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Fix_SN_2_Stock
SH3-Fix_SN_2_Stock
------------------ Update: 29.04.2010 This will fix the Sonar Officer and make him more reliably by giving messages and fixes some Animations problems. Realy Big Thanks to Anvart for his great help for this fix!!! Works on every mod. (GWX3,LSH3v5,WAC and so on) Notes: You will not have a super Sonar now, but all works now as it ever should do, i think The changes are only slightly and the Sonar have ever worked! Changes Post #3 LINK (29.04.2010) |
Great to see that the bugs are repaired, thanks! But I have problems with understanding what this mod is doing :oops:
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Changes Update(29.04.2010)
SH3-Fix_SN_2_Stock ------------------ New sorted: ----------- SN.dat: [1] = Stalker_Idle [3] HasExtMsg old:Type=2 new:Type=1000 [9] = Prey_Idle [0] OnCollision old:GotoEntry10 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry10 new:GotoEntry9 [5] UboatState old:GotoEntry10 new:GotoEntry10 [6] HasExtMsg old:Type=2 new:Type=1000 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry19 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry19 new:GotoEntry18 [5] UboatState old:GotoEntry19 new:GotoEntry19 [6] HasExtMsg old:Type=2 new:Type=1000 SN2.dat [1] = Stalker_Idle [2] UboatState new:LipsChangeSet and FacialChangeSet [9] = Prey_Idle [0] OnCollision old:GotoEntry9 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry9 [4] UboatState new:LipsChangeSet and FacialChangeSet [5] UboatState old:GotoEntry10 new:GotoEntry10 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry18 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry18 [5] UboatState old:GotoEntry19 new:GotoEntry19 ----------------------------------------------------------------------- Stock sorted: ------------- SN.dat: [1] = Stalker_Idle [3] HasExtMsg old:Type=2 new:Type=1000 [9] = Prey_Idle [0] OnCollision old:GotoEntry11 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry11 new:GotoEntry9 [5] UboatState old:GotoEntry11 new:GotoEntry11 [6] HasExtMsg old:Type=2 new:Type=1000 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry20 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry20 new:GotoEntry18 [5] UboatState old:GotoEntry20 new:GotoEntry20 [6] HasExtMsg old:Type=2 new:Type=1000 SN2.dat [1] = Stalker_Idle [2] UboatState new:LipsChangeSet and FacialChangeSet [9] = Prey_Idle [0] OnCollision old:GotoEntry9 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry9 [4] UboatState new:LipsChangeSet and FacialChangeSet [6] UboatState old:GotoEntry10 new:GotoEntry10 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry18 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry18 [5] UboatState old:GotoEntry19 new:GotoEntry19 |
maybe someone with more experience could take a look in the orginal files too or correct me if there is somethink wrong
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Best regards, Magic:salute: |
*delete old changelog*
look Post #3 |
Hi V-Modifications,
sounds great! :up: Do you now get reliable 'Depth charges in the water, sir!' and 'Destroyer in attack run!' warnings? That would be great! What about the 'Enemy ship on collision course, sir!' message? It seems it is also broken (sometimes also the 'We're under attack, sir!' message). Do you know how to fix this? Just one more question: Could you please explain what is the difference between type=2 and type=1000 setting? Thanks for your work! Cheers, LGN1 |
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are these the only changes in the files? I changed these entries in the stock files, but they still differ from the ones in your download :06: Cheers, LGN1 |
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Yes that would be rly nice. i have try that too but after a lot of testruns and still no step foreward with that i have give it up. this options with attack runs seens to be semi prepared but i could not activate it. |
Update: 27.03.2010
link post 1. |
Hi V-Modifications,
thanks for the new version. :up: Could you please post a list of changes from the original files? And sorry for bothering, but could you please explain the difference between the Type=2 and Type=1000? Anyway, thanks for your hard work! Cheers, LGN1 |
complete changes in post #3
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Maybe I am a little bit supid, but I don't understand what this mod exactly changes? Could someone please explain it for an old man? Thank you.
h.sie |
This looks interesting, but I notice it's not a standard jsgme-type enableable mod. Instead it's an .exe program, and I'm a bit leery of running that without fully understanding all it changes.
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It's an exe which creates a MOD folder from which you then can enable the mod via JSGME.
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