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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: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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[REL] Shoot at periscope
Okay, decided to change this to a REL rather than TEC. I've been using this for some time now without problems so here goes: This is a work-around to get enemy ships to shoot at your periscope when they notice it. There is a bug in the exe-file that prevents this happening normally. To fix this issue once and for all, it would need hex-editing, currently this is the next best thing. What it does: Now merchants and escorts will fire at you with cannons if they spot your periscope, or have other sensors showing that you are nearby and close to the waterline. Known issues: -Sometimes escorts continue to fire the last know sub location too long. -Ships can hit friendly ships accidentally with cannons. Download links: SHOOT AT PERISCOPE - IRAI VERSION: http://www.gamefront.com/files/21465...iscope_IRAI.7z SHOOT AT PERISCOPE - STOCK VERSION: http://www.gamefront.com/files/21465...scope_STOCK.7z Install with JSGME. There is a test mission included in the mod! Thanks to TDW for permission to use the IRAI file ![]() Last edited by Rongel; 03-25-12 at 05:43 AM. |
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#2 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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Testing now, i was waiting for your news about this.
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#3 | |
Sonar Guy
![]() Join Date: Sep 2002
Location: Sweden / UK
Posts: 386
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Firstly a big thank you for sharing this! I agree, it is a big problem with AI at the moment.
Secondly... Quote:
Will test it tonight!
__________________
Intel Core i9-9900K @ 3.6 GHz nVidia GeForce RTX 2070 32GB memory Windows 10 Pro |
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#4 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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All results are welcome!
I'm heading off for a few days, but will look into this more when I come back. Right now I've had fun encounters with the ships (elite groups just blow the periscope away before I can even lower it!) but I think that large HK groups and heavily escorted convoys can cause problems (ships don't care what's in their line of fire). |
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#5 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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i´ve been testing it with a single mission and i was shot at periscope only 1 time of 5 i´ve played . With a convoy of 5 armed merchants, periscope sighted messages and running up and down the merchants side. So i can´t asure is working 100% for me. I need to test it more. Anyway is a big improvment. Now you never know and have to be more careful with your scope.
Well done Rongel. ![]() |
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#6 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#7 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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Yes the periscope messages were from TDW's UI mod. But i can´t believe they didn´t see me i was running up and down beside them at less than 100 meters sometimes. Anyway i´ll do what you suggest and i´ll report results. Thanks.
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#8 |
Ace of the deep .
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Rongel What mods are you using ?
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#9 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
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This is fantastic. shall I change to exactly this:Plane:CanFireCannons() and Ship:ContactPresenceIs(PRESENCE_SENSORS, 15) and Ship:GetContactDepth() >= -15
or are the "and" ment not to be there.Anyone with some screenshots? I can only remember finding weird numbers(when modding for hydrophone) I don t remember what hexedit I used but the ones I tried seemed to show slightly different things. I managed when someone said I used this hexeditor , it look like this and should be changed to this. ![]() Will they hit your sub, or just periscope btw Last edited by Husksubsky; 01-29-12 at 09:48 PM. |
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#10 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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Here goes! I can't think any other mods affecting the periscope shooting than IRAI. Maybe TDW's UI and FX mod. But yes, compatability may have something to do with the problems people have reported.
RemoveLogoIntroTheDarkWraith MightyFine Crew Mod 1.2.1 Stock faces MCCD_1.04_MFCM_1.2.1_compatible Speech fixes and additions (german version) Reduced_crew_abilities Dynamic Environment SH5 Basemod (realistic version) V2.0 Dynamic Environment SH5 BrighterNights V2.0 Dynamic Environment SH5 Undersea (temperate and polar) V2.0 Dynamic Environment SH5 Sounds V2.0 Dynamic Environment SH5 Atlantic Floor V2.0 sobers best ever fog V4 SH5 Small_trees_SH5_V1 sobers chimney smoke V2 SteelViking's Interior Mod V1.2 Naights Submaine Textures v1.2 (PUV) NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 FX_Update_0_0_19_ByTheDarkWraith Tastatur_1.2_Fi IRAI_0_0_30_ByTheDarkWraith TheDarkWraith_DC_Water_Disturbances_v2_0_SH5 NewUIs_TDC_6_9_0_ByTheDarkWraith NewUIs_TDC_6_9_0_New_radio_messages_German Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v2.8 Compatible Conus00's Graphic Mod+SV's work Window_Lights_Redone_V1 KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith Stormys DBSM SH5 v1.3 Basemod Stormys DBSM SH5 v1.3 additional crew sounds beta6 Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s OPEN HORIZONS II_full v1.6 Equipment_Upgrades_Fix_v1_4_byTheBeast DeckGunMod Enhanced FunelSmoke1.2_by HanSolo78 Grossdeutscher Rundfunk SH5Lifeboats_by_Rongel_TDW_stoianm_v2_1 Battlestations_soundmod_1.1 Shoot_at_Periscope