Quote:
Originally Posted by Anvart
Once upon a time, I made a mod in which the hatch on the floor of the turm opened when the submarine surfaced and closed when diving ... without using "StateMachineClass"...
I was the author of the idea (and its implementation in the mods made by me... 2008 y.) how to use StateMachineClass for animation of not human's objects. 
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Moin'sen .... Anvart
joo, I am well aware of that ... I still have as Favorite in my browser.
And ... Thanks again for this, I use extensively for my UCS/TAM sound mod.
Here it is about the bridge guard started with the WO time-delayed "aufentert" ... so the WO after about 3 sec and all others + 3 more seconds. This should correspond approximately to the original, with a well trained crew, you do not want to overdo it.
It also works ... eas that concerns as far as with the StateMachineControler entries ; Uboatstate / Stalker /Hunter/Prey and ReadyforShake ... but with a "surfaced or above water" etc it would be easier ... but apparently that is HC in the sim ... registered.
The open turret hatch I had adapted at the time for CCoM xx.... but that's not the point ,,,, I'm trying to achieve, as with the deck gun and flak, that the crew comes a little more real on the bridge. As I said, not all fit equally through the turret hatch ...
mfG Kermit
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