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#1 |
Ocean Warrior
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Has anyone seen any escort fire star shells? In SH3, they were fired and they illuminated the surrounding area, in SH4 they were fired, but didn't illuminate anything and in SH5... do they even get fired? I haven't seen any myself. HAs anyone else?
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#2 |
Watch Officer
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Nope I don't recall any being fired. Having said that, I don't recall any concerted effort to try and sink me
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Freedom of the press is guaranteed only to those who own one. ------------------------------------------------------------------------------ Cry 'Havoc,' and let slip the dogs of war; |
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#3 |
Wild Night in Bangkok
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never
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subs and birds! |
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#4 |
Convicted Ship Killer
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Not yet... and they definitely had their chances.
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Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#5 |
Navy Seal
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Been a while since I fired it up, but yes indeed, I've seen star shells.
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#6 |
Wild Night in Bangkok
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there is a wav for firing them and a few tga files called blured_sharp_star_add.tga and blured_spikey_star_add.tga , but im not sure they are for that.
Just another feature that didnt make it i suspect.
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subs and birds! |
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#7 | |
The Old Man
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#8 |
Silent Hunter
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Played SH3 again tonight! Here I am sinking a Revenge Battleship from 3.5km away in the midst of a convoy. One of four torpedoes prematurely exploded, but apparently no one noticed. Once the first of the last three hit though searchlights popped up everywhere!!
We definitely need more searchlights and starshells in SH5. ![]() |
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#9 |
Ocean Warrior
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In SH4, they sort of fired them towards you, but they exploded really early through their flight, so they didn't get very far. They also didn't provide any light, which was annoying. Yes, it's to do with the destroyer strategies for the AI mod. mookie has seen them, so that means they are in there somewhere, perhaps it has to be cloudy, like in SH4. Thanks for the replies everyone.
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#10 |
Convicted Ship Killer
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I second that emotion...
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Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#11 |
sim2reality
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The ship weapons.aix file contains info on them.
Wonder if its called? Code:
# Ship weapons: # strategy ShipFire(Ship) { precond { Ship:ContactDetected() } strategies { DC, ShipFireStarShells, Cannons } } strategy DC(Ship) { precond { Ship:GetRole() != ROLE_SPIRAL } strategies { DCRacks, HHogs, DCThrower } } strategy Cannons(Ship) { precond { Ship:CanFireCannons() } action { Ship:FireCannons(); } } strategy DCRacks(Ship) { precond { Ship:CanFireDCRacks() } action { Ship:FireDCRacks(); } } strategy HHogs(Ship) { precond { Ship:CanFireHHogs() } action { Ship:FireHHogs(); } } strategy DCThrower(Ship) { precond { Ship:CanFireDCThrowers() } action { Ship:FireDCThrowers(); } } strategy ShipFireStarShells(Ship) { precond { Ship:CanFireStarShells() } action { Ship:FireStarShells(); } } Code:
strategy Role_Pineapple1(Ship) { precond { Ship:GetRole() == ROLE_PINEAPPLE1 } action { Ship:SetGotoDestRelToContact(-500); Ship:GotoAction(0, false, 100); Ship:SetGotoForwardDist(1000); Ship:EnableStarshells(true); Ship:GotoAction(0, false, 100); Ship:EnableStarshells(false); newHeading = Ship:GetCurrentHeading() - 180.0; Ship:TurnToHeading(newHeading, 1.0); Ship:SetGotoForwardDist(300); Ship:GotoAction(0, false, 100); } } Just found this in the ship commander.aix file Code:
strategy Commander(Ship) { precond { Ship:IsCommander() } strategies { #OperationPlasterComm, OperationSpiralSearchComm, OperationFollow, #OperationSinglePlasterComm, #PineappleComm, #RaspberryComm, TerminateOperationComm } } Can someone test if we change #PineappleComm to PineappleComm will it enable the AI to use the strategy Role_Pineapple1(Ship) Still in development stage of my UI Mod so can't test this out at the moment. Last edited by reaper7; 04-27-10 at 05:30 AM. |
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