2.1_compatible directly after the Mighty Fine Crew Mod

TheBeast
01-01-12, 04:57 PM
accurate german flags
MightyFine Crew Mod 1.2.1 Alt w beards
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
NewUIs_TDC_6_9_0_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional scary creaks
Critical hits 1.1 Torpedos
Dark_Interior_V1
Naights Submaine Textures v1.2 (PUV)
Dynamic Environment SH5 Basemod (realistic version)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.5 ;<-- V1.6 available (http://www.subsim.com/radioroom/downloads.php?do=file&id=3337)
OHII v1.5 Full Patch3b ;<-- V1.6 available (http://www.subsim.com/radioroom/downloads.php?do=file&id=3337)
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith ;<-- V0_0_9 available pending TDW approval (http://www.mediafire.com/?1at3o6vf916igln)
stoianm pitch&roll for SH5 V1 (low)
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 ;<-- Is this already in Open Horizons?:06:
A Fistful of Emblems v1.51
Equipment_Upgrades_Fix_v1_4_byTheBeast ;<-- V1.4 Patch 1 Available (http://www.subsim.com/radioroom/downloads.php?do=file&id=3457)
Equip_Upgrades_Fix_1_4_AFFOE_151 ;<-- V1.4 Patch 1 Available (http://www.subsim.com/radioroom/downloads.php?do=file&id=3457)

Hello, this is my mod soup and can you help me where install more crew command by dialog without conflict?

many thanks for help:salute:

Good looking MOD list:rock:
I agree with Flostt. More Crew Commands by Dialog (MCCD) could help.

robbythesub
01-03-12, 10:29 AM
Hi Josef,

Sorry to hear you experience problem with my MCCD mod.

That's indeed a strange problem because I didn't touch any FX or graphics files. But only dialog and command scripts.

I will try to fire up the game tomorrow (it's been a long time, too busy).

By the way what's this FX mod you did TDW ? Torpedo's splash !!!! Woot !
Amazing as usual ! :yeah:

Hi Athlonic

Good to know you are still here!

Do you have any plans to further develop this mod?

There is still some way to go, and more speech that could be added.

Thanks for your work to date by the way! :yeah:

Athlonic
01-03-12, 01:55 PM
Hi,

Yes I'm still here lurking around :D

Unfortunately I have no plan/time (blame Skyrim right now) to further develop this mod.
I've tried in the past but some commands won't trigger by dialog order for some reason.
And devs didn't give a full list of available commands and how to use them. :cry:

If there are modders here, fell free to look at this and go on ! There's nothing really hard, it's just about scripting thingies. ;)

By the way have an Happy New Year all.
See you.

Thaine
01-14-12, 06:15 AM
Great Mod.

Finally the crew members are good for something. Makes it much more enjoyable to communicate directly with them. I like especially the function to give the 2WO orders for the other crew members on the bridge.

However, can it be that there are conflicts with the Might Fine Crew Crash Dive Workaround? The MFC crash dive script didn't start yesterday, when I was escaping the attack of a plane.

robbythesub
01-14-12, 11:42 AM
Thanks Athlonic, and same to you.

Hope someone takes it up as this is a greta addition.

Would be nice to be able to converse with the torpedo officer and engine room guy too with some more dialogue.

:up:

ivanzetta
02-01-12, 11:55 AM
Wow!!! Great Job!!!!

inc372
04-03-12, 07:25 AM
Thanks for the useful Mod.

Athlonic
04-03-12, 12:51 PM
You are welcome.

;)

MARVTE
05-20-12, 06:03 AM
Thanks for the Mod.
;-):yeah:

DonZorro
07-22-12, 12:20 AM
Hello Master!

Can you upload somewhere else???

THX

:salute:

FallenRaven
09-15-12, 02:34 AM
Mmm, good job!

DukeCZ
01-11-13, 03:35 AM
Nice, thank for the Job

V13dweller
01-25-13, 04:16 AM
It seems to crash my game if I order a new depth when used with the mighty fine crew mod.
Any fix?

Athlonic
01-27-13, 03:13 PM
It seems to crash my game if I order a new depth when used with the mighty fine crew mod.
Any fix?

Hi,

For compatibility with Heretic's MFCM : install MFCM v1.2.1 mod first and then the MCCD "MFCM version", then confirm files overwriting.

Hope this helps :03:

V13dweller
01-29-13, 08:47 AM
Sorry, about that, I did not notice the Mighty Fine crew mod compatible option.
Sorry for any inconvenience I may have created.:oops:

Athlonic
01-29-13, 09:26 AM
Sorry, about that, I did not notice the Mighty Fine crew mod compatible option.
Sorry for any inconvenience I may have created.:oops:


No problem here :salute:

joeganzi5
03-12-13, 09:28 AM
Hallo,
I've tried to install this cool mood but the program crash and I think that the problem is with German U-Boat Crew Language Pack that I use.

Is there anyway to avoid this problem and using both mods?

Thanks a lot!

Chakotay
04-09-13, 01:26 PM
I've downloaded the mod and tried installing the mod with JSGME and removed all other mods first but hasn't seemed to have any affect. tried going back to base and everything. Can someone pls explain how to install this mod with JSGME for I've had no problems intalling any of my other mods. Is there something else to do first?

btw I'm using english default version

Athlonic
04-10-13, 11:55 AM
I've downloaded the mod and tried installing the mod with JSGME and removed all other mods first but hasn't seemed to have any affect. tried going back to base and everything. Can someone pls explain how to install this mod with JSGME for I've had no problems intalling any of my other mods. Is there something else to do first?

btw I'm using english default version

Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps.

