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#1 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
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Is this alot of work ?
Just did a reinstall of SH-3 GWX 2.1.
The question is.... Would it be too much work to add crew members on deck of merchants ? Sorry if it's been asked before. Didn't see anything in Mods list. Last edited by FIREWALL; 11-13-08 at 02:13 PM. |
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#2 |
Grey Wolf
![]() Join Date: Mar 2008
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I can remember seeing a thread about this. Unfortunately I can't seem to find it using the search button. If I remember correctly the thread said that it wasn't possible to add crews to the decks of merchant vessels. At least we've got the lifeboats mod so the merchants aren't entirely robotic...
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#3 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
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Technically, it's no big problem to do, but like most mods it is a lot of work.
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#4 |
Grey Wolf
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I stand corrected...
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#5 |
Eternal Patrol
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Thx Guys
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#6 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
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Possible, no prob's, but models of people with animations are necessary ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 11-13-08 at 03:54 PM. |
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#7 |
Stowaway
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Means new dat and new eqp file for each unit you add crew too
Over 200 + ship in GWX Over 1Gb download ![]() |
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#8 | |
Eternal Patrol
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#9 | |
Stowaway
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That's the GWX 2.0 COMPLETE!! But! Every unit would need placement nodes for crew persons. Then the eqp work. And as Anvert stated? Animations!! THAT is work! And a new dat file to hold the animations. After GWX 3.0? Who knows? Someone may want to create the needed animations. I'd say 20 new animations to start. Or it gets real boreing and the added load time is worthless. |
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#10 | |
Admiral
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Location: Russia ®
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As you see my nick-name - Anvart ... From the fourth name - Artman ... :rotfl:
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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