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-   -   Can a search pattern be modded at runtime? (https://www.subsim.com/radioroom/showthread.php?t=146779)

XLjedi 01-13-09 11:25 AM

Can a search pattern be modded at runtime?
 
I know the GWX guys changed the stock search patterns to navigate the Kiel Canal.

But I want to know if there's any way to have n search patterns stored in a directory and while playing the game switch between them?

This would allow me to fulfill a dream I have of playing the game and actually being able to save multiple nav routes.

vanjast 01-13-09 02:53 PM

There was some stuff yonks ago on the UBI sh3 forums about adjusting the search pattern, which AFAIK was done, but not at runtime.

Have a search on UBI - the site seems down at the moment
:D

Pisces 01-13-09 03:59 PM

In Sh3 those manouvres were textfiles containing waypoints (but a bit more syntax than makes sense to me )in SilentHunterIII\data\Menu\Patterns. I'm pretty sure they are loaded before your boat get's put into the wet stuff, and not after (anymore). Isn't there anything similar in Sh4

XLjedi 01-13-09 04:25 PM

Quote:

Originally Posted by Pisces
In Sh3 those manuovres were textfiles of waypoints in SilentHunterIII\data\Menu\Patterns. I'm pretty sure they are loaded before your boat get's put into the wet stuff, and not after (anymore).

That's what I'm afraid of...

Would be a huge step forward if they could load those at runtime for the next version!

How hard could it be?

Pisces 01-15-09 03:23 PM

Quote:

Originally Posted by aaronblood
Quote:

Originally Posted by Pisces
In Sh3 those manuovres were textfiles of waypoints in SilentHunterIII\data\Menu\Patterns. I'm pretty sure they are loaded before your boat get's put into the wet stuff, and not after (anymore).

That's what I'm afraid of...

Would be a huge step forward if they could load those at runtime for the next version!

How hard could it be?

It depends on the need. I'm sure the devs were thinking if you're playing the game, your not likely to modify them in textfiles.

So, what did you have in mind for it if it was loaded at runtime?

For what it's worth since I only have Sh3 installed: The number of patterns one can use seems to be open/unlimmited. This is the content of Patterns.cfg (GWX 2.1):
Code:

[Patterns]
PatternsNb=3

[Pattern1]
Name=Pattern 1
Command=Search_pattern_1
File=Data/Menu/Patterns/Pattern1.mis

[Pattern2]
Name=Pattern 2
Command=Search_pattern_2
File=Data/Menu/Patterns/Pattern2.mis

[Pattern3]
Name=Pattern 3
Command=Search_pattern_3
File=Data/Menu/Patterns/Pattern3.mis

On the surface, it seems like you can add many more patterns to it. It would just be a question of modiying the GUI to allowing selecting one out of more-than-3. Unless that is were a hardcode-problem is hidden. But that is something better investigated in SH4, and not referencing sh3.

XLjedi 01-15-09 05:43 PM

If I could modify the text file at runtime (and the game would load at runtime) I could write code in MoBo to export attack course plots (or various saved nav routes) directly to one of the search pattern buttons in the game.

I could for instance use MoBo to plot a two-legged end-around with a submerged final approach. ...and then push a button in the game and it's on the NavMap. Or maybe solve for an intercept and click the button to lay in the course.

Just seems like if it's button activated, why couldn't it load at runtime (when the button is clicked in the game)?
Doesn't seem like it would be too difficult to do, but I dunno...


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