Chakotay
04-10-13, 06:48 PM
Quote From Athlonic: "Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps."


I've checked again to make sure I havent installed the double files. Do u just install the MCCD_1.04 For I've tried installing all the other files fra,ger and so on of MCCD_1.04 nations. Then found they all contain same files just explaining in different language so I tried just installing file: MCCD_1.04 and still not any results. Am I downloading correct MCCD for sh5 version 1.2.0 :06:

and I appreciate all of your help, thank you :salute:

Targor Avelany
04-10-13, 06:57 PM
Quote From Athlonic: "Hi,

Sorry to hear you have issue with this.
Did you check you don't have the "data/data" double folder problem ?

The mod should work right after JSGME activation, no return to port needed.

Hope this helps."


I've checked again to make sure I havent installed the double files. Do u just install the MCCD_1.04 For I've tried installing all the other files fra,ger and so on of MCCD_1.04 nations. Then found they all contain same files just explaining in different language so I tried just installing file: MCCD_1.04 and still not any results. Am I downloading correct MCCD for sh5 version 1.2.0 :06:

and I appreciate all of your help, thank you :salute:

Make sure that the folder order is something along the line of this:


-You SH5 Installation Folder\data
-\MODS
-\MODS\MCCD_folder
-\MODS\MDDC_folder\data

JacobiMian
04-23-13, 01:37 PM
I was wondering about how difficult it would be to accommodate automation scripts with this mod. For example, in TDW's TDC mod you have the ability to navigate in or out of a harbor automatically or to make the navigator give out a celestial fix or dead reckoning fix every few hours. It would be awesome if you could order these scripts using the dialog menu. For example you could tell your navigator or XO to "take the boat out to sea" when you're in a harbor. It would determine which harbor you were in and then run the proper script. It might add a better sense of realism or depth to your crew. Just some ideas, I don't know if they would be more difficult to carry out.

Athlonic
04-24-13, 03:52 AM
I was wondering about how difficult it would be to accommodate automation scripts with this mod. For example, in TDW's TDC mod you have the ability to navigate in or out of a harbor automatically or to make the navigator give out a celestial fix or dead reckoning fix every few hours. It would be awesome if you could order these scripts using the dialog menu. For example you could tell your navigator or XO to "take the boat out to sea" when you're in a harbor. It would determine which harbor you were in and then run the proper script. It might add a better sense of realism or depth to your crew. Just some ideas, I don't know if they would be more difficult to carry out.

Nice idea.

But if I remember correctly, I wasn't able to trigger every commands by using dialogs scripts.
Better ask TDW if he knows if dialogs scripts and game scripts/code are sharing the same variables.
If yes it should be possible.

:03:

gap
04-24-13, 04:15 AM
Nice idea.

But if I remember correctly, I wasn't able to trigger every commands by using dialogs scripts.
Better ask TDW if he knows if dialogs scripts and game scripts/code are sharing the same variables.
If yes it should be possible.

:03:

:up:

Pistitom
09-03-13, 07:44 AM
First of all , this is one great mod I must say....love it...Just one minor problem....:D
When I select next song using the gramophone dragable thingy the nest song starts and a few seconds later the radioman replies, Ja , and jumps to the next track ( so one track is always skipped. ) I've added manually the SH3 songs before, and the 30's popular german songs mod as well. Could this be the problem ? The Tipperary command works fine...THX

Athlonic
09-03-13, 02:00 PM
First of all , this is one great mod I must say....love it...Just one minor problem....:D
When I select next song using the gramophone dragable thingy the nest song starts and a few seconds later the radioman replies, Ja , and jumps to the next track ( so one track is always skipped. ) I've added manually the SH3 songs before, and the 30's popular german songs mod as well. Could this be the problem ? The Tipperary command works fine...THX

It seems like one of your mod activates the "next song" trigger at the same time my mod activate the radioman animation which trigger "next song" at the end as well.

As a workaround :

open the file "data\Scripts\AI\Crew\Gramophone_next.aix" of my mod,
and comment the line 8 (by adding // ) like this :

// Wp:ExecuteCommand( "Gramophone_next" );

This should fix your problem :03:

tonschk
09-04-13, 01:53 AM
First of all , this is one great mod I must say....love it.

I fully agree :salute::up::yeah::rock::sunny:

Pistitom
09-04-13, 09:52 AM
Holy cow, not used to such quick replies :rock:

THX a lot , really started to love this game, great mod....really good....
Gute männer muß man haben :D :D :D

blkdimnd
09-17-13, 09:20 PM
I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

ANyone have another link I can try??

Athlonic
09-18-13, 02:04 PM
I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

ANyone have another link I can try??

WTH ?

I can't even access the file myself ... :hmmm:
Are you kidding me Subsim ?

In the meantime I uploaded the thing here : http://ul.to/lt13usok

Dive safe ! ;)

Mikemike47
09-18-13, 02:28 PM
Are you kidding me Subsim ?


Nothing was stated about sending a note to Neal or SH5 Moderators. PMing moderators now.

