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

Heretic 03-28-10 03:25 PM

I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.:yeah:

Athlonic 03-28-10 05:42 PM

Quote:

Originally Posted by Heretic (Post 1338140)
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.:yeah:

Excellent !

SteelViking 03-28-10 11:19 PM

Quote:

Originally Posted by Heretic (Post 1338140)
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.:yeah:

Glad to hear it!:rock:

pythos 03-29-10 01:40 AM

This is so awesome. Now we have watch crew that do as they should....they leave the bridge before the boat goes under water!!!

YES!!!

Hopefully we can get crew moving about the boat too, perhaps having the Bosun and cook making their rounds. LOL. That would be great!!!

I wish I had the know how to help with this, you guys are too awesome for words.

Sh5 is gonna be the best subsim since SH3.

Bravo

thruster 03-29-10 02:19 AM

pythos wrote:
Quote:

I wish I had the know how to help with this, you guys are too awesome for words.

Sh5 is gonna be the best subsim since SH3.
agree totally to all the above. :rock::salute:

redcoat22 03-29-10 07:39 AM

Great work

ACSoft 03-29-10 10:02 AM

Quote:

Originally Posted by Heretic (Post 1338140)
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.:yeah:

Great Heretic !!!

Congratulations !!!

ACS

doomlordis 03-29-10 10:24 AM

Will you have a new version coming out then that fixes the crash dive bug on stock ui?

Heretic 03-29-10 11:22 AM

Quote:

Originally Posted by doomlordis (Post 1339187)
Will you have a new version coming out then that fixes the crash dive bug on stock ui?

I don't really know anymore if it is actually a bug or just some peculiarity with how crash dive works. But, yes, my new version will work just fine with the stock UI without the need for the set_depth workaround.

ACSoft 03-29-10 11:50 AM

Hi Heretic,

I couldn't wait and by curiosity, I came back to mod without workaround and modified "crash_dive.aix" that way:

...
Wp:SetGlobalVariable(VAR_SURFACE_ORDER, 0); # override any surface orders
Wp:SetGlobalVariable(VAR_DIVE_ORDER, 2); # this will trigger hard landing for bridge watch

Wp:ExecuteCommand( "Crash_dive" );

Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\T ension\MC_CR_CHIEF_24", 2.0); # "shut down diesel engines"
...

And it work !

With this modif, now, the only case where the four guys stay on the bridge until the submarine is submerged, is when I make the sub diving from the surface, with a direct dial with a mouse click on the dive-meter.

Of course nothing change, speaking of the time required for the guys to go down. It still happen that with crash dive, some of them don't have the time to go down, before the sub is submerged.

ACS

Heretic 03-29-10 12:16 PM

Weird isn't it? It's the only command I've found that the sequence makes a difference.

ACSoft 03-30-10 05:15 AM

Quote:

Originally Posted by Heretic (Post 1339347)
Weird isn't it? It's the only command I've found that the sequence makes a difference.

Yes, crazy stuff ! Most probably something weak inside the script interpreter engine. I bet for something "time critical".

By the way, did you found a way to tweak the timing for the guys to go down ?

Another question: Is-it possible to tie your normal dive behavior to the dive command given through a direct mouse click on the deep-meter ?

ACS

Heretic 03-30-10 08:44 AM

Quote:

Originally Posted by ACSoft (Post 1340392)
Yes, crazy stuff ! Most probably something weak inside the script interpreter engine. I bet for something "time critical".

By the way, did you found a way to tweak the timing for the guys to go down ?

Another question: Is-it possible to tie your normal dive behavior to the dive command given through a direct mouse click on the deep-meter ?

ACS

Clicking the depth gauge triggers the set_depth command. I can script it to do anything I want. The trouble is I don't know which direction the depth change is so I just have some hydroplane orders. Even if the boat is on the surface, I can't assume that a depth change is a dive since you could be clicking on 0 depth or something.

As far as getting the crew down before it goes under. The only way I 've thought of is to move the crash_dive command down futher in the sequence, delaying the dive. Dunno if that's an appropriate thing for this mod to be doing tho.

Thresher 03-30-10 09:22 AM

Quote:

Originally Posted by Heretic (Post 1340619)
Clicking the depth gauge triggers the set_depth command. I can script it to do anything I want. The trouble is I don't know which direction the depth change is so I just have some hydroplane orders. Even if the boat is on the surface, I can't assume that a depth change is a dive since you could be clicking on 0 depth or something.

I would think there is some global being set when this happens, as well as a global for current_depth for comparison's sake.

Do we have a list of known global var's anywhere?

Heretic 03-30-10 09:31 AM

Quote:

Originally Posted by Thresher (Post 1340655)
I would think there is some global being set when this happens, as well as a global for current_depth for comparison's sake.

Do we have a list of known global var's anywhere?

There seems to be because the UI scripts likely use it. I wonder if it's possible to do something with the python stuff to pass variables to the AI scripts. Would be handy. The AI scripts have their own globals defined in init.aix.


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