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-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] MightyFine Crew Mod (https://www.subsim.com/radioroom/showthread.php?t=163591)

UberMatz 03-06-10 07:15 PM

Outstanding!!! I'll take them to sea!! :up:

etheberge 03-06-10 07:15 PM

http://www.subsim.com/radioroom/pict...pictureid=1372

jimimadrid 03-06-10 08:21 PM

@Heretic

I change also Erich's picture to nonpirate. You can add the file to your mod.

http://img294.imageshack.us/img294/813/xokopie.jpg

Download here -> http://jimimadrid.kilu.de/SilentHunter/No Pirate XO.rar

Heretic 03-06-10 08:50 PM

Quote:

Originally Posted by jimimadrid (Post 1298821)
@Heretic
I change also Erich's picture to nonpirate. You can add the file to your mod.

Thanks. I considered doing that but I'm not satisfied with his headectomy just yet. The one I'm using doesn't seem to have the detail of the others. I'm trying other heads. When I get it finalized, I'll probably include a head for the bio page.

Paco 03-07-10 03:30 AM

Great work,

Thanks :up:

Mark75 03-07-10 03:31 AM

Thank you Heretic. I'm looking forward to use this mod :up:

coronas 03-07-10 05:24 AM

Amazing! They look as real deck wacht crew now!:yeah:
Thanks!
Please, something alike for gun crew.
:salute:

Ablemaster 03-07-10 12:16 PM

Excellent mate, much better now, thankyou lots.

Dowly 03-07-10 12:23 PM

Great work! Thanks!! :salute:

Vanagen 03-07-10 12:30 PM

Excellent work!



Here is the edited Crew_Idle_Actions_CR.aix file to put the eyepatch back in. Unload mod, replace file included in mod and reload mod.

http://www.mediafire.com/?mzdj0z4ddnj


:arrgh!: :arrgh!: :arrgh!:


HAAARRRRR!!!!!!!!
Avast me hearties!

Hoist the main sail, scrape the poop deck!


Heretic 03-07-10 12:30 PM

Quote:

Originally Posted by KarlSteiner (Post 1299899)
1.) Can you change the animations so that the glasses are not put down
within 10 minutes? This will be much more realistic.

Not sure what you mean? The front two lowering their their glasses to look around? I can make some changes so it happens less often.

Quote:

2.) Can you give the 4th. crewman a glass too?
There are no animation for using binoclulars set up for use on the bridge(?!). So I have to make do with animations for use in other places. None of them line up with the 4th crewman, so I cannot make him use his binocs until we get custom animations.

Quote:

3.) Can you give the Officer a hat similiar in SH3?
The Watch Officer's got a big melon! If I put a hat on him, his hair pokes through too much. That will have to wait for custom models.


I'm working on getting more crewmen on the deck gun for the next version.

redcoat22 03-07-10 01:13 PM

Great work on this!

Vanagen 03-07-10 01:37 PM

How do I keep this from happening?

There doesn't seem to be a command to clear the bridge, or is there?



http://i47.tinypic.com/6zy6w4.jpg

Heretic 03-07-10 02:02 PM

Quote:

Originally Posted by Vanagen (Post 1300070)
How do I keep this from happening?

There doesn't seem to be a command to clear the bridge, or is there?

It's a stock bug. There's a flag that's supposed to be accessed with Wp:IsSurfaced() and Wp:IsSubmerged(). If it doesn't get set properly, the script can't trigger the transition.

Vanagen 03-07-10 02:33 PM

Well, that sucks. Is there a workaround?

It doesn't seem to happen without your mod, though. The crew always clears the bridge at the very last moment.


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