Trevally.
09-18-13, 02:43 PM
Fixed:hmmm:

Can someone test please

gap
09-18-13, 02:44 PM
WTH ?

I can't even access the file myself ... :hmmm:
Are you kidding me Subsim ?

In the meantime I uploaded the thing here : http://ul.to/lt13usok

Dive safe ! ;)

Recently it happened to me too. Editing the download and saving the changes (I reuploaded the mod in that case, but it might be not strictly necessary) solved the issue. :yep:

gap
09-18-13, 02:45 PM
Fixed:hmmm:

Can someone test please

It works :up:

Trevally.
09-18-13, 02:47 PM
It works :up:

Thanks Gap:up:

gap
09-18-13, 02:48 PM
Thanks Gap:up:

Thanks Trevally :salute:

Athlonic
09-18-13, 03:09 PM
That was fast !

Thanks Trevally :yeah:

Mikemike47
09-18-13, 04:59 PM
I can't seem to download this mod.
The download area here on SubSim says, "This file is in the moderation queue."

I can't even access the file myself ... :hmmm:


Nothing was stated about sending a note to Neal or SH5 Moderators. PMing moderators now.

Recently it happened to me too. Editing the download and saving the changes (I reuploaded the mod in that case, but it might be not strictly necessary) solved the issue. It works :up:


Fixed:hmmm:Can someone test please

Link there now and downloaded completely. Thanks Sailor Steve and Webster. Thanks Gap for the additional information, something like that has happened to me, too.

boyd.320
01-11-14, 09:58 AM
thanks

ratchetfrog
02-02-14, 06:52 PM
im having trouble getting this to work, i activated everything into jgsme i order (using only the MFCM compatible file) and when i go to play none of the new dialogues show up, amm i missing something?

Athlonic
02-03-14, 06:05 PM
im having trouble getting this to work, i activated everything into jgsme i order (using only the MFCM compatible file) and when i go to play none of the new dialogues show up, amm i missing something?

Nope it should work.

Check, double check folder structure ... (ie no twice "data/data")

;)

Oby
02-07-14, 02:12 PM
Just a little bug I found.

Because of nine max dialogs limit, surfaced dialogs for chief-engineer don't work as they should. It hapens because sometimes there are two dialog slots used by campaign story dialogs.

I suggest to move crash_dive command into depth control submenu:

# sh5 dialog tool - start new dialog
#

strategy RootDialog_CHIEF(Dialog)
{
strategies
{

DialogTitle_RootDialog_CHIEF_NoCampaign_1072,
DialogTitle_RootDialog_CHIEF_NoCampaign_1073,
DialogTitle_RootDialog_CHIEF_NoCampaign_1074,
DialogTitle_RootDialog_CHIEF_NoCampaign_1075,
DialogTitle_RootDialog_CHIEF_NoCampaign_1076,
DialogTitle_RootDialog_CHIEF_NoCampaign_1077,
DialogLine_RootDialog_CHIEF_NoCampaign_35,
DialogLine_RootDialog_CHIEF_NoCampaign_36,
DialogLine_RootDialog_CHIEF_NoCampaign_37,
DialogLine_RootDialog_CHIEF_NoCampaign_1170,
DialogLine_RootDialog_CHIEF_NoCampaign_1260,
DialogLine_RootDialog_CHIEF_NoCampaign_1264,
DialogLine_RootDialog_CHIEF_NoCampaign_1221,
DialogLine_RootDialog_CHIEF_NoCampaign_1900
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1900(Dialog )
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_1900_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_1900_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1900_Init(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1900" ) == 0 and !Dialog:IsSurfaced()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1290" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_1900" );
Dialog:SetRunScript( "Dialog_12_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1900_Click( Dialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1900" ) == 1 and !Dialog:IsSurfaced()
}
action
{
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1072(Dialo g)
{
strategies
{
DialogTitle_RootDialog_CHIEF_NoCampaign_1072_Init
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1072_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 0 and Dialog:IsTutorialMission() == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1073" );
Dialog:PlaySound( "ChiefEngineer_slash_", "CG_CR_CHIEF_01_A", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
Dialog:PickRandomDialogLine( "generic_exits" );
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1073(Dialo g)
{
strategies
{
DialogTitle_RootDialog_CHIEF_NoCampaign_1073_Init
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1073_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 2 and Dialog:IsTutorialMission() == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1074" );
Dialog:PlaySound( "ChiefEngineer_slash_", "CG_CR_CHIEF_02_A", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
Dialog:PickRandomDialogLine( "generic_exits" );
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1074(Dialo g)
{
strategies
{
DialogTitle_RootDialog_CHIEF_NoCampaign_1074_Init
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1074_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 1 and Dialog:IsTutorialMission() == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1074" );
Dialog:PlaySound( "ChiefEngineer_slash_", "CG_CR_CHIEF_03_A", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
Dialog:PickRandomDialogLine( "generic_exits" );
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1075(Dialo g)
{
strategies
{
DialogTitle_RootDialog_CHIEF_NoCampaign_1075_Init
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1075_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 0 and Dialog:IsTutorialMission() == 1
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1074" );
Dialog:PlaySound( "ChiefEngineer_slash_", "CG_CR_CHIEF_04", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
Dialog:PickRandomDialogLine( "generic_exits" );
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1076(Dialo g)
{
strategies
{
DialogTitle_RootDialog_CHIEF_NoCampaign_1076_Init
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1076_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 2 and Dialog:IsTutorialMission() == 1
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1077" );
Dialog:PlaySound( "ChiefEngineer_slash_", "CG_CR_CHIEF_05", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
Dialog:PickRandomDialogLine( "generic_exits" );
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1077(Dialo g)
{
strategies
{
DialogTitle_RootDialog_CHIEF_NoCampaign_1077_Init
}
}

