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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#391 |
Willing Webfooted Beast
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^^^^
I can't see the pictures, but I assume that it's the guy with the gray jacket instead of the guy with the red shirt? I get that too! Seeing as MFCM AFW/OB should've overwritten his stock texture/GR2 files, I have no idea! It doesn't happen with another crew members!
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#392 | |
Navy Seal
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But why can't you see pictures? Weird ![]()
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#393 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#394 | |
Ocean Warrior
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![]() and sometimes it solves when switching the camera.. I mean avatar camera to external camera and back..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#395 | ||
Navy Seal
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#396 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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So for whatever reason, the transition animations (crew going in and out of the tower) have terrible performance for my system
Went ahead and truncated it (because I gotta have this mod, I just gotta) so the tower crew teleport to and from the con, with appropriate sounds Seems to be working fine so far from Crew_Idle_Actions_CR.aix: strategy CR_HF_SUBMERGED(wp) { precond { #!Wp:IsCrewState(DMG_TKN|HUNTER|HUNTED|PROX_EXPL) and (Wp:IsSubmerged() or Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 ) and !(Wp:IsTutorial() and !Wp:IsBunkerState()) } action { ############## Uncomment for optional beard ###################### Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1); ################################################## ################ if !Wp:IsCurrentWaypoint("CR_HF") then { Wp:Teleport("CR_HF"); Wp:SetGlobalVariable(VAR_CR_HF_LOC, 0); if Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 2 then # jar the landing on crash dive { Wp:PlayAttenuatedSoundWithLipsync("MFCM\fall01", 0.5); } else { Wp:PlayAttenuatedSoundWithLipsync("MFCM\ladder_up" , 0); } endif; } else { if Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 and Wp:IsSubmerged() and Wp:GetGlobalVariable(VAR_CR_HF_LOC) == 0 and Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then { Wp:SetGlobalVariable(VAR_DIVE_ORDER, 0); } endif; Wp:SetBodyPartVisibility("A_Torso06", 0); Wp:SetBodyPartVisibility("A_Torso03", 1); Wp:SetBodyPartVisibility("A_Hat01", 1); Wp:SetBodyPartVisibility("object1_Binocular", 0); Wp:PlayAnimationAndWait( "CR_HF01_Idle01" ); Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_03" ); Wp:PlayAnimationAndWait( "CR_HF01_Idle02" ); Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_01" ); Wp:PlayAnimationAndWait( "CR_HF01_Idle03" ); Wp:PlayAnimationAndWait( "CR_HF01_lookat_HA_02" ); Wp:PlayAnimationAndWait( "CR_HF01_Idle04" ); } endif; Wp:ScriptCompleted(); } } strategy CR_HF_SURFACED(wp) { precond { Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 0 and Wp:IsSurfaced() and !(Wp:IsTutorial() and !Wp:IsBunkerState()) } action { ############## Uncomment for optional beard ###################### Wp:SetBodyPartVisibility("object1_Barba_Cap18", 1); ################################################## ###############3 if !Wp:IsCurrentWaypoint("WT_CR01") then { Wp:PlayAttenuatedSoundWithLipsync("MFCM\footsteps0 1", 0.75); Wp:Teleport("WT_CR01"); Wp:SetGlobalVariable(VAR_CR_HF_LOC, 5); } else { Wp:SetBodyPartVisibility("A_Torso03", 0); Wp:SetBodyPartVisibility("A_Torso06", 1); Wp:SetBodyPartVisibility("A_Hat01", 1); Wp:SetBodyPartVisibility("object1_Binocular", 1); Wp:PlayAnimationAndWait( "WATCH03_Idle01" ); } endif; Wp:ScriptCompleted(); } } strategy CR_HA_SUBMERGED(wp) { precond { # !Wp:IsCrewState(DMG_TKN|HUNTER|HUNTED|PROX_EXPL) and (Wp:IsSubmerged() or Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 ) and !