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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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What triggers the crew state? Maybe useful for voices reloaded, too, by keeping code smaller. |
The crew state is triggered automatically by the game. For example, if a line like this one is triggered:
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Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_01_A", 0 ); |
Is that everything now , apart from real navigation ? Can I disable the officers bar now ?
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Yeah, I guess so. Pretty much everything apart from real nav is accessible through dialogs now. :)
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