strategy DialogTitle_RootDialog_CHIEF_NoCampaign_1077_Init( Dialog)
{
precond
{
Dialog:GetCurrentCrewState() == 1 and Dialog:IsTutorialMission() == 1
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1077" );
Dialog:PlaySound( "ChiefEngineer_slash_", "CG_CR_CHIEF_06", 0 );
Dialog:ClearRandomLines( "generic_exits" );
Dialog:AddRandomLine( "generic_exits", "gexit_1" );
Dialog:AddRandomLine( "generic_exits", "gexit_2" );
Dialog:PickRandomDialogLine( "generic_exits" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_35(Dialog)
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_35_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_35_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_35_Init(Dia log)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_36" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_35" );
Dialog:SetAbilityToRun( "Ability_Active_Repair_Destroyed_Items_Name" );
Dialog:SetRunScript( "Dialog_1_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_35_Click(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_35" ) == 1
}
action
{
Dialog:ActivateAbility( "Ability_Active_Repair_Destroyed_Items_Name" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_36(Dialog)
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_36_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_36_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_36_Init(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_36" ) == 0 and Dialog:IsAbilityActive( "Ability_Active_Increase_Repair_Rate_Name" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_37" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_36" );
Dialog:SetAbilityToRun( "Ability_Active_Increase_Repair_Rate_Name" );
Dialog:SetRunScript( "Dialog_2_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_36_Click(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_36" ) == 1
}
action
{
Dialog:ActivateAbility( "Ability_Active_Increase_Repair_Rate_Name" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1170(Dialog )
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_1170_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_1170_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1170_Init(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1170" ) == 0 and Dialog:IsAbilityActive( "Ability_Active_Increase_Repair_Rate_Name" ) == 1
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1171" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_1170" );
Dialog:SetAbilityToRun( "Ability_Active_Increase_Repair_Rate_Name" );
Dialog:SetRunScript( "Dialog_4_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1170_Click( Dialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1170" ) == 1
}
action
{
Dialog:ActivateAbility( "Ability_Active_Increase_Repair_Rate_Name" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_37(Dialog)
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_37_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_37_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_37_Init(Dia log)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_38" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_37" );
Dialog:SetAbilityToRun( "Ability_Active_Reduce_Flooding_Time_Name" );
Dialog:SetRunScript( "Dialog_3_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_37_Click(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_37" ) == 1
}
action
{
Dialog:ActivateAbility( "Ability_Active_Reduce_Flooding_Time_Name" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1221(Dialog )
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_1221_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_1221_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1221_Init(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1221" ) == 0 and !Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1256" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_1221" );
Dialog:SetRunScript( "Dialog_7_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1221_Click( Dialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1221" ) == 1 and !Dialog:IsSubmerged()
}
action
{
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1264(Dialog )
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_1264_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_1264_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1264_Init(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1264" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1253" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_1264" );
Dialog:SetRunScript( "Dialog_10_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1264_Click( Dialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1264" ) == 1
}
action
{
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1260(Dialog )
{
strategies
{
DialogLine_RootDialog_CHIEF_NoCampaign_1260_Click,
DialogLine_RootDialog_CHIEF_NoCampaign_1260_Init
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1260_Init(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1260" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1273" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_1260" );
Dialog:SetRunScript( "Dialog_11_CHIEF_NoCampaign" );
}
}

strategy DialogLine_RootDialog_CHIEF_NoCampaign_1260_Click( Dialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_CHIEF_NoCampaign_1260" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_1_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_1_CHIEF_NoCampaign_39,
DialogTitle_Dialog_1_CHIEF_NoCampaign_1046,
DialogLine_Dialog_1_CHIEF_NoCampaign_38
}
}

strategy DialogTitle_Dialog_1_CHIEF_NoCampaign_39(Dialog)
{
strategies
{
DialogTitle_Dialog_1_CHIEF_NoCampaign_39_Init
}
}

strategy DialogTitle_Dialog_1_CHIEF_NoCampaign_39_Init(Dial og)
{
precond
{
Dialog:IsAbilityActive( "Ability_Active_Repair_Destroyed_Items_Name" ) == 1
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_40" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_01_A", 0 );
Dialog:PlayAnimation( "Generic_Agree04" );
}
}

strategy DialogTitle_Dialog_1_CHIEF_NoCampaign_1046(Dialog)
{
strategies
{
DialogTitle_Dialog_1_CHIEF_NoCampaign_1046_Init
}
}

strategy DialogTitle_Dialog_1_CHIEF_NoCampaign_1046_Init(Di alog)
{
precond
{
Dialog:IsAbilityActive( "Ability_Active_Repair_Destroyed_Items_Name" ) == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1047" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_05", 0 );
Dialog:PlayAnimation( "Generic_Deny04" );
}
}

strategy DialogLine_Dialog_1_CHIEF_NoCampaign_38(Dialog)
{
strategies
{
DialogLine_Dialog_1_CHIEF_NoCampaign_38_Click,
DialogLine_Dialog_1_CHIEF_NoCampaign_38_Init
}
}

