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-   -   [REL] MightyFine Crew Mod (https://www.subsim.com/radioroom/showthread.php?t=163591)

Cybermat47 05-16-13 09:35 PM

^^^^

I can't see the pictures, but I assume that it's the guy with the gray jacket instead of the guy with the red shirt? I get that too! Seeing as MFCM AFW/OB should've overwritten his stock texture/GR2 files, I have no idea! It doesn't happen with another crew members!

Fifi 05-17-13 12:06 AM

Quote:

Originally Posted by Cybermat47 (Post 2057871)
^^^^

I can't see the pictures, but I assume that it's the guy with the gray jacket instead of the guy with the red shirt? I get that too! Seeing as MFCM AFW/OB should've overwritten his stock texture/GR2 files, I have no idea! It doesn't happen with another crew members!

Yes, the guy with the grey jacket instead of the red and black shirt...
But why can't you see pictures? Weird :hmmm:

Stormfly 05-17-13 12:34 AM

Quote:

Originally Posted by Fifi (Post 2057857)
Something i wanted to report from long ago:
I'm using MightyFine Crew Mod 1.2.1 Alt faces from day one, but sometimes i get this first guy instead of this second one :o:

http://img15.hostingpics.net/thumbs/...4237Chief2.jpg
http://img15.hostingpics.net/thumbs/...92995Chief.jpg

Looking at my mods list (see signature) your mod was always placed before MCCD_1.04_MFCM_1.2.1_compatible, and is overwriten by it AND Stormys DBSM...
Could it come from a bad place in the list? :06:
Or is this known issue?

EDIT: i suppose the first guy is from vanilla game? Maybe i could delete it so that 's always the second guy of mod wich would be present?

this problem is an known old Sh5 loading game/savegame bug, it occours randomly and can mostly be solved by loading the savegame a second time.

volodya61 05-17-13 05:11 AM

Quote:

Originally Posted by Stormfly (Post 2057908)
this problem is an known old Sh5 loading game/savegame bug, it occours randomly and can mostly be solved by loading the savegame a second time.

:yep: agree..
and sometimes it solves when switching the camera.. I mean avatar camera to external camera and back..

Fifi 05-17-13 05:54 AM

Quote:

Originally Posted by volodya61 (Post 2057947)
:yep: agree..
and sometimes it solves when switching the camera.. I mean avatar camera to external camera and back..

Yes! that's right! i noticed it too!

Quote:

Originally Posted by Stormfly
this problem is an known old Sh5 loading game/savegame bug, it occours randomly and can mostly be solved by loading the savegame a second time.

Ok, then no worries :up:

Santini 08-22-13 07:19 AM

So for whatever reason, the transition animations (crew going in and out of the tower) have terrible performance for my system

Went ahead and truncated it (because I gotta have this mod, I just gotta) so the tower crew teleport to and from the con, with appropriate sounds

Seems to be working fine so far


from Crew_Idle_Actions_CR.aix:
strategy CR_HF_SUBMERGED(wp)
{
precond
{
#!Wp:IsCrewState(DMG_TKN|HUNTER|HUNTED|PROX_EXPL) and
(Wp:IsSubmerged() or Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 ) and
!(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{

############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1);
################################################## ################

if !Wp:IsCurrentWaypoint("CR_HF") then
{
Wp:Teleport("CR_HF");
Wp:SetGlobalVariable(VAR_CR_HF_LOC, 0);
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 2 then # jar the landing on crash dive
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\fall01", 0.5);
}
else
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\ladder_up" , 0);
}
endif;
}
else
{
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 and Wp:IsSubmerged() and Wp:GetGlobalVariable(VAR_CR_HF_LOC) == 0 and Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then
{
Wp:SetGlobalVariable(VAR_DIVE_ORDER, 0);
}
endif;

Wp:SetBodyPartVisibility("A_Torso06", 0);
Wp:SetBodyPartVisibility("A_Torso03", 1);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 0);

Wp:PlayAnimationAndWait( "CR_HF01_Idle01" );
Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_03" );
Wp:PlayAnimationAndWait( "CR_HF01_Idle02" );
Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_01" );
Wp:PlayAnimationAndWait( "CR_HF01_Idle03" );
Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_02" );
Wp:PlayAnimationAndWait( "CR_HF01_Idle04" );
}
endif;
Wp:ScriptCompleted();
}
}

strategy CR_HF_SURFACED(wp)
{
precond
{
Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 0 and
Wp:IsSurfaced() and
!(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action

{
############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1);
################################################## ###############3

if !Wp:IsCurrentWaypoint("WT_CR01") then
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\footsteps0 1", 0.75);
Wp:Teleport("WT_CR01");
Wp:SetGlobalVariable(VAR_CR_HF_LOC, 5);
}
else
{
Wp:SetBodyPartVisibility("A_Torso03", 0);
Wp:SetBodyPartVisibility("A_Torso06", 1);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 1);

