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this thread is of top interest!
I can't thank you enough for sharing your knowledge, Heretic :know: Hell I could kiss you... Hey, point that torpedo somewhere else!! :stare: |
Moving people around
Wp:Teleport("waypoint"); Instantly teleports actor to the waypoint Wp:Goto("waypoint"); actor walks to the waypoint. If the waypoint you're trying to reach is in another room, the actor will reach the transition waypoint, go into the crucifiction pose (default unanimated postion), and teleport to the transition waypoint in the next room. Looks goofy. It's better to take control and only goto the transition waypoint, then teleport to the next room and continue from there. Example: I want the WO to move from the control room ladder (CR_Stairs) back to his regular position in the fore quarters. Rather than doing this: Quote:
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Generally, when you want to move people around, it's best to find out where they are first. You don't want to trigger your new sequence if he's already there, right? Wp:IsCurrentWaypoint("waypoint") will tell you that. For the example above, we'd only want the WO to walk from the ladder if that's where he's currently located, so we put our move logic into an if statement conditioned off his current waypoint. If he's not at CR_STAIRS, it won't be executed. I've highlighted the syntax. Quote:
It's sometimes preferable to use 'not' logic on that check. Suppose I want to send the WO to waypoint WT_CR02 on the bridge when surfaced. I don't care where he's currently at, if he's not on the bridge. An exclamation point in front of the check reverses the logic. So !Wp:IsCurrentWaypoint("waypoint") means not at that waypoint. If he's aready there, we'll add an else condition and have him perform the appropriate animation. Quote:
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Thanks for patiently updating this thread. Im reading all your statements very carefully, to build up know-how.
I'm a programmer (leading a team of programmers) so scripting should not be a problem. Thanks again for your time and for sharing your knowledge! Greetings from germany JotDora |
please keep us informed! this topic is very, very promising!
:yeah: |
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How do you make it to show the result of a script editing without having to restart the entire game from desktop to loading a patrol?
I can't make the game to sort of "reload" my saved script whilst staying ingame? I tried with the AI debugger script editor using the "reload script" function, but no luck, except it messes the AI debugger itself and end up showing CR_NAV_IDLE in the CR_HF tree and causing CTD. Do you always have to start all the game through to take a new script in effect? painfull!!! |
I've always restarted between changes. Takes a while, but I guess I have a high tolerance for such things. I looked through the script editor but couldn't see anything that looked like it applied to Crew AI. Looks like you've found some way to at least view it? I'd be very interested in learning that. Perhaps I'd be able to find more functions.
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I'm stuck trying to find a way editing anims in gmax or 3dsmax though. And that goblin editor is nothing but a controller parameters editor, you can't move objects, can't add waypoints and most importantly, you can't ADD controllers also! more of a viewer than anything else... A tweaker, shall we say. It looks powerfull at first sight, but it's very restrictive |
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Thanks! I don't know if it's of any use as a real-time script tweaker, seems to always crash. But it's a great debugger because it shows the values in the variables. Very handy. |
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Some Modders are sure to be using this to add/modify controllers, as we speak . |
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Working with sound files
Wp:PlayAttenuatedSoundWithLipsync("file", delay); Wp:PlaySoundWithLipsync("file", delay); These two functions work the same, with PlaySoundWithLipsync having the same volume regardless of distance, and PlayAttenuatedSoundWithLipsync having the volume fade over distance. You can play any ogg file with these functions. I haven't tried mp3 but wav files definitely don't work. The "file" component is the path name within the speech folder followed by the file name without the extension. The delay variable tells how long, in seconds, to delay before playing the sound, so you can sync it up with a movement, tie multiple sounds together etc. Quote:
You can't play any of the sounds other than those in the speech folder. There's ways around that though. Just copy the sound you want, convert it to an ogg, then put it in the speech folder. I used the helmsman to 'speak' the dive alarm bell when the dive command is given. I used the non-attenuated version, so the sound isn't localized. I copied the Submarine Bell.wav file from the sounds folder, used an audio editor to loop it three times so it'd play longer, then saved it as an ogg. Note, you can't have spaces in the file name. Quote:
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Using Global Variables.
Wp:SetGlobalVariable(variable, value) Wp:GetGlobalVariable(variable) Sometimes it's useful to use a variable to control things in your script. The tutorial strategies use this to control things. The interaction between the cook and bosun are also controlled by variables. Variable values are stored with the save game. You add a new variable to file init.aix. Increment the index by one for each variable you add. These variables are single digit only 0-9. I haven't tried letters. Quote:
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Thanks
Hi Heretic,
thanks to your geat work and information about the Crew-animations e.t.c..:up::up::up: We in Germany say: SH5 is a banana-product. It ripes under at the clients. Thanks to you the banana grows riper! Best regards Karl :rock: My poor work for SH3: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/...431054756#9431054756 http://forums.ubi.com/eve/forums/a/t...756#6011016756 |
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Until now I thought that this flickering issue was only my problem :oops: |
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