strategy DialogLine_Dialog_1_CHIEF_NoCampaign_38_Init(Dialo g)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_22" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_1_CHIEF_NoCampaign_38" );
}
}

strategy DialogLine_Dialog_1_CHIEF_NoCampaign_38_Click(Dial og)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_1_CHIEF_NoCampaign_38" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_2_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_2_CHIEF_NoCampaign_40,
DialogTitle_Dialog_2_CHIEF_NoCampaign_1046,
DialogLine_Dialog_2_CHIEF_NoCampaign_38
}
}

strategy DialogTitle_Dialog_2_CHIEF_NoCampaign_40(Dialog)
{
strategies
{
DialogTitle_Dialog_2_CHIEF_NoCampaign_40_Init
}
}

strategy DialogTitle_Dialog_2_CHIEF_NoCampaign_40_Init(Dial og)
{
precond
{
Dialog:IsAbilityActive( "Ability_Active_Increase_Repair_Rate_Name" ) == 1
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_41" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_02_A", 0 );
Dialog:PlayAnimation( "Generic_Agree02" );
}
}

strategy DialogTitle_Dialog_2_CHIEF_NoCampaign_1046(Dialog)
{
strategies
{
DialogTitle_Dialog_2_CHIEF_NoCampaign_1046_Init
}
}

strategy DialogTitle_Dialog_2_CHIEF_NoCampaign_1046_Init(Di alog)
{
precond
{
Dialog:IsAbilityActive( "Ability_Active_Increase_Repair_Rate_Name" ) == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1047" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_05", 0 );
Dialog:PlayAnimation( "Generic_Deny01" );
}
}

strategy DialogLine_Dialog_2_CHIEF_NoCampaign_38(Dialog)
{
strategies
{
DialogLine_Dialog_2_CHIEF_NoCampaign_38_Click,
DialogLine_Dialog_2_CHIEF_NoCampaign_38_Init
}
}

strategy DialogLine_Dialog_2_CHIEF_NoCampaign_38_Init(Dialo g)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_22" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_2_CHIEF_NoCampaign_38" );
}
}

strategy DialogLine_Dialog_2_CHIEF_NoCampaign_38_Click(Dial og)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_2_CHIEF_NoCampaign_38" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_3_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_3_CHIEF_NoCampaign_41,
DialogTitle_Dialog_3_CHIEF_NoCampaign_1046,
DialogLine_Dialog_3_CHIEF_NoCampaign_38
}
}

strategy DialogTitle_Dialog_3_CHIEF_NoCampaign_41(Dialog)
{
strategies
{
DialogTitle_Dialog_3_CHIEF_NoCampaign_41_Init
}
}

strategy DialogTitle_Dialog_3_CHIEF_NoCampaign_41_Init(Dial og)
{
precond
{
Dialog:IsAbilityActive( "Ability_Active_Reduce_Flooding_Time_Name" ) == 1
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_42" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_03", 0 );
Dialog:PlayAnimation( "Generic_Agree03" );
}
}

strategy DialogTitle_Dialog_3_CHIEF_NoCampaign_1046(Dialog)
{
strategies
{
DialogTitle_Dialog_3_CHIEF_NoCampaign_1046_Init
}
}

strategy DialogTitle_Dialog_3_CHIEF_NoCampaign_1046_Init(Di alog)
{
precond
{
Dialog:IsAbilityActive( "Ability_Active_Reduce_Flooding_Time_Name" ) == 0
}
action
{
Dialog:SetDialogTitle( "Text_Dialog_1047" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_05", 0 );
Dialog:PlayAnimation( "Generic_Deny02" );
}
}

strategy DialogLine_Dialog_3_CHIEF_NoCampaign_38(Dialog)
{
strategies
{
DialogLine_Dialog_3_CHIEF_NoCampaign_38_Click,
DialogLine_Dialog_3_CHIEF_NoCampaign_38_Init
}
}

strategy DialogLine_Dialog_3_CHIEF_NoCampaign_38_Init(Dialo g)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_22" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_3_CHIEF_NoCampaign_38" );
}
}

strategy DialogLine_Dialog_3_CHIEF_NoCampaign_38_Click(Dial og)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_3_CHIEF_NoCampaign_38" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_4_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_4_CHIEF_NoCampaign_1171,
DialogLine_Dialog_4_CHIEF_NoCampaign_21
}
}

strategy DialogTitle_Dialog_4_CHIEF_NoCampaign_1171(Dialog)
{
strategies
{
DialogTitle_Dialog_4_CHIEF_NoCampaign_1171_Init
}
}

strategy DialogTitle_Dialog_4_CHIEF_NoCampaign_1171_Init(Di alog)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_34" );
Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_02_A", 0 );
}
}

strategy DialogLine_Dialog_4_CHIEF_NoCampaign_21(Dialog)
{
strategies
{
DialogLine_Dialog_4_CHIEF_NoCampaign_21_Click,
DialogLine_Dialog_4_CHIEF_NoCampaign_21_Init
}
}

strategy DialogLine_Dialog_4_CHIEF_NoCampaign_21_Init(Dialo g)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_22" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_4_CHIEF_NoCampaign_21" );
}
}

