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[TEC] Mod Tools, HowTo
FIRST STEPS IN MODDING:
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GENERAL OVERVIEW: as elanaiba wrote in another thread, take a look on these screens: Quote:
http://img407.imageshack.us/img407/5226/aiscript.png http://img525.imageshack.us/img525/2...ripteditor.png http://img682.imageshack.us/img682/5451/menueditor.png http://img696.imageshack.us/img696/9...sioneditor.png http://img341.imageshack.us/img341/9...ingoptions.png http://img502.imageshack.us/img502/5...raineditor.png http://img11.imageshack.us/img11/6097/toolsp.png # http://img707.imageshack.us/img707/1549/uniteditor.png --- LINKS TO HOWTOS: TERRAIN EDITOR: http://www.subsim.com/radioroom/showthread.php?t=162810 ENVIROMENT: http://www.subsim.com/radioroom/showthread.php?t=163370 ANIMATIONS: http://www.subsim.com/radioroom/showthread.php?t=163299 INTERFACE DESIGN http://www.subsim.com/radioroom/showthread.php?t=163118 http://www.subsim.com/radioroom/showthread.php?t=163268 MISSION EDITOR: http://www.subsim.com/radioroom/showthread.php?t=163364 --- thread is generic...please check back... |
Why is this thread so dead? I mean, does no one here realize the potential for the ability to now script in SH5?!
This is BIG news. Wake up people! :timeout: |
I see ultragiantenormous genial mods comming :hmm2:
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I found everything but the script manager. where is it?
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I'm just about speechless. This is incredible. Terrain editing, script editing, menu editing, campaign editing... there's no end to the things you can do with this.
If only the GWX team had this many tools when they made their supermod:o. Maybe some or all of it can be ported? Quote:
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Well , seems that despite the drawbacks , limitations , and half finished game itīs like a blank board where modders can do everything they want. :hmmm::up:
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found it! with the modding controls enabled, you have to right click the Slient Hunter 5 Taskbar icon and select it from the menu... as was shown in the screenshots further up. Took me abit to realize that's what it was showing. |
I wonder how many of our talented modders will buy SHV though. How many of them are refusing to buy the game solely because of the DRM?
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My hypothesis is that it's a way to increase performance by not making all ships plot their own routes. Instead of the game tracking I don't know how many different routes, now all you have to do is tell a ship to, for example, patrol between nodes X, Y and Z, and it will stick in that area. Hopefully you can add some randomness into the game, too ("go within 30nm of Node 60, then transit to Node 100 or within 2nm of Node 62, then..."). S I see there is a "StateAbandon" and "StateSurrender" in the Script editor, too. So do crews actually abandon ship or surrender now? |
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Wow these tools are very promising!
Now if only I could figure out how to access them :-) I did the changes in main.cfg but when I right click on the SHV taskbar when it's running I only see the standard window controls (restore, maximize, that sort of thing). Running Windows7 here. |
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Your post was made at 0755 my time, so people here were just getting up. The reason this thread was so dead was because everyone was asleep. |
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