Wp:PlayAnimationAndWait( "WATCH03_Idle01" );
}
endif;

Wp:ScriptCompleted();
}
}

strategy CR_HA_SUBMERGED(wp)
{
precond
{
# !Wp:IsCrewState(DMG_TKN|HUNTER|HUNTED|PROX_EXPL) and
(Wp:IsSubmerged() or Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 ) and
!(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{

############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Beard_CAP04", 1);
################################################## ################

if !Wp:IsCurrentWaypoint("CR_HA") then
{
Wp:SetBodyPartVisibility("object1_Binocular", 0);
Wp:Teleport("CR_HA");
Wp:SetGlobalVariable(VAR_CR_HA_LOC, 0);
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 2 then # jar the landing on crash dive
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\fall02", 0.5);
}
else
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\ladder_up" , 0);
}
endif;
}
else
{
if Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 and Wp:IsSubmerged() and Wp:GetGlobalVariable(VAR_CR_HF_LOC) == 0 and Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then
{
Wp:SetGlobalVariable(VAR_DIVE_ORDER, 0);
}
endif;
Wp:SetBodyPartVisibility("A_Torso07", 1);
Wp:SetBodyPartVisibility("A_Torso05", 0);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 0);
Wp:PlayAnimationAndWait( "CR_HA_Idle01" );
Wp:PlayAnimationAndWait( "CR_HA_Listen2HF" );
Wp:PlayAnimationAndWait( "CR_HA_LowerDivePlanes" );
Wp:PlayAnimationAndWait( "CR_HA_LookatPanels" );
Wp:PlayAnimationAndWait( "CR_HA_Idle01" );
Wp:PlayAnimationAndWait( "CR_HA_Talk2SO" );
Wp:PlayAnimationAndWait( "CR_HA_RaiseDivePlanes" );
Wp:PlayAnimationAndWait( "CR_HA_Idle01" );
Wp:PlayAnimationAndWait( "CR_HA_Talk2HF" );
}
endif;

Wp:ScriptCompleted();
}
}strategy CR_HA_SURFACED(wp)
{
precond
{
Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 0 and Wp:IsSurfaced() and !(Wp:IsTutorial() and !Wp:IsBunkerState())
}
action
{
############## Uncomment for optional beard ######################
Wp:SetBodyPartVisibility("object1_Beard_CAP04", 1);
################################################## ################

if Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then
Wp:SetGlobalVariable(VAR_CR_HA_LOC, 5)
endif;

if !Wp:IsCurrentWaypoint("WT_CR01") then
{
Wp:PlayAttenuatedSoundWithLipsync("MFCM\footsteps0 1", 0.75);
Wp:Teleport("WT_CR01");
Wp:SetGlobalVariable(VAR_CR_HA_LOC, 5);
}
else
{
Wp:SetBodyPartVisibility("A_Torso07", 0);
Wp:SetBodyPartVisibility("A_Torso05", 1);
Wp:SetBodyPartVisibility("A_Hat01", 1);
Wp:SetBodyPartVisibility("object1_Binocular", 1);


Wp:PlayAnimationAndWait( "WATCH01_Idle01" );

}
endif;

Wp:ScriptCompleted();
}
}

THE_MASK 08-22-13 04:52 PM

Have a look at the mod date . The mod needs an update by someone .

Santini 08-22-13 09:32 PM

Heh, well, I can post my regression patch if you'd like...

But it doesn't add features, it removes them

THE_MASK 08-22-13 10:05 PM

Quote:

Originally Posted by Santini (Post 2104336)
Heh, well, I can post my regression patch if you'd like...

But it doesn't add features, it removes them

That's exactly what I want , thanks .

Santini 08-22-13 10:49 PM

Done!

Check PM's

THE_MASK 08-31-13 06:44 PM

Is this going to be a mod release Santini ?

Santini 08-31-13 08:57 PM

http://www.subsim.com/radioroom/down...o=file&id=4184

Shaz_NZ 09-04-13 05:23 AM

will not let me download
 
Hi All

Been a member for a long time and just got back into playing and wanted it to be more real.. this file seems to be the best thing going by all the posts

but it will not let me download it :(

archer9 12-12-13 04:10 PM

Great mod but I don't think I want all the features it has... I really want to get rid of the deck crew's pointing animation though. And moving WO away from the UZO would also be great. Is it possible to somehow have just these 2 changes? I'm willing to learn if it involves some degree of modding. :know:

q800 09-17-15 03:25 PM

Hi all!

Got question. Which file/directory responds to crew heads? Can't figure it out. I'm using The Wolves of Steel that incorporates Mightyfine Crew stock faces. I'd like to have oficers wearing hats (alt faces). I tried to copy files from MFC alt faces, and tried to enable MFC alt faces with JSGME. In both cases there was something messed up (First minutes of playing game with alt faces revealed that chief and navigator don't respond to commands. Chief doesnt say nothing to "charge batteries" command. Navigator doesn't respond to "depth under keel" command). Thanks in advance.


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