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-   -   Making non playable boats playable (https://www.subsim.com/radioroom/showthread.php?t=158568)

skipper 11-24-09 09:28 PM

Making non playable boats playable
 
Any hints on how to do this?


Thanks

Skipper

sergbuto 11-25-09 01:12 PM

Not sure what you mean. All ships in the game ARE playable.

skipper 11-25-09 07:53 PM

So you can jump from station to station like in, say, a Fairmile.

sergbuto 11-26-09 03:04 PM

I see.

Say, you would like to do that for MClass. In the def.xml file in the NAVALS\MClass folder, you need to replace text line

<object_type>Trawler</object_type>

with

<object_type>TorpedoBoat</object_type>

This will provide access to AA gun stations with help of keys 1 or 2. The rangefinder view (key 4) will be replaced with bridge/binocle views. However, since the rangefinder view location is fairly high up (for all the ships), the bridge/binocle view will be substansially above the deck, sort of an observation point on the mast. The location of the bridge/binocle view can be adjusted only by hex-editing of the files.

While the gun station (first person) views will be fine for MClass, it may not be true for other ships. F.e. after using the same trick the def.xml file for Tribal, you will end up on the deck level (at gun's support) after switching to gun stations. That is because only guns used on PT-boats have a good definition of the shooter/first person view and when those guns are used on other ships, the views are okay.

skipper 11-26-09 06:51 PM

Hey thanks, that works well. Though interestingly, you don't need to change the object type in the mission in order for the new camera positions to be in place. Now I'm going to experiment with the operation of those lovely 3" and 5" guns....

chrysanthos 10-11-11 09:54 AM

NOT all of them my friend....when i try to host a multi game its shows only patrol boats...instead it will show everything including transport destroyers....dont lie to me...


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