(Wp:IsTutorial() and !Wp:IsBunkerState()) } action { ############## Uncomment for optional beard ###################### Wp:SetBodyPartVisibility("object1_Beard_CAP04", 1); ################################################## ################ if !Wp:IsCurrentWaypoint("CR_HA") then { Wp:SetBodyPartVisibility("object1_Binocular", 0); Wp:Teleport("CR_HA"); Wp:SetGlobalVariable(VAR_CR_HA_LOC, 0); if Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 2 then # jar the landing on crash dive { Wp:PlayAttenuatedSoundWithLipsync("MFCM\fall02", 0.5); } else { Wp:PlayAttenuatedSoundWithLipsync("MFCM\ladder_up" , 0); } endif; } else { if Wp:GetGlobalVariable(VAR_DIVE_ORDER) > 0 and Wp:IsSubmerged() and Wp:GetGlobalVariable(VAR_CR_HF_LOC) == 0 and Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then { Wp:SetGlobalVariable(VAR_DIVE_ORDER, 0); } endif; Wp:SetBodyPartVisibility("A_Torso07", 1); Wp:SetBodyPartVisibility("A_Torso05", 0); Wp:SetBodyPartVisibility("A_Hat01", 1); Wp:SetBodyPartVisibility("object1_Binocular", 0); Wp:PlayAnimationAndWait( "CR_HA_Idle01" ); Wp:PlayAnimationAndWait( "CR_HA_Listen2HF" ); Wp:PlayAnimationAndWait( "CR_HA_LowerDivePlanes" ); Wp:PlayAnimationAndWait( "CR_HA_LookatPanels" ); Wp:PlayAnimationAndWait( "CR_HA_Idle01" ); Wp:PlayAnimationAndWait( "CR_HA_Talk2SO" ); Wp:PlayAnimationAndWait( "CR_HA_RaiseDivePlanes" ); Wp:PlayAnimationAndWait( "CR_HA_Idle01" ); Wp:PlayAnimationAndWait( "CR_HA_Talk2HF" ); } endif; Wp:ScriptCompleted(); } }strategy CR_HA_SURFACED(wp) { precond { Wp:GetGlobalVariable(VAR_DIVE_ORDER) == 0 and Wp:IsSurfaced() and !(Wp:IsTutorial() and !Wp:IsBunkerState()) } action { ############## Uncomment for optional beard ###################### Wp:SetBodyPartVisibility("object1_Beard_CAP04", 1); ################################################## ################ if Wp:GetGlobalVariable(VAR_CR_HA_LOC) == 0 then Wp:SetGlobalVariable(VAR_CR_HA_LOC, 5) endif; if !Wp:IsCurrentWaypoint("WT_CR01") then { Wp:PlayAttenuatedSoundWithLipsync("MFCM\footsteps0 1", 0.75); Wp:Teleport("WT_CR01"); Wp:SetGlobalVariable(VAR_CR_HA_LOC, 5); } else { Wp:SetBodyPartVisibility("A_Torso07", 0); Wp:SetBodyPartVisibility("A_Torso05", 1); Wp:SetBodyPartVisibility("A_Hat01", 1); Wp:SetBodyPartVisibility("object1_Binocular", 1); Wp:PlayAnimationAndWait( "WATCH01_Idle01" ); } endif; Wp:ScriptCompleted(); } } |
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#397 |
Ace of the deep .
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Have a look at the mod date . The mod needs an update by someone .
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#398 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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Heh, well, I can post my regression patch if you'd like...
But it doesn't add features, it removes them |
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#399 |
Ace of the deep .
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#400 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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Done!
Check PM's |
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#401 |
Ace of the deep .
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Is this going to be a mod release Santini ?
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#402 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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#403 |
Bilge Rat
![]() Join Date: Mar 2010
Posts: 1
Downloads: 11
Uploads: 0
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Hi All
Been a member for a long time and just got back into playing and wanted it to be more real.. this file seems to be the best thing going by all the posts but it will not let me download it ![]() |
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#404 |
A-ganger
![]() Join Date: Apr 2009
Posts: 80
Downloads: 90
Uploads: 2
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Great mod but I don't think I want all the features it has... I really want to get rid of the deck crew's pointing animation though. And moving WO away from the UZO would also be great. Is it possible to somehow have just these 2 changes? I'm willing to learn if it involves some degree of modding.
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#405 |
Swabbie
![]() Join Date: Aug 2009
Posts: 11
Downloads: 67
Uploads: 0
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Hi all!
Got question. Which file/directory responds to crew heads? Can't figure it out. I'm using The Wolves of Steel that incorporates Mightyfine Crew stock faces. I'd like to have oficers wearing hats (alt faces). I tried to copy files from MFC alt faces, and tried to enable MFC alt faces with JSGME. In both cases there was something messed up (First minutes of playing game with alt faces revealed that chief and navigator don't respond to commands. Chief doesnt say nothing to "charge batteries" command. Navigator doesn't respond to "depth under keel" command). Thanks in advance. |
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