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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Hans Hansen 08-10-10 04:45 PM

Quote:

Originally Posted by TheDarkWraith (Post 1464358)
sure can. You can define ANY kind of search pattern(s) you want now :D

:yep: amazing. Kudos!

von faust 08-10-10 05:09 PM

Quote:

Originally Posted by Antar (Post 1464163)
Mhmmm, good way.
But I suggest other solution for these scripts:
Click on officer icon -> teleport to this officer -> (or click on officer at his station) -> choose the correct script and check status from officer's dialog menu.

Adventages of this proposal:
- next step for "uboat's real life"
- no additional "unrealistic" dialog box for scripts menagement
- usying uboat officers dialog boxes
- no stupid dialogs (scripts instead "Herr kaleun, let's talk about my dog.")

Of course, this is only proposal...
:03:

Great idea. If it is possible it would be fantastic !!!

Tanks TDW !!!!

BowfinSS287 08-10-10 06:36 PM

this is completely off the hook.....i would say you have out done
yourself.....but something tells me your going to do it again
its funny when i play SH5 (with your GUI) i feel....this is the way
it should be....but it wasn't out of the box...thanks to you SH5
will stay on my PC for a very long time....thank-you

TheDarkWraith 08-10-10 06:44 PM

Quote:

Originally Posted by BowfinSS287 (Post 1464426)
this is completely off the hook.....i would say you have out done
yourself.....but something tells me your going to do it again
its funny when i play SH5 (with your GUI) i feel....this is the way
it should be....but it wasn't out of the box...thanks to you SH5
will stay on my PC for a very long time....thank-you

they game me the power to program via scripting....that opens up unlimited possibilities :D

Final testing on v4.0.0 is complete. Packaging up and getting it ready for release now :rock:

etheberge 08-10-10 06:56 PM

Quote:

Originally Posted by TheDarkWraith (Post 1464358)
sure can. You can define ANY kind of search pattern(s) you want now :D

Mmm, do you think there will be a way to use this feature to automatically plot an inbound/outbound course through the Kiel canal ?

TheDarkWraith 08-10-10 07:12 PM

Quote:

Originally Posted by etheberge (Post 1464435)
Mmm, do you think there will be a way to use this feature to automatically plot an inbound/outbound course through the Kiel canal ?

it's possible but not for sure. I'll have to write some new commands for it to do that. But that relies on whether I can add waypoints via scripting to the sub or not. If I can then yes it can be done.

TheDarkWraith 08-10-10 07:38 PM

v4.0.0 released :rock: The major feature in this version is Automation. Automation is a powerful tool that allows the player to define custom scripts that will be carried out by the crew with NO interaction required by the player. A powerful feature of Automation that I programmed in is that it can be extended - the commands 'known' can be increased by simply defining the command and adding it to the list of Automation's known commands. Once it's defined and registered it can be used in any Automation script.

The Automation scripts can use ANY command known by the game and it also uses custom commands defined by the user. The powerful feature of being able to define custom commands is that they are script code and thus you have access to anything you can do in a script.

Now I know there are going to be many questions regarding Automation so bring 'em on :D

Krauter 08-10-10 07:38 PM

Would it be possible to create our own automated sequences on the fly (ie: in the game) by combining or choosing a set/sequence of predetermined actions/options?

Kind of a crappy way to explain, ask if you don't understand and I'll try to explain better :)

TheDarkWraith 08-10-10 07:40 PM

Quote:

Originally Posted by Krauter (Post 1464463)
Would it be possible to create our own automated sequences on the fly (ie: in the game) by combining or choosing a set/sequence of predetermined actions/options?

Kind of a crappy way to explain, ask if you don't understand and I'll try to explain better :)

in the next version I was going to try and add an editor that would allow you to define new scripts and edit existing scripts on the fly. You won't be able to define new commands on the fly with the editor though, only new scripts.

I'll also look into adding a command that will allow you to 'call' another script from within a script.

Krauter 08-10-10 07:42 PM

Basically what I meant was that:

First, you have your original scripts and automated actions (that came with v.4.0.

Afterwards, you can have an option to combined and alter the scripts in a manner that you go step by step and select pre determined scripts by you to make custom scripts.

In the sense:

Instead of diving listening poking the scope up and then surfacing, I want to simply dive listen and then do a spiral search for 2 hours on 1/3.

So you could have options like:

Opening phase:

A) Submerge Periscope Depth <-- Selected
B) Submerge 40M
C) etc, etc

Middle:

A)Scope up, listen, at 1/3
B)Scope down, listen at 1/3
C)1/3 spiral search for two hours, (scope up/down)

End:

A)Scope up, surface
B) Scope down, listen, surface

OR (if I chose dive to 40M say, a different set of options would appear. such as in the "middle phase" I have options of all stop, spiral search at 1/3 or straight run at 1/3, etc etc)

Hopefully this is clearer :)

Also, what changes did you do to the Submarine folder?

TheDarkWraith 08-10-10 08:49 PM

Quote:

Originally Posted by Krauter (Post 1464468)
Hopefully this is clearer :)

Also, what changes did you do to the Submarine folder?

The sub's snorkel depth was adjusted and the rotating DF loop was added and the radio rod rises when submerging.

Now as far as what you're asking regarding custom scripts I guess I still don't understand. You can create your own custom scripts. It's just a simple matter of editing the TDW_Automation.SHA file. If you really want to get creative and you're familiar with programming and classes then you can make you own commands to use in the automation scripts.
I think what you're asking above is for something like triggers to be added. You're looking for decision making to be added. Decision making is there but not per se. The 'decision making' would have to be coded in to a custom command or an existing command edited.

Krauter 08-10-10 08:51 PM

Aaah ok, thank you for those two additions (I was wondering who changed them and wanted to thank whoever did :D)

Nono, basically what I mean is that someone (like me) who does not have experience scripting has the option to make their own automated actions by picking from a list of predetermined scripts/automations as defined by you. All in game of course

TheDarkWraith 08-10-10 08:55 PM

Quote:

Originally Posted by Krauter (Post 1464502)
Aaah ok, thank you for those two additions (I was wondering who changed them and wanted to thank whoever did :D)

Nono, basically what I mean is that someone (like me) who does not have experience scripting has the option to make their own automated actions by picking from a list of predetermined scripts/automations as defined by you. All in game of course

you don't need experience in scripting to make your own custom scripts! I made the adding and defining of user custom scripts a simple matter. Have you opened up and looked at \data\Automation\TDW_Automation.SHA? It's documented with comments by me. You'll see it's a snap to make your own custom script.
In the next release I'll try and code in an editor that will allow you to define/edit scripts in game.

Krauter 08-10-10 09:04 PM

No I haven't taken a look.. lol I'll have to take a look under the hood to see if I can understand anything :D

TheDarkWraith 08-10-10 09:07 PM

Quote:

Originally Posted by Krauter (Post 1464510)
No I haven't taken a look.. lol I'll have to take a look under the hood to see if I can understand anything :D

there's really nothing to understand. You type in some headers, give your script a name, give it a category, and list the commands you want carried out (along with the values for the commands parameters). Done.

I even listed all the commands known by Automation in the file. Simple copy and paste is all that's needed to make the commands part of your custom script. And you can use my included custom scripts as a reference too.

The Automation UI is draggable also (position saved at game end and restored at game start). The place to 'grab' it is in the top title area.


Updated Spanish menu.txt file for v4.0.0 by B3rnard0C: http://www.filefront.com/17191229/Ne...yB3rnard0C.7z/


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