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A good job
thanks for your great work.:sunny::salute:
I am wondering what serious good modders all can do. Best regards Karl My poor work in SH3: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/...431054756#9431054756 http://forums.ubi.com/eve/forums/a/t...756#6011016756 |
Didn't want you guys to think I haven't been working at this:haha:
Using animations as a timing mechanism is not going to work. Time compression seriously effects the duration of an animation:damn: 1 cycle @ 32x = 52min 1 cycle @ 16x = 36min 1 cycle @ 8x = 31min 1 cycle @ 4x = 28min target speed should be 1 cycle @ 1x = 24min I haven't tried, but I'd expect higher TC's to proportionately increase the difference:damn: I expected variation but not this kind of crazy:down: |
Keep going Paris. You're doing a great job!!
As a bonus, with all that banging your head on the walls you're doing, by the time you've finished you'll have a fully re-modelled, open-plan house!! :D |
I can see why you're called Jester:rotfl2:
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You'll run into more head-banging that's for sure. It's just the nature of the beast.
You'll find that you'll get crew walking/running a path to say man the deck gun and then the player will give a order that causes the crew to want to try and do that order. But when they try it 'breaks' them and then they do weird things....and the frustration will build :shifty: |
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So far, just about every function I've tried to implement from the crew side doesn't work: Battlestations: Doesn't register as a crew state Hunter/Hunted: Doesn't deactivate reliably Animations:These lose synch with the clock BadWeather: It's only bad weather if it's raining Sheesh! Going through the python scripts for the UI I can see all sorts of wonderful functions which would be fantastically useful (differentiating weather types, speed etc). PLUS the UI obvious flags states like silent running, crash dive and battlestations. Is there a way to set a global variable through these python scripts so that the crew aix files can see them? P |
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In the \data\Scripts\AI\Crew\init.aix you can define them. Here is a sample of what I have defined so far: #these are variable IDs to be used with the Wp:SetGlobalVariable and Wp:GetGlobalVariable functions # TDW Crash Dive TDW_BED01_CRASH_DIVE_ORDERED = 9000; TDW_BED02_CRASH_DIVE_ORDERED = 9001; TDW_BED03_CRASH_DIVE_ORDERED = 9002; TDW_BED04_CRASH_DIVE_ORDERED = 9003; TDW_BOSUN_CRASH_DIVE_ORDERED = 9004; TDW_COOK_CRASH_DIVE_ORDERED = 9005; # TDW man the deck gun TDW_MAN_DECKGUN = 9006; # for manning, at deck gun, and unmanning # manning = 1, atdeckgun = 2, unmanning = 3, idle = 0 TDW_BED01_DECKGUN = 9007; TDW_BED02_DECKGUN = 9008; |
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It would just be SOOO easy to control the crew if we could do that. For example, in your real nav you do a check for precipitation: # check precipitations if cando: wc = GetWeatherInfo( "precipitations" ) #ScriptManagerManaged.Trace( "precipitations: wc=" + wc + "\twc!=None: " + str( wc != Menu.GetLocalizedText( 4120 ) ) ) if wc != Menu.GetLocalizedText( 4120 ): cando = False If we could set a variable in this routine, say Rain = 0, that could be read by the AIX files then we'd be in business. Same goes for Battlestations or any other command. I've been combing the files to see if I can find a hint as to how the IsCrewState() gets defined, but I've yet to come across it. It's this kind of thing I'm talking about. |
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I haven't found any way to set variables from the UI other than when a command is activated. You can tie a script to a command thus you can have the script set the variable(s). |
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I was really hoping there was some other way to set the variables. Calling the battlestations script from the UI doesn't seem to be setting the CrewState flag. So we have to rely on pre-existing variables and hope they work -- which in this instance (and hunter/hunted) they don't. I appreciate the insight and help TDW. |
@TDW
Going back to that precipitation routine, is it possible to teleport a crewmember to a specific waypoint from the outcome of that clause directly via the PY --- maybe through the sapiens manager which seems to be exposed to some level? If we could move an npc to a specific waypoint, then we can query which waypoint that character is at directly in the AIX file and set a corresponding variable eg wp1 = rain, wp2 = foggy, wp3 = foggy + rainy etc. Crude, but is it doable? |
Amazing mod! All I can say is Wow!!!
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Very nice***12290;
Good job http://bbsimg.ali213.net/data/attach...dzwwoog55c.jpg ***26152;***22825; 13:57 ***19978;***20256; ***19979; ***36733;***38468;***20214; (284.07 KB) http://bbsimg.ali213.net/data/attach...tm55yh5wk1.jpg ***26152;***22825; 13:57 ***19978;***20256; ***19979; ***36733;***38468;***20214; (191.57 KB) |
Thanks W_clear -- the Y co-ords are a bit off in my version.
It looks like there will have to be a set of external waypoints for each sub type -- mine are close for the type A but are off for the Type C as your pics show. Once I get past figuring out what works with the crew commands I'll be revisiting the NPC nodes to position them better. And on that note, there's more bad news. I can't figure out how to differentiate between a dive and a crash dive.:nope: |
Thanks***65281;
http://bbsimg.ali213.net/data/attach...jbvc4u41bp.jpg |
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