strategy DialogLine_Dialog_4_CHIEF_NoCampaign_21_Click(Dial og)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_4_CHIEF_NoCampaign_21" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_5_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogLine_Dialog_5_CHIEF_NoCampaign_1255,
}
}

strategy DialogLine_Dialog_5_CHIEF_NoCampaign_1255(Dialog)
{
strategies
{
DialogLine_Dialog_5_CHIEF_NoCampaign_1255_Init
}
}

strategy DialogLine_Dialog_5_CHIEF_NoCampaign_1255_Init(Dia log)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:PlaySound( "ChiefEngineer_slash_", "TM_CR_CHIEF_D02_A", 0 );
Dialog:PlayAnimation( "Generic_Agree03" );
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_7_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_7_CHIEF_NoCampaign_1079,
DialogLine_Dialog_7_CHIEF_NoCampaign_1210,
DialogLine_Dialog_7_CHIEF_NoCampaign_1211,
DialogLine_Dialog_7_CHIEF_NoCampaign_83
}
}

strategy DialogTitle_Dialog_7_CHIEF_NoCampaign_1079(Dialog)
{
strategies
{
DialogTitle_Dialog_7_CHIEF_NoCampaign_1079_Init
}
}

strategy DialogTitle_Dialog_7_CHIEF_NoCampaign_1079_Init(Di alog)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1079" );
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_1210(Dialog)
{
strategies
{
DialogLine_Dialog_7_CHIEF_NoCampaign_1210_Click,
DialogLine_Dialog_7_CHIEF_NoCampaign_1210_Init
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_1210_Init(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_7_CHIEF_NoCampaign_1210" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1210" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_7_CHIEF_NoCampaign_1210" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_1210_Click(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_7_CHIEF_NoCampaign_1210" ) == 1
}
action
{
Dialog:GameCommand( "Propulsion_standard", 0, 0 );
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_1211(Dialog)
{
strategies
{
DialogLine_Dialog_7_CHIEF_NoCampaign_1211_Click,
DialogLine_Dialog_7_CHIEF_NoCampaign_1211_Init
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_1211_Init(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_7_CHIEF_NoCampaign_1211" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1211" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_7_CHIEF_NoCampaign_1211" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_1211_Click(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_7_CHIEF_NoCampaign_1211" ) == 1
}
action
{
Dialog:GameCommand( "Propulsion_recharge", 0, 0 );
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_83(Dialog)
{
strategies
{
DialogLine_Dialog_7_CHIEF_NoCampaign_83_Click,
DialogLine_Dialog_7_CHIEF_NoCampaign_83_Init
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_83_Init(Dialo g)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_7_CHIEF_NoCampaign_83" );
}
}

strategy DialogLine_Dialog_7_CHIEF_NoCampaign_83_Click(Dial og)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_7_CHIEF_NoCampaign_83" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_8_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogLine_Dialog_8_CHIEF_NoCampaign_1255,
}
}

strategy DialogLine_Dialog_8_CHIEF_NoCampaign_1255(Dialog)
{
strategies
{
DialogLine_Dialog_8_CHIEF_NoCampaign_1255_Init
}
}

strategy DialogLine_Dialog_8_CHIEF_NoCampaign_1255_Init(Dia log)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1067" );
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:PlaySound( "ChiefEngineer_slash_", "TM_CR_CHIEF_D02_A", 0 );
Dialog:PlayAnimation( "Generic_Agree03" );
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_9_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogLine_Dialog_9_CHIEF_NoCampaign_1261,
}
}

strategy DialogLine_Dialog_9_CHIEF_NoCampaign_1261(Dialog)
{
strategies
{
DialogLine_Dialog_9_CHIEF_NoCampaign_1261_Init
}
}

strategy DialogLine_Dialog_9_CHIEF_NoCampaign_1261_Init(Dia log)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1067" );
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:PlaySound( "ChiefEngineer_slash_", "TM_CR_CHIEF_D02_A", 0 );
Dialog:PlayAnimation( "Generic_Agree03" );
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_10_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_10_CHIEF_NoCampaign_1079,
DialogLine_Dialog_10_CHIEF_NoCampaign_1210,
DialogLine_Dialog_10_CHIEF_NoCampaign_1211,
DialogLine_Dialog_10_CHIEF_NoCampaign_1212,
DialogLine_Dialog_10_CHIEF_NoCampaign_1213,
DialogLine_Dialog_10_CHIEF_NoCampaign_1214,
DialogLine_Dialog_10_CHIEF_NoCampaign_1215,
DialogLine_Dialog_10_CHIEF_NoCampaign_83
}
}

strategy DialogTitle_Dialog_10_CHIEF_NoCampaign_1079(Dialog )
{
strategies
{
DialogTitle_Dialog_10_CHIEF_NoCampaign_1079_Init
}
}

strategy DialogTitle_Dialog_10_CHIEF_NoCampaign_1079_Init(D ialog)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1079" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1210(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_1210_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_1210_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1210_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1210" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1263" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_1210" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1210_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1210" ) == 1
}
action
{
Dialog:GameCommand( "Ahead_slow", 0, 0 );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1211(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_1211_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_1211_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1211_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1211" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1264" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_1211" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1211_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1211" ) == 1
}
action
{
Dialog:GameCommand( "Ahead_standard", 0, 0 );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1212(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_1212_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_1212_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1212_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1212" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1265" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_1212" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1212_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1212" ) == 1
}
action
{
Dialog:GameCommand( "Ahead_flank", 0, 0 );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1213(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_1213_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_1213_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1213_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1213" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1266" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_1213" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1213_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1213" ) == 1
}
action
{
Dialog:GameCommand( "All_stop", 0, 0 );
}
}


strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1214(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_1214_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_1214_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1214_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1214" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1267" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_1214" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1214_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1214" ) == 1
}
action
{
Dialog:GameCommand( "Back_slow", 0, 0 );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1215(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_1215_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_1215_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1215_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1215" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1268" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_1215" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_1215_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_1215" ) == 1
}
action
{
Dialog:GameCommand( "Back_emergency", 0, 0 );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_83(Dialog)
{
strategies
{
DialogLine_Dialog_10_CHIEF_NoCampaign_83_Click,
DialogLine_Dialog_10_CHIEF_NoCampaign_83_Init
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_83_Init(Dial og)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_10_CHIEF_NoCampaign_83" );
}
}

strategy DialogLine_Dialog_10_CHIEF_NoCampaign_83_Click(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_10_CHIEF_NoCampaign_83" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_11_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_11_CHIEF_NoCampaign_1079,
DialogLine_Dialog_11_CHIEF_NoCampaign_1209,
DialogLine_Dialog_11_CHIEF_NoCampaign_1210,
DialogLine_Dialog_11_CHIEF_NoCampaign_1211,
DialogLine_Dialog_11_CHIEF_NoCampaign_1212,
DialogLine_Dialog_11_CHIEF_NoCampaign_1213,
DialogLine_Dialog_11_CHIEF_NoCampaign_1214,
DialogLine_Dialog_11_CHIEF_NoCampaign_83
}
}

strategy DialogTitle_Dialog_11_CHIEF_NoCampaign_1079(Dialog )
{
strategies
{
DialogTitle_Dialog_11_CHIEF_NoCampaign_1079_Init
}
}

strategy DialogTitle_Dialog_11_CHIEF_NoCampaign_1079_Init(D ialog)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1079" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1209(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_1209_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_1209_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1209_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1209" ) == 0 and !Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1254" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_CHIEF_NoCampaign_1260" );
Dialog:SetRunScript( "Dialog_13_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1209_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1209" ) == 1 and !Dialog:IsSubmerged()
}
action
{
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1210(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_1210_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_1210_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1210_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1210" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1260" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_11_CHIEF_NoCampaign_1210" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1210_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1210" ) == 1
}
action
{
Dialog:GameCommand( "Dive", 0, 0 );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1211(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_1211_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_1211_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1211_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1211" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1262" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_11_CHIEF_NoCampaign_1211" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1211_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1211" ) == 1
}
action
{
Dialog:GameCommand( "Periscope_depth", 0, 0 );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1212(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_1212_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_1212_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1212_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1212" ) == 0 and Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1261" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_11_CHIEF_NoCampaign_1212" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1212_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1212" ) == 1 and Dialog:IsSubmerged()
}
action
{
Dialog:GameCommand( "Surface", 0, 0 );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1213(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_1213_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_1213_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1213_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1213" ) == 0 and Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1274" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_11_CHIEF_NoCampaign_1213" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1213_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1213" ) == 1 and Dialog:IsSubmerged()
}
action
{
Dialog:GameCommand( "Emergency_surface", 0, 0 );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1214(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_1214_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_1214_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1214_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1214" ) == 0 and Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1288" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_11_CHIEF_NoCampaign_1214" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_1214_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_1214" ) == 1 and Dialog:IsSubmerged()
}
action
{
Dialog:GameCommand( "Order_maintain_depth", 0, 0 );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_83(Dialog)
{
strategies
{
DialogLine_Dialog_11_CHIEF_NoCampaign_83_Click,
DialogLine_Dialog_11_CHIEF_NoCampaign_83_Init
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_83_Init(Dial og)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_11_CHIEF_NoCampaign_83" );
}
}

strategy DialogLine_Dialog_11_CHIEF_NoCampaign_83_Click(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_11_CHIEF_NoCampaign_83" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_12_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_12_CHIEF_NoCampaign_1079,
DialogLine_Dialog_12_CHIEF_NoCampaign_1211,
DialogLine_Dialog_12_CHIEF_NoCampaign_1212,
DialogLine_Dialog_12_CHIEF_NoCampaign_1213,
DialogLine_Dialog_12_CHIEF_NoCampaign_1214,
DialogLine_Dialog_12_CHIEF_NoCampaign_83
}
}

strategy DialogTitle_Dialog_12_CHIEF_NoCampaign_1079(Dialog )
{
strategies
{
DialogTitle_Dialog_12_CHIEF_NoCampaign_1079_Init
}
}

