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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.
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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 ) |
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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. |
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 ... |
Will this key detection conflict with other key mapping mods ?
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As a matter of fact, if that finding proves to be valid, then a merge of mods appears to be necessary. |
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. |
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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... |
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?
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Tried the mod again tonight with no probs at all. :yeah: working beautifully.
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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.
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? |
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[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. |
I like the way you're thinking Heretic.
Those sounds like fantastic ideas. |
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Sweet project. :sunny:
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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 |
Good stuff to know. I appreciate you looking into it.
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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 |
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. |
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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