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Old 08-31-10, 07:05 PM   #14
Abd_von_Mumit
The Old Man
 
Join Date: Jan 2007
Location: Warszawa, Polska
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Quote:
Originally Posted by TheDarkWraith View Post
ah, that functionality of dropping to TCx would best be put into the command....let me see if I have a parameter available or not......ah, param 5 is open.....what I'll do is add another bit to the sweep hydrophone command (bit 12) that will be set TC to 1 on contact detected
Wouldn't it be better and more consistent to set it to TCxOnMessageBoxTextDesiredTCLevel value?


As to the script I came to this so far:
[COMMANDS]
Activate_NavMap_Station,0,0,0,0,0,0,1
Set_Time_Compression,128,0,0,0,0,0,1
Set_new_depth,20,0,0,0,0,0,60
All_stop,0,0,0,0,0,0,5
Report_nearest_sound_contact,0,0,0,0,0,0,10
Surface,0,0,0,0,0,0,60
Set_new_speed,7.5,0,0,0,0,0,3240
Loop,-1,0,0,0,0,0,0
[COMMANDS_END]

If Trevally. doesn't mind I'd publish it after some more testing as a mod.


EDIT: Also if you put it into a command, it won't give user ability to terminate the script on an event. Also it won't let them to terminate the script on other contacts (like a plane). You would also need to modify number of options for some commands only, which would be inconsistent, wouldn't you?


EDIT 2: I found a bug: script doesn't recognize that game TC level changed and its [internal?] clock is still set to x128 when the game is for example in TC1.
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