strategy DialogTitle_Dialog_12_CHIEF_NoCampaign_1079_Init(D ialog)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1079" );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1211(Dialog)
{
strategies
{
DialogLine_Dialog_12_CHIEF_NoCampaign_1211_Click,
DialogLine_Dialog_12_CHIEF_NoCampaign_1211_Init
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1211_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1211" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1292" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_12_CHIEF_NoCampaign_1211" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1211_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1211" ) == 1
}
action
{
Dialog:GameCommand( "Knuckle_port", 0, 0 );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1212(Dialog)
{
strategies
{
DialogLine_Dialog_12_CHIEF_NoCampaign_1212_Click,
DialogLine_Dialog_12_CHIEF_NoCampaign_1212_Init
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1212_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1212" ) == 0 and Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1293" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_12_CHIEF_NoCampaign_1212" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1212_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1212" ) == 1 and Dialog:IsSubmerged()
}
action
{
Dialog:GameCommand( "Double_knuckle_port", 0, 0 );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1213(Dialog)
{
strategies
{
DialogLine_Dialog_12_CHIEF_NoCampaign_1213_Click,
DialogLine_Dialog_12_CHIEF_NoCampaign_1213_Init
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1213_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1213" ) == 0 and Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1294" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_12_CHIEF_NoCampaign_1213" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1213_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1213" ) == 1 and Dialog:IsSubmerged()
}
action
{
Dialog:GameCommand( "Knuckle_starboard", 0, 0 );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1214(Dialog)
{
strategies
{
DialogLine_Dialog_12_CHIEF_NoCampaign_1214_Click,
DialogLine_Dialog_12_CHIEF_NoCampaign_1214_Init
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1214_Init(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1214" ) == 0 and Dialog:IsSubmerged()
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1295" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_12_CHIEF_NoCampaign_1214" );
Dialog:SetRunScript( "Dialog_8_CHIEF_NoCampaign" );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_1214_Click(D ialog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_1214" ) == 1 and Dialog:IsSubmerged()
}
action
{
Dialog:GameCommand( "Double_knuckle_starboard", 0, 0 );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_83(Dialog)
{
strategies
{
DialogLine_Dialog_12_CHIEF_NoCampaign_83_Click,
DialogLine_Dialog_12_CHIEF_NoCampaign_83_Init
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_83_Init(Dial og)
{
action
{
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:SetDialogLineClickId( "DialogLine_Dialog_12_CHIEF_NoCampaign_83" );
}
}

strategy DialogLine_Dialog_12_CHIEF_NoCampaign_83_Click(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_Dialog_12_CHIEF_NoCampaign_83" ) == 1
}
action
{
}
}

# sh5 dialog tool - start new dialog
#

strategy Dialog_13_CHIEF_NoCampaign(Dialog)
{
strategies
{
DialogTitle_Dialog_13_CHIEF_NoCampaign_1079,
DialogLine_Dialog_13_CHIEF_NoCampaign_83
}
}

strategy DialogTitle_Dialog_13_CHIEF_NoCampaign_1079(Dialog )
{

action
{
Dialog:GameCommand( "crash_dive", 0, 0 );

}
}

strategy DialogLine_Dialog_13_CHIEF_NoCampaign_83(Dialog)
{
strategies
{
DialogLine_Dialog_13_CHIEF_NoCampaign_83_Init
}
}

strategy DialogLine_Dialog_13_CHIEF_NoCampaign_83_Init(Dial og)
{
action
{
Dialog:SetDialogTitle( "Text_Dialog_1067" );
Dialog:AddDialogLine( "Text_Dialog_1255" );
Dialog:PlaySound( "ChiefEngineer_slash_", "TM_CR_CHIEF_D02_A", 0 );
Dialog:PlayAnimation( "Generic_Agree03" );
}
}
Thanks for great mod. :yeah:

Mikemike47
02-07-14, 05:33 PM
DialogLine_RootDialog_CHIEF_NoCampaign_1170,
DialogLine_RootDialog_CHIEF_NoCampaign_1260,
DialogLine_RootDialog_CHIEF_NoCampaign_1264,
DialogLine_RootDialog_CHIEF_NoCampaign_1221,
DialogLine_RootDialog_CHIEF_NoCampaign_1900


These code references are not in MCCD_1.04_MFCM_1.2.1_compatible or MCCD_1.04. All other references, except for 1170, is in EMCCD v0.3.1 by archer9.

Oby
02-07-14, 08:28 PM
Opps,my mistake....You're right...My last crew command mod on my mod list is Archer's EMCCD v0.3.1. :D

Thank's for poiting that out.

TheBeast
11-21-16, 12:51 AM
Wasn't sure where to post this. MCCD did not cause this but I didn't want to start new Forums thread.

I uploaded this fix in 2010 and some how that upload is missing now so I uploaded a new today.

DT_Radio_Black_May.aix Stock Game Script fix byTheBeast @ 1920 11/20/2016

Purpose:
Correct stock game Script Error that was causing CTD when talking to Radioman during the Black May Campaign.

JSGME ready!

Download Link:
Radioman_BlackMay_CTD_Fix_byTheBeast (http://www.subsim.com/radioroom//downloads.php?do=file&id=5088)

This MOD Fixes stock game DT_Radio_Black_May.aix Script by adding missing quotes(") wrapper on line 239 for PlayAnimation request.
This MOD Fixes stock game DT_Radio_Black_May.aix Script by adding missing Script Code (== 0) on line 292.

Effected File:
~\data\Campaigns\CampaignProjects\Black_May\Script s\AI\Dialogs\DT_Radio_Black_May.aix

Dmetal2001
03-14-18, 06:44 PM
When I have MCCD installed in the modlist before Equipment upgrades mod, it overwrites the dialog file and the additional dialog options are blanked out

Aktungbby
03-30-19, 11:02 PM
Dmetal2001!:Kaleun_Salute:

Pascal
04-03-21, 06:34 AM
Very interesting mod, fun to play - I could see a "battle station" command from the watch officer