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-   -   [REL] MightyFine Crew Mod (https://www.subsim.com/radioroom/showthread.php?t=163591)

Heretic 03-23-10 09:19 AM

That's inconsistant with the other commands. The 'dive' command triggers its script and the command.cfg key entry for it is 'Key0=0x56,C,"V"'. I'll have to do more testing when I get home this evening.

Ragtag 03-23-10 10:50 AM

Quote:

Originally Posted by Heretic (Post 1329775)
Well, hmmm...
Do me a favor and look in data\Submarine\NSS_UboatXX (the one that matches the boat you tested with), and pull up crew_commands.txt and tell me what the line beginning Set_depth says

*edit* and to clairify, this is what you did?


I did the same change and it worked for my with VIIA
The set_depth command looks like this:

Set_depth 1 1 1 ( CR_CHIEF = setd_CHIEF )

Heretic 03-23-10 11:08 AM

Quote:

Originally Posted by Ragtag (Post 1330006)
I did the same change and it worked for my with VIIA
The set_depth command looks like this:

Set_depth 1 1 1 ( CR_CHIEF = setd_CHIEF )

Thanks. That's definitely not the override version. I thought I might have screwed up and included it in the main mod. I wonder if I made the edit to command.cfg incorrectly when I tested it?

I'd love to get rid of the override option. The problem with including a custom commands.cfg is it'd conflict with all the other mods that use it, the UI mods and command key mods.

blechritter 03-23-10 11:18 AM

Trigger of crash_dive script
 
Apologies everybody! There was a lack of precision in my testing...

Now what I did next, and that finally appears to work (please verify)

1. Dive and crash_dive and a couple of other depth changing commands are configured to belong to the CommandClass=Depth

According to the documentation, those commands would then override each other, so only the last in sequence would actually be triggering any scripts. Thats why I kept hearing the sounds provided in set_depth.aix

2. So I removed the CommandClass=Depth line for the crash_dive command, which becomes Generic and will not be overwritten by set_depth. And here we go!

If you can verify that observation, then we would have some breakthru I believe.

In commands.cfg
...
[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x56,Cs,"V"
HasDelayedExecution=Yes
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29
...

johan_d 03-23-10 11:35 AM

Will this key detection conflict with other key mapping mods ?

blechritter 03-23-10 11:40 AM

Quote:

Originally Posted by johan_d (Post 1330092)
Will this key detection conflict with other key mapping mods ?


As a matter of fact, if that finding proves to be valid, then a merge of mods appears to be necessary.

Heretic 03-23-10 12:06 PM

Set_depth always gets triggered after each of the depth commands. That's how my override worked. I had set_depth triggering the crash_dive scripts. If surfaced, you got the crash dive routine, otherwise just hydroplane orders.

So are you saying with the line CommandClass=Depth removed, the crash dive command triggers the crash_dive scripts?

The dive and crash dive scripts are very similar. The differences are the Chief uses the tension voice sounds in crash dive and the normal voice in dive. The men coming down the ladder have a jarring animation in crash dive. That's where one of the guys falls down. Regular dive, they come down in less of a hurry.

blechritter 03-23-10 12:10 PM

Quote:

Originally Posted by Heretic (Post 1330141)
Set_depth always gets triggered after each of the depth commands. That's how my override worked. I had set_depth triggering the crash_dive scripts. If surfaced, you got the crash dive routine, otherwise just hydroplane orders.

So are you saying with the line CommandClass=Depth removed, the crash dive command triggers the crash_dive scripts?

The dive and crash dive scripts are very similar. The differences are the Chief uses the tension voice sounds in crash dave and the normal voice in dive. The men coming down the ladder have a jarring animation in crash dive. That's where one of the guys falls down. Regular dive, they come down in less of a hurry.

Oh yes, and now I hear all you have intended. From the immediate Diesel engine stop (in crash_dive.aix) to the very last Hydroplane command from set_depth.aix and men in a hurry...

Now that should provide for a more complete understanding of the inner mechanisms on how scripts are utilized.

If this could only be firmly proved by you I should have a good nights rest...

Heretic 03-23-10 12:14 PM

Yeah. I suppose removing the Depth tag means you can't overide it once you enter it. What happens if you issue a surface command right afterwards?

silversurfer 03-23-10 12:42 PM

Tried the mod again tonight with no probs at all. :yeah: working beautifully.

Heretic 03-23-10 02:04 PM

Well, 1.2.1 seems stable. What should I do for 1.3?

I've worked a bit more with adding crewmen. I can get a new guy to appear on the sub, but he doesn't react to the script I made for him. I assume I need to add him in somewhere else too, probably the UPC files. The problem is I can't figure out what to do with him. I've experimented with moving exisiting crewmen to likely spots as a test, but there just doesn't seem to be waypoint/animation combos that work. I can't put more guys in the torpedo room or the deck gun or even on the bunks. Adding crewmen also breaks savegame compatability. So, I'm going to shelve that for now.
  • Add crewmen to sub. Tried and gave up. :down:
  • Add crewmen to torpedo room. Tried and gave up. :down:
  • Add crewmen to the deck gun. Tried and gave up.:down:
Testing 1.2.1, I got into combat for the first time, other than the tutorial. Like others have noted, the crew's lack of concern with what's going on, especially when damaged, is a big let down. Flooding and sparks and water spraying everywhere doesn't seem to concern them at all. This seems a good area to improve. The necessary infrastructure seems to all be there. The devs included damage control animations. There appear to be the necessary triggers, tho I don't fully understand them yet. I think I can utilize the gun crews, who are the guys on the bunks incidently, as a DC party. I can also jazz up the close explosion and damage reactions, add yells, curses, screams when injured, that sort of stuff.

