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Do you think the exit (at the bottom) dialog "Nothing more to say" is useful/necessary ?
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You have a point. The menu can be closed by hitting Esc anyway, but I'm not sure if it can be disabled. It uses a separate .aix file for generic exits. But I'll look into it.
In other news, I may be onto some clues as to why certain commands don't work trough dialogs. All the commands I have added are also found in Data\Scripts\AI\Crew as crew strategy .aix files (periscope_depth, surface, crash_dive etc.). And all the commands that don't seem to work when clicked through dialogs (report nearest visual contact, follow nearest sound contact etc.) are not in that folder. |
Thank you :up:
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Not at game computer at the moment. Adding or fixing broken dialogue that is not for sub operations is what I am doing. You saved me some work doing this mod. :salute: I was up for the challenge but RL wins, too. Generally speaking, the PD_YY_CHARACTER_xxx.ogg and SR_YY_CHARACTER_xxx.ogg files are the conversational dialogues that I will direct my attention to. May fix scripts in Data\Scripts\AI or subfolders or data\Campaigns\CampaignProjects\<CampaignName>\Scr ipts\AI\Dialogs. Example: Hackl and Bosun either talking about the book or cut violin strings dialogue. Chief talking about sick wife, Greta. Quote:
There are *aix files in the Data\Scripts\AI\Dialogs_Default. Using the file DT_Bosun_all.aix as an example, there are lines like "RootDialog_BOSUN_NoCampaign_1066". Does the 1066 number represent the different campaigns such as black pit, operation drumbeat, or total Germany, etc.? Is the 1066 number referenced from another filename that I haven't found yet? The ubisoft *.doc help texts did not help much for me. |
No, that number is not referenced anywhere. Only the script file that it's inside uses it. For example NoCampaign_1066 in DT_Bosun_all.aix is used only in that file. Furthermore, it is used only by the "strategy" in which it's placed. Look at this example:
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strategy DialogTitle_RootDialog_BOSUN_NoCampaign_1066(Dialog) If you scroll down, you will notice lines like this one: # sh5 dialog tool - start new dialog # These are used to create a new dialog, and a list of strategies go below it. But since it is a separate dialog, you can use the same number as in the previous example (1066), it will work perfectly fine, because each new dialog reads only its own strategies. So yeah... that number has no significance outside the file it's inside nor even outside its dialog block. Also, to my understanding the phrase "NoCampaign" indicates that the dialog line will appear no matter the campaign (even in historical missions). Quote:
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Nice to know that the #s have no significant importance outside the scripts. Is "generic_exits" called out in some function in some other file elsewhere? Just one more of those things just used in these scripts? Quick Start - CrewAI.docx and Crew Strategies Help.docx files in data\Scripts\AI\Crew folder. If you make another version of this mod, it would be nice to move the prepare weather report back to the orders to navigator under the WO (watch officer). As long as you and others do not mind. It may give me flexibility for general dialogue of WO in the future. If you are going to look into the **.aix files in data\Scripts\AI\Dialogs_Default someday, some changes need to be made. DT_XO_all.aix Search for "MC_TRF_LOAD01_58" and change to "MC_CR_SO_102" DT_Radio_all.aix Search for "MC_TRF_LOAD01_58" and change to "MC_RR_RADIO_80" I can inform you of any other errors when I find them if you wish, let me know. I all ready made the changes to [wip] voices reloaded mod. Additionally, dialogue for general sub commands are in the MC_YY_CHARACTER_xxx.og. General pleasantries like Jawohl Herr Kaleun and Yes Lieutenant are in the format CG_YY_CHARACTER_xxx.ogg. General conversational dialogue for [wip] voices reloaded has formats of TM_YY_CHARACTER_xxx.ogg or TTM_YY_CHARACTER_xxx.ogg, too. |
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I'm not sure about moving the weather report back, though. I did this for role-playing reasons - I don't want to ask a guy who sits below for weather. I'll think more about this after I get some sleep. I will look into those changes for the .aix files. |
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variable intitialized in init.aix, x=2 in data\Scripts\AI\Dialogs_Default. Any ideas why? Same goes for init.aix in data\Campaigns\CampaignProjects\<CampaignName>\Scr ipts\AI\Dialogs. |
Nope, no idea what that variable is for. But I have some big announcement - I managed to get Report nearest visual command working through dialog! This means I will probably add in a whole bunch of essential commands that didn't work previously in the next update. :woot:
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:woot: :salute::up::D :sunny::rock::yeah:
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Version 0.3 is out, please report if you find any problems. No idea if it's savegame compatible. I'm using crew_commands.txt from MifhtyFineCrew mod in this update, but if I'm correct it shouldn't cause any problems for those who don't use that mod.
Sorry, Mike, I wasn't able to move special abilities into a separate sub-menu. I don't know what's the problem, but it just doesn't work. I'm guessing there's some special rules with special abilities in the script. I'll give it a second try when I can. If I can't do it, we'll need a special compatibility version of EMCCD for your mod. Probably will have to put more stuff in the same sub-menus. Not a big problem. I've included almost everything I wanted into dialogues. The only command from commands.cfg that for some mystical reason doesn't want to work for me is deploy_decoys. And another one is the Report fix (lat and long) from Real Navigation. I can't find the command in commands.cfg and thus I can't add it to the dialogs... If I could find a way to add these two commands, we'd be able to play with the officers panel fully disabled!! :) |
With the New Ui options editor you can hide any combination of officers on the officers panel . I don't know how but you can do it . It is an option .
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Hopefully, the miscellaneous dialogue from [wip] voices reloaded will fit nicely with 9 entries allowed in the dialogue menu still. I was thinking the same thing, sub-menus, subroutines. Just an example of an idea, gunner or watch officer vocalizes a general comment that is available in the **.ogg files to say immediately after the command "fire at will" is said, etc. Deploy decoys makes a sound for me with mods I use. I will look later to see what I can find for this. I do not use real navigation to help with that. |
Yes, I'm yet to figure out why there is no speech after commands are activated by dialogue. I can hear speeches when they are clicked through the UI... Maybe for the next update I'll figure it out.
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With V0.3 I get an instant ctd if I click on any of the standard depth control icons on the left GUI .
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Thank you, sober. Check the first post for a new link.
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Should be: DT_XO_all.aix Search for "TorpedoMan_slash_", "MC_TRF_LOAD01_58" and change to "ExecutiveOfficer_slash_", "MC_CR_SO_102" Just in case you change this file in future: DT_Radio_all.aix Search for "TorpedoMan_slash_", "MC_TRF_LOAD01_58" and change to "RadioMan_slash_", "MC_RR_RADIO_80" |
Ups, sorry, totally forgot to edit those lines! :dead:
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Is what your looking for in the
Silent Hunter 5\MODS\NewUIs_TDC_7_4_2_ByTheDarkWraith\data\Scrip ts\Menu\TheDarkWraithAutomation ? I mean any hints in that file . |
Yes, I was just looking through that same file and there is this line at the bottom of it:
,[ "Report_position_celestial", AutomationRealNavReportPositionCelestial ] There is also this line in Data/Automation/TDW_Automation.txt: ; Report_position_celestial,0,0,0,0,0,0,t But it is commented out for some reason, like the rest of the lines in that file. Anyway, TDW apparently uses his own commands through his own scripting. I tried simply adding an entry of 'Report_position_celestial' into commands.cfg but it's obviously not that simple because it didn't work in the game. For now I'm stumped. |
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