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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [WIP] Combat Flag (https://www.subsim.com/radioroom/showthread.php?t=119253)

Jimbuna 08-01-07 06:48 AM

:roll: ..........................:damn:

SquareSteelBar 08-03-07 05:28 AM

Got Sergbuto's permission - be patient --> WIP

Quote:

Originally Posted by Hunter
Now you got permission to that with Russian S-class a have posted in this forum, if you are interested.

THX - will try to do it.

Quote:

Originally Posted by jimbuna
:roll: ..........................:damn:

Don't worry - we all are little kids playing uboat captain http://www.cindyvallar.com/par-ty.gif

SquareSteelBar

urfisch 08-05-07 12:43 PM

news on that?

TheDarkWraith 08-05-07 12:53 PM

oh man, just when I thought I was seeing the light at the end of the tunnel for the exhaust smoke on the AI subs sounds like here comes some more......:doh:

A6Intruder 08-05-07 01:02 PM

Quote:

Originally Posted by Racerboy
oh man, just when I thought I was seeing the light at the end of the tunnel for the exhaust smoke on the AI subs sounds like here comes some more......:doh:

Do not come hurry. Your mods are so great. Please do things step by step, to keep your standard of quality.
In my opinion smoke should come before water.
Kind regards and many thanks for your work:rock:

TheDarkWraith 08-05-07 01:12 PM

Quote:

Originally Posted by A6Intruder
Quote:

Originally Posted by Racerboy
oh man, just when I thought I was seeing the light at the end of the tunnel for the exhaust smoke on the AI subs sounds like here comes some more......:doh:

Do not come hurry. Your mods are so great. Please do things step by step, to keep your standard of quality.
In my opinion smoke should come before water.
Kind regards and many thanks for your work:rock:

the exhaust smoke is #1 priority for me currently but there are times I need to step away for a little while and work on something else while I hash things over in my mind on it. Plus these little side steps uncover new ideas, insights, etc. and that is why we're on v2.04 of the VIIb for GWX!
This combat flag could lead me to see how 'switches' are coded and thus could lead to other enhancements in my mods.

Johann Vilthomsen 08-05-07 03:16 PM

Racerboy thank you for your interest to do this mod. I apreciate very much.:D

Klaus_Doldinger 08-05-07 03:22 PM

Quote:

Originally Posted by Racerboy
This combat flag could lead me to see how 'switches' are coded and thus could lead to other enhancements in my mods.

Fantastic. Improving the best.

JScones 08-05-07 07:46 PM

I can't imagine why this can't be done in either the same way as Anvart's RDF loop implementation or Ref's RDF loop implementation.

For example, the player presses a key combination which raises the flag...they press a key combination which lowers the flag. Obviously this can be done as Anvart has shown with the RDF loop. With this method, if the player wants the flag raised for the whole patrol, including under water, let them do so. It will look like crap underwater, but...

Alternatively, although this one is less "realistic", the flag could automatically appear when surfaced and automatically disappear when submerged, just like with Ref's RDF loop approach.

I like the former approach better, as it lets players determine when the flag appears and doesn't just raise it whenever surfaced.

For AI boats, I wouldn't bother. Would look silly.

Now, a smart person could prolly also adopt this approach for pennants. Would be a bit cruder, as there'd be no way to determine the exact number of pennants to display, but if by pressing a key combination a set number of pennants are raised, then that may make some players happy too. Again, those who want the realism would only raise the pennants upon entering home port after a successful patrol.

Might sound simplistic, but Ref and Anvart have both proven that such approachs are possible. So why don't you start off asking one of them?

TheDarkWraith 08-06-07 10:44 AM

I need Anvart's and Ref's files that included this rotating RDF loop so I can dissect them and see how they did it. Can someone give me links to them?

Kpt. Lehmann 08-06-07 11:06 AM

Hi Racerboy,

To download GWX files, please go here: http://www.subsim.com/radioroom/showthread.php?t=102096

TheDarkWraith 08-06-07 11:21 AM

well guys now that I know where the RDF loop is made I have some ideas....:hmm:

It just hit me that I should be able to make this flag disappear when you submerge rather easily! What I need to test this idea is:

- a sub with a flag on it
- the ID(s) of what they used to make the 'flag' (or it's name in the code)

Remember, think big, build in small steps.......

Make this work first then build on it! :|\\

TheDarkWraith 08-06-07 11:23 AM

Quote:

Originally Posted by Kpt. Lehmann
Hi Racerboy,

To download GWX files, please go here: http://www.subsim.com/radioroom/showthread.php?t=102096

Kpt, I guess I need to be more specific. I need the versions of this made by Anvart and Ref (their files) that were released as mods to everyone.

Kpt. Lehmann 08-06-07 11:31 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Kpt. Lehmann
Hi Racerboy,

To download GWX files, please go here: http://www.subsim.com/radioroom/showthread.php?t=102096

Kpt, I guess I need to be more specific. I need the versions of this made by Anvart and Ref (their files) that were released as mods to everyone.

It is possible that Anvart may have released his version as individual mod(s), I'm not sure. The GWX dev team has not.

bigboywooly 08-06-07 12:04 PM

Tis easy to make the flags disappear underwater

Flag

http://i60.photobucket.com/albums/h2...Hunter_528.jpg

No flag

http://i60.photobucket.com/albums/h2...Hunter_529.jpg

TheDarkWraith 08-06-07 12:22 PM

I know......trust me, I know very well how to do it.
If you're so knowledgeable of the files why haven't you taken on the flag mod?

TheDarkWraith 08-06-07 12:29 PM

Quote:

Originally Posted by JScones
Alternatively, although this one is less "realistic", the flag could automatically appear when surfaced and automatically disappear when submerged, just like with Ref's RDF loop approach.

Start with this and make it work. Then expand on this. It's become apparent that you can't create new key combinations for new items (like say '\' to control flag visible or not), you have to use existing items or key combinations already in SHIII to control new items (from what I've found).

bigboywooly 08-06-07 12:35 PM

Quote:

Originally Posted by Racerboy
I know......trust me, I know very well how to do it.
If you're so knowledgeable of the files why haven't you taken on the flag mod?

Because subs didnt fly flags anywhere except port
So not important IMHO

The flag disappearing underwater has already been done as the pic shows
By someone a lot more knowledgeable than me
:rotfl:

ref 08-06-07 12:54 PM

Quote:

Originally Posted by Racerboy
I know......trust me, I know very well how to do it.
If you're so knowledgeable of the files why haven't you taken on the flag mod?

You should be a bit more humble, this mod had been discussed a long time ago, anvart even had it working, but the general concensus of the comunity was that it would be unrealistic, there are a lot of experienced modders who could have done the mod, if you wan't to make it and release it please go ahead so whoever want's to use it could pick it, but there's no need to make and advertising campaign to make such a small modification, also if you need the files take the time to download them, it's quite lazy and egocentric to ask other people to download and pack the files for you.

Ref

Jimbuna 08-06-07 01:34 PM

@Racerboy
Good luck in your endeavours....but you should consider a more tactful approach when your after help mate....it often brings a swifter and more cordial response :up:


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