I keep coming back to the Chief since he's the most important crew member. When the planesmen go up on watch, the Chief needs to find something else to do. Standing there directing guys who aren't there is kinda lame. I'll maybe have him wander on back to the engine room or something. It might be nice to have the bosun go on walkabout occasionally too.

Whattayathink?

Ragtag 03-23-10 02:09 PM

Quote:

Originally Posted by Heretic (Post 1330154)
Yeah. I suppose removing the Depth tag means you can't overide it once you enter it. What happens if you issue a surface command right afterwards?

I just tried it with these settings in commands.cfg

[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x56,Cs,"V"
HasDelayedExecution=Yes
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29


Crash dive script worked fine. Override also worked fine. I could change depth by setting depth on the bar and by using shortcuts F,V and S+V.

Seems like you solved the problem unless there is more to it :)

UPDATE: Seems like it introduced a new problem. After diving and re-surfacing the game seems to think that the u-boat is still under water. Crew is not going back to bridge and CO2 shows up after awhile.

Barso 03-23-10 02:09 PM

I like the way you're thinking Heretic.
Those sounds like fantastic ideas.

Heretic 03-23-10 02:17 PM

Quote:

Originally Posted by Ragtag (Post 1330341)
UPDATE: Seems like it introduced a new problem. After diving and re-surfacing the game seems to think that the u-boat is still under water. Crew is not going back to bridge and CO2 shows up after awhile.

That's what I was worried about. We just don't know the full implications of removing that tag.

Will-Rommel 03-23-10 02:24 PM

Sweet project. :sunny:

blechritter 03-23-10 02:30 PM

Quote:

Originally Posted by Heretic (Post 1330154)
Yeah. I suppose removing the Depth tag means you can't overide it once you enter it. What happens if you issue a surface command right afterwards?

I suppose, that each and every command called in a particular sequence will trigger its unique script if not overwritten by a command belonging to the same CommandClass (except 'Generic' which presumably never should get overwritten). This allows to orchestrate animations according to a well defined sequence of commands. Overwriting might be necessary though to prevent funny results. So I guess if a surface command requires its own set of animations thru its own script, it should be 'Generic'.

At the end, each set of commands expected to be executed in a particular sequence should be examined if overwriting should be utilized or disabled.

Hope I could provide assistance

P.S.: Just gave it a try. Removed CommandClass from the surface command as well and your script brought all hands back to their watch stations

Heretic 03-23-10 02:48 PM

Good stuff to know. I appreciate you looking into it.

blechritter 03-24-10 02:02 AM

Triggering of AI scripts (more general)
 
My current conclusion to our common problem with crash dive and related commands is, that the command set_depth is called implicitly. (It is mentioned in the devs docs somewhere), thereby overwriting previous commands. So no trigger.

My attempt to simply remove CommandClass from these depth changing commands sadly helps only in a non modding friendly way.

If we could learn by which command set_depth was called, then by merging all related strategies into set_depth.aix would make it mod friendlier.

Has anyone any idea if a dev could be contacted to provide for such a global variable, which hopefully exists?

Still eager to see men running forwards in case of a crash dive

Coldcall 03-24-10 11:12 AM

just tested the new version of this mod and it looks really great. I like how all the watch crew now turn as they scan the horizon with their binocs.

My only one complaint is that the front left watchman doesnt need to turn all the way around to look 180 behind him/stern, as the back left watchman is also covering the rear.

Of course, Im just nit-picking because this watch crew is a 100% improvement on vanilla. Thanks very much for your great work Heretic.

ACSoft 03-25-10 12:31 AM

Heretic, first, congrat's for this great mod !!!

I use a modified version of Church's SHV 1.01 Keyboard Commands mod (adapted to swiss-QWERTZ keyboard). With this mod, we have most of SHIII commands back, which mean for example, speaking of the crash dive, command "C" instead of "shift-V".

This my crash dive command:

[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,C,"C"
HasDelayedExecution=Yes
CommandClass=Depth
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29

Generally speaking, I wonder if using a different set of commands like with this Church's mod, can cause problem(s) with your mod ?

Can-you also describe what overall behaviors we are supposed to see, with a crash dive, in comparison with a normal dive ? I mean, without to know this, it is difficult to determin if all is working properly.

In my case, I don't see significant differences between a normal dive and a crash dive, except that during a crash dive, most of the time, men don't have enough time to "go down". So, some of them are still on the deck, while the coning tower is already submerged.

Are we supposed to hear shouting "Alaaaarm tauchen" in crash dive, like it happen without your mod ?

EDIT: I was testing from outside view. Now that I tested also from inside the sub, I hear the "Alaaaarm tauchen" and therefore I can know if your sequence is triggered or not.

Thanks in forward for your help.

ACS


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