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#1 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
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Get you some command chains!
"Shift+A" to man the Flakguns, order aiming at any incoming aircraft and open fire over long distance? Here we go: Add < Key0=0x41,Cs,"shift+A";FlakCombo > to the following commands in (C:\Programs)\Ubisoft\SilentHunterIII\data\Cfg\Com mands_en.cfg: [Cmd419], [Cmd423], [Cmd426], [Cmd427], [Cmd431] Now change text of [Cmd419] with text of [Cmd431] to start the command chain with manning the Flakguns and to end it with "Fire at will!" Looks like this: ( the < ; > tells the game to ignore the line!) [Cmd419] Name=Man_the_flak_gun Ctxt=1 MnID=0x3F2D0003 Str=2945 Key0=0x41,Cs,"shift+A";FlakCombo ;Name=AAGuns_Fire_at_will ;Ctxt=1 ;MnID=0x3F180006 ;Str=1063 ;Key0=0x41,Cs,"shift+A";FlakCombo [Cmd423] Name=AAGuns_Long_range Ctxt=1 MnID=0x3F18000A Str=1067 Key0=0x41,Cs,"shift+A";FlakCombo [Cmd426] Name=AAGuns_Aim_any Ctxt=1 MnID=0x3F18000D Str=1070 Key0=0x41,Cs,"shift+A";FlakCombo [Cmd427] Name=AAGuns_Closing_targets Ctxt=1 MnID=0x3F18000E Str=1071 Key0=0x41,Cs,"shift+A";FlakCombo [Cmd431] Name=AAGuns_Fire_at_will Ctxt=1 MnID=0x3F180006 Str=1063 Key0=0x41,Cs,"shift+A";FlakCombo ;Name=Man_the_flak_gun ;Ctxt=1 ;MnID=0x3F2D0003 ;Str=2945 ;Key0=0x41,Cs,"shift+A";FlakCombo A watchofficer on duty may unleash hell with a "Shift+A" to answer an "Aircraft spotted!" Now get you some command chains, my dotcomrades! Enjoy!
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#2 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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Pretty nifty set there. One thing that's always puzzled me is how the AI decides which people to send to the flak gun(s). I've got a CPO with the flak qualification, and 2 Seamen with the flak qualification (doesn't do anything, other than tag them for me as a marker to use them, as in the past they've actually been successful in shooting down planes) but its a crapshoot it seems when it comes to who automatically gets transferred to the flak guns despite having at least 1 person who's specifically qualified for that purpose (and doesn't get put up there).
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#3 |
Frogman
![]() Join Date: Jan 2007
Location: UK
Posts: 307
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That's a great idea
![]() Made me wonder, is there some way to program my watch officer to get his butt back outside after I surface the boat? Seems the first thing I always have to do is drag the lazy guy out of quarters and back up top, even though the other crew go up automatically! Hope that makes sense ![]() |
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#4 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
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Afair the Flak-qualified is prefered to man the gun by default as long as he is 100% fit and off duty. If false => the game takes the first lazy guy in the row of the front compartment to fight the aircrafts.
You have to drag your watchofficer manually because you are forced to check the crew screen that way. Otherwise you may forget to send some guys to rest and run into trouble for the next attack (Sonar/Radio Ops, Torpedo Crew, Repair Gang...) The function seems to be hardcoded, but there are some awesome modders out there...
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#5 | |
Frogman
![]() Join Date: Jan 2007
Location: UK
Posts: 307
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#6 |
Commodore
![]() Join Date: Oct 2007
Location: Scotland
Posts: 634
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lo mates
not sure here.....but would using the available "set keys" mod not save you a lot of config. file changing? im sure it has the capabilty e.g- i currently have periscope depth...depth under keel check...and jump to outside view under the "p" button and extend scope fully alongside the f3 screen
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#7 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
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It might be possible to force the watch officer to go to the bridge using the integrated controls. Would need to find out what command the program sees when you move someone from the front quaters to the watch tower and tag that onto the surface boat command. I would think its possible as when you've got a machinist officer whenever you switch from disel <-> electric engines he automatically goes to the correct officer spot in the proper section as the crew switches.
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#8 |
The Old Man
![]() Join Date: Apr 2007
Posts: 1,304
Downloads: 35
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Oha! Downloaded Set Keys and checked its functionality.
Set Keys is capable to assign up to six keys to one command and includes this macro-function of chain commands. Well - reinventing the wheel seems to be stupid! Use Set Keys to manipulate your Commands.cfg! At least I learned something... @Tessa Do you know where to find these integrated controls?
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![]() ![]() 10 happy wolves rear 90 blinded, ensnared sheep. 90 happy sheep banish the wolves. Arrest the 1% - https://www.youtube.com/watch?v=dQ6hg1oNeGE |
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#9 |
Navy Dude
![]() Join Date: Mar 2006
Location: North of England
Posts: 173
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Where can I download setkeys?
This sounds interesting, shame about the watch officer - the lazy so-n-so. I get fed up dragging him out of his bunk and throwing him on deck. ![]() |
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#10 |
Frogman
![]() Join Date: Jan 2007
Location: UK
Posts: 307
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There's a download for setkeys here:
http://www.subsim.com/subsim_files/patches2005_sh3.html Version 1.11 - hope it's the current one! |
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#11 |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
Downloads: 113
Uploads: 1
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can you explain how it works? whats the map 1 and 2 I see? bit puzzled here..
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