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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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EDIT: 04-SEP-2007
Buoy_Mod_V2.0 released. !!! DISABLE OLDER VERSIONS BEFORE USE !!! What´s new:
EDIT: 25-JUL-2007 Buoy_Mod_V1.0 released. ![]() I don´t call this my mod as many have worked hard to achieve this goal. I´m just the guy who put this together. This mod contains 6 buoys with flashing/steady lights and bell ringing sound. It´s best to use with the Campaign_SCR.mis. I hope someone more talented and familiar with mission editor takes up on this issue. Allthough I´ve created a little demo mission it is not intended to be used for single mission design only.
I´ve packed 3 different SH3.sdl files into the archive.
Enable this tiny addition, before running it the first time. Otherwise you will not hear any bellringing sound. READ THE INSTALLATION INSTRUCTIONS CAREFULLY !!! CREDITS GO TO (IN NO PARTICULAR ORDER):
Regards, DD
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Last edited by DivingDuck; 09-03-07 at 06:46 PM. Reason: 09/04/2007 - V2.0 released |
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#2 |
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
Downloads: 30
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![]() ![]() ![]() ![]() ![]() ![]() ![]() This mod is absolutely marvellous. DEAR DD, THANK YOU VERY MUCH FOR YOUR HARD WORK. ![]() ![]() ![]() ![]() The unstoppable Diving_Duck strikes again !
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![]() Last edited by Alex; 07-10-07 at 09:59 AM. |
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#3 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Agreed great work as ever DD |
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#4 | ||
Dominant Wolf
![]() Join Date: Nov 2006
Posts: 2,143
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![]() Quote:
![]() I've edited my message. ![]() :rotfl:
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#5 |
Weps
![]() Join Date: Oct 2006
Location: Jacksonville, FL
Posts: 351
Downloads: 69
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DD - this looks great! Appreciate all the tweaks you've made so far, too. Is there any way to add these to the campaign, or are these only usable in player-made single missions?
If only in player-made missions... is it possible to go into the campaign maps and manually add these? Sounds like a challenge, but if so I'd be willing to give it a shot. |
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#6 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
Quote:
Regards, DD
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#7 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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If you want to fire them over DD will look at in mission ed if you like
Its not my friend either but we have come to an understanding :rotfl: |
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#8 |
Grey Wolf
![]() Join Date: Jul 2007
Location: DanziG
Posts: 819
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AMAZING STUFF!!!
----these BUOYs could be in entrance of each port to shine the way for shipZ---- [in SH3 patched and modded to ver. GWX 1.4] ![]() Perfect work Ducky!! |
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#9 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin,
Quote:
In case Gary doesn´t reply, I´ll make a new one from scratch or ask ppontius to use his model. Regards, DD
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#10 |
Gunner
![]() Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
Downloads: 26
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Hi Diving Duck,
nice work as usually ![]() If you get no answer from Gary (I think he is banned from subsim :hmm ![]() you can always use my model. I can't finish it this year anyway. But you know it is my first 3D-model ever and lacks efficiency and the mapping is bad. So maybe a new model would be best. But if you want to I can always send you my buoys ![]() greetings, pontius |
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#11 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
Quote:
Regards, DD
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#12 |
Seasoned Skipper
![]() Join Date: Jun 2007
Location: Bremen/Germany
Posts: 749
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Hey great Work !
I got an Idea for this buoy´s for better handling in Missioneditor ! If you take them one by one into the Map its an hard work but if you can made a String out of them yust like an Subnet it would be easy to bring them in. The settings must be one bouy each seamile ( 1,8 Km ). So they have to be in the Ordnance ! Is it possible to work out ? MFG AOTD|Madmax |
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#13 |
Gunner
![]() Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
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Nothing changed, except that i tried to make it a clone of your barrels to get a better swimming-performance. Now they are still cloned-iceberg-dats -> slowly up and down movement and sub-killing
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#14 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@pontius: I taught your buoy manners. ![]() But the old problem of drifting away still persists. ![]() @AOTD_MadMax: Sorry, but unfortunately that´s not possible. The link between "StaticObject" (minefield dummy and subnet dummy) and "UnderwaterFloatingObject" (mines and subnets) is hardcoded. No way to create a new set unless the SDK is released. But nobody of us will live long enough to see. Regards, DD
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#15 |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
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This has to be added in GWX1.04!
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