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Old 03-22-10, 02:31 PM   #1
johan_d
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[REQ] extended dialog with chief eng.

Hi,

Maybe some modder want to look in the dialog with the chief engineer, herr Erdmann, to have not only the option of his special abilities, but to bring for example some orders to there, as surface the boat, or dive etc..

Like now we have :

1 - special ability
2 - another special
3 - how is your grandmothers cat ?
4 - never mind

Wouldnt this be handier ?

1 - never mind
2 - surface the boat
3 - dive
4 - hold depth
5 - special ability
6 - how is your grandmothers cat ?

If this is possible, then depth under keel could also be added to the navigator.. a whole lot better roleplay I think..

And I euh.. want an editable captains log..
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Old 03-22-10, 02:43 PM   #2
Heretic
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Browsing through the Dialog AI scripts, I found the function Dialog:GameCommand(command, var, var), which looks like it activates the commands from Commands.cfg

So I think it would be possible. All it'd take was someone motivated enough to figure out how to do it.
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Old 03-24-10, 12:06 PM   #3
johan_d
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Then sir, I will patientily wait abit.
Looked at the scripting, but without a proper reference its more than a puzzle to me.
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Old 03-24-10, 12:32 PM   #4
Woodybcn
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Yes, yes, yes, please, we need REAL and USEFUL conversations, we're not interested on grandmothers of anyone.
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Old 03-24-10, 12:39 PM   #5
pythos
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You do realize that a very real responsiblility of a ship's master, be it a sailing vessle to the largest oil tanker out ther, is to keep the crew and ship "ship shape"

I for one like the baby steps the devs did as far as crew interaction. It is in serious need of improvement that is for certain.

But giving a care about your crew is a big part of being the captain of the ship.
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Old 03-24-10, 01:01 PM   #6
captainprid
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Quote:
Originally Posted by pythos View Post
You do realize that a very real responsiblility of a ship's master, be it a sailing vessle to the largest oil tanker out ther, is to keep the crew and ship "ship shape"

I for one like the baby steps the devs did as far as crew interaction. It is in serious need of improvement that is for certain.

But giving a care about your crew is a big part of being the captain of the ship.

Totally agree. In addition talking about their kids or wife (WO) or their dead brother (radio guy) increases or decreases their morale. Indeed, I would think if the crew were constantly miserable and their captain very remote and unapproachable, they wouldn't last on patrol for a month
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Old 03-24-10, 04:47 PM   #7
Athlonic
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Quote:
Originally Posted by Heretic View Post
Browsing through the Dialog AI scripts, I found the function Dialog:GameCommand(command, var, var), which looks like it activates the commands from Commands.cfg

So I think it would be possible. All it'd take was someone motivated enough to figure out how to do it.

I've tried to add a "Give me depth under keel" dialog to the navigator officer :

-adding the text dialog line : OK
-make it clickable : OK
-running a script or animation : OK

but

-executing a command in Commands.cfg file : NO LUCK

here is my code :

in "data\Scripts\AI\Dialogs_Default\DT_Nav_all.ai x" file :

added this line to the rootdialog strategy :
Quote:
strategy RootDialog_NAV(Dialog)
{
strategies
{
DialogLine_RootDialog_NAV_NoCampaign_1200
}
}
and then :

Quote:
strategy DialogLine_RootDialog_NAV_NoCampaign_1200(Dialog)
{
strategies
{
DialogLine_RootDialog_NAV_NoCampaign_1200_Click,
DialogLine_RootDialog_NAV_NoCampaign_1200_Init
}
}
strategy DialogLine_RootDialog_NAV_NoCampaign_1200_Init(Dia log)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_NAV_NoCampaign_1200" ) == 0
}
action
{
Dialog:AddDialogLine( "Text_Dialog_1200" );
Dialog:SetDialogLineClickId( "DialogLine_RootDialog_NAV_NoCampaign_1200" );
}
}
strategy DialogLine_RootDialog_NAV_NoCampaign_1200_Click(Di alog)
{
precond
{
Dialog:IsDialogLineClicked( "DialogLine_RootDialog_NAV_NoCampaign_1200" ) == 1
}
action
{
Dialog:GameCommand( "Get_depth_under_sub_keel", 0, 0 );
Dialog:PlayAnimation( "Generic_Agree03" );
}
}
in the "data\UPCDataGE\UPCLocalization\dialogs.tsr" file :

Quote:
Text_Dialog_1200=Give me depth under kell !
assuming this in Commands.cfg

Quote:
[Cmd130]
Name=Get_depth_under_sub_keel
Contexts=1,14,15
Key0=0x44,c,"Ctrl+D"
MnID=0x3F250005
HasDelayedExecution=Yes
The CTRL D key works fine, but using the dialog command I just get the agree animation.

Any help would be appreciated ^^
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Old 03-24-10, 04:59 PM   #8
johan_d
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Lets hope HERETIC comes to the rescue, he understands a lot of this..
fingers crossed!
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Old 03-24-10, 05:03 PM   #9
Kostya613
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How to make that on alarm watertight doors between bulk holds automatically would be covered. It is necessary to cover them manually. (It is very inconvenient in time attacks to a boat when it is occupied by management of a boat). And second how to make, what when the captain rests a boat did not go strictly at the rate, and nevertheless bypassed obstacles. (Watch as-as if on the bridge)
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Old 03-24-10, 05:41 PM   #10
Athlonic
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Ok,

Maybe I have something here :

Adding a script file named "Get_depth_under_sub_keel.aix" in "data\Scripts\AI\Crew"

which contain this :

Quote:
strategy Get_depth_under_sub_keel(wp)
{
action
{
Wp:ExecuteCommand( "Get_depth_under_sub_keel" );
Wp:ScriptCompleted();
}
}
Should do the trick, but I can't test it right now.
Will do asap, but if someone wants to ...
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Old 03-24-10, 06:26 PM   #11
Heretic
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Quote:
Originally Posted by Athlonic View Post
Ok,

Maybe I have something here :

Adding a script file named "Get_depth_under_sub_keel.aix" in "data\Scripts\AI\Crew"
...
Should do the trick, but I can't test it right now.
Will do asap, but if someone wants to ...
Guess what? It works! To use a command script, you need to add an entry to the crew_commands.txt file in the submarine folder to assign a crewman to the script. That file is pretty well documented.

I added: Get_depth_under_sub_keel 1 1 1 ( CR_NAV = Get_depth_under_sub_keel ) to assign it to the navigator and used your script as written.

Good job
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Old 03-24-10, 06:35 PM   #12
Athlonic
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Quote:
Originally Posted by Heretic View Post
Guess what? It works! To use a command script, you need to add an entry to the crew_commands.txt file in the submarine folder to assign a crewman to the script. That file is pretty well documented.

I added: Get_depth_under_sub_keel 1 1 1 ( CR_NAV = Get_depth_under_sub_keel ) to assign it to the navigator and used your script as written.

Good job
Hourra !!!
Time to add some dialogs now !!!!!!!!!

Thank for your testing Heretic, I have free time at work tomorrow ^^
So I will be scripting like mad.
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Old 03-25-10, 12:22 AM   #13
gimpy117
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good work cant wait for a script mod!!
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Old 03-24-10, 05:54 PM   #14
Heretic
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Athlonic,
You're definitely on the right track. I copied your code, substituted the "Dive" command, and it worked. The dialog executed the command. No idea why the other command didn't work, but you have everything else working great.
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