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Tanks TDW !!!! |
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 |
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Final testing on v4.0.0 is complete. Packaging up and getting it ready for release now :rock: |
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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 |
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 :) |
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I'll also look into adding a command that will allow you to 'call' another script from within a script. |
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? |
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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. |
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 |
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In the next release I'll try and code in an editor that will allow you to define/edit scripts in game. |
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
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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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