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-   -   [REL] Even More Crew Commands through Dialog (https://www.subsim.com/radioroom/showthread.php?t=210521)

archer9 01-14-14 02:06 PM

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!! :)

THE_MASK 01-14-14 02:25 PM

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 .

Mikemike47 01-14-14 03:04 PM

Quote:

Originally Posted by archer9 (Post 2163787)
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.

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. :)

How about contacting Rongel about special abilities with Reworked Morale and Abilities Mod?

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.

archer9 01-14-14 05:24 PM

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.

THE_MASK 01-14-14 06:42 PM

With V0.3 I get an instant ctd if I click on any of the standard depth control icons on the left GUI .

archer9 01-14-14 07:17 PM

Thank you, sober. Check the first post for a new link.

Mikemike47 01-14-14 09:44 PM

Quote:

Originally Posted by Mikemike47 (Post 2163549)
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"

Whoops, sorry. I only tested the vocal yesterday. Did not actually test the dialog box then. Will be testing later tonight. Did I miss this detail for you and that is why it did not work in version 0.3?

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"

archer9 01-15-14 03:08 AM

Ups, sorry, totally forgot to edit those lines! :dead:

THE_MASK 01-15-14 04:26 AM

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 .

archer9 01-15-14 04:41 AM

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.

Mikemike47 01-16-14 02:23 PM

Quote:

Originally Posted by archer9 (Post 2162901)
v0.3.1
When an order is clicked, SO, WO and Nav will now use a different speech file according to the crew state (Normal/Tension/Whisper).

:up: again.
What triggers the crew state? Maybe useful for voices reloaded, too, by keeping code smaller.

archer9 01-16-14 04:08 PM

The crew state is triggered automatically by the game. For example, if a line like this one is triggered:

Code:

Dialog:PlaySound( "ChiefEngineer_slash_", "MC_CR_CHIEF_01_A", 0 );
the game will automatically look for a speech file with that name in all three folders - Normal, Tension and Whisper. If the assigned filename is found only in one of those folders, it will use it for all states.

THE_MASK 01-17-14 04:57 AM

Is that everything now , apart from real navigation ? Can I disable the officers bar now ?

archer9 01-17-14 06:21 AM

Yeah, I guess so. Pretty much everything apart from real nav is accessible through dialogs now. :)

Mikemike47 01-17-14 12:55 PM

Quote:

Originally Posted by sober (Post 2164552)
Is that everything now , apart from real navigation ? Can I disable the officers bar now ?

Quote:

Originally Posted by archer9 (Post 2164575)
Yeah, I guess so. Pretty much everything apart from real nav is accessible through dialogs now. :)

So if I summarize this correctly, once the officer bar is disabled, we access the dialog by using the command key "T" for the transport panel?


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