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

THE_MASK 01-17-14 03:38 PM

Awesome mod , what about decks awash and ahead one third ?

archer9 01-17-14 04:03 PM

Quote:

Originally Posted by Mikemike47 (Post 2164661)
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?

If you mean teleport, then yes I think so.

Quote:

Originally Posted by sober (Post 2164704)
Awesome mod , what about decks awash ?

Thanks. I actually don't exactly know how it works. I can't find it in commands.cfg which means I can't add it to dialogs. Basically the same scenario as with real navigation.

Mikemike47 01-17-14 04:47 PM

Quote:

Originally Posted by archer9 (Post 2164710)
I can't find it in commands.cfg which means I can't add it to dialogs. Basically the same scenario as with real navigation.

Decks awash and real navigation have been added to New UIs for TDC. Decks awash is in the TDW generic patcher, not sure about real navigation.

THE_MASK 01-17-14 05:14 PM

Can there be just a simple ''Dive'' command ? No preset depth .

archer9 01-17-14 05:48 PM

The 'Dive to 100 meters' is actually using the standard "dive" command from the commands.cfg file. I'm quite sure it's possible to create a new command that would set depth to like 600 meters, but I don't yet know how to add custom commands. I'll look into it though.

I'm positive TDW knows how to do it via his python scripting.

Quote:

Originally Posted by sober (Post 2164704)
and ahead one third ?

Whoops, didn't realize I had that missing. Will investigate.

THE_MASK 01-17-14 06:09 PM

I can do the real navigating quite easily with just automation . When I get a bit lost or entering unfamiliar places I just slow down my sub so I get navigation marks closer together on the nav map .

THE_MASK 01-20-14 05:11 PM

If I click on depth control while crash diving I get a ctd . IE: Crash dive and then click on Depth control .
MCCD_1.04
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9 - nonMFCM
Speech fixes and additions (english version)

I changed my mod order to this and everything seems to be working . So I will stick to this mod list .
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Reworked Morale and Abilities v.1.1
EMCCD v0.3.1 by archer9
Speech fixes and additions (english version)

Mikemike47 01-22-14 06:15 PM

Quote:

Originally Posted by Mikemike47 (Post 2163449)
There are *aix files in the Data\Scripts\AI\Dialogs_Default. Using the file DT_Bosun_all.aix as an example, there are lines like "RootDialog_BOSUN_NoCampaign_1066". Does the 1066 number represent the different campaigns such as black pit, operation drumbeat, or total Germany, etc.? Is the 1066 number referenced from another filename that I haven't found yet?

Quote:

Originally Posted by archer9 (Post 2163456)
No, that number is not referenced anywhere. Only the script file that it's inside uses it. For example NoCampaign_1066 in DT_Bosun_all.aix is used only in that file. Furthermore, it is used only by the "strategy" in which it's placed. Look at this example:

Here the strategy is called "DialogTitle_RootDialog_BOSUN_NoCampaign_1066(Dial og)". All the lines below it that contain "BOSUN_NoCampaign" must have that same number at the end. Otherwise the script won't work properly. That's about all the significance that number has.

I forgot about this old [TEC]What a mess with Voices! information as I get within a few days of writing scripts for my mod project.

Thanks sober!
I probably read sober's thread and forgot about it, too.

#s such as 1066 are mentioned in the above thread information and may make a difference in future versions of EMCCD. I noticed in v0.3.1 that the written dialogue boxes does not match aural dialogue. It may all be fixed as I continually fix the dialogs.cfg and sound.cfg.
I have found out that the dialogs.tsr is my highest priority to keep as close as possible to stock because the original **aix scripts are effected as well as EMCCD and other mods.

archer9 11-01-14 07:47 AM

I'm back with a minor update to this mod. I don't really have too much time for modding/playing but hopefully more updates will follow. :salute:

To address the above comment by sober (a bit late, but still), the mod does not have any file conflicts with Speech fixes and additions as far as I know, so that was probably some random ctd. In any case, I have Speech fixes before EMCCD and have never experienced any such crashes.


Also, apparently some people have reported problems with the Hydrophone operator, please post more details here so I could look into it.

icarogib 04-05-19 06:54 PM

Hey Captains! Is this mod compatible with latest version of TWOS? Just to make sure. I ran in some issues, it misses some dialogs, like the purify oxygen cartridges one and some others D: Also, some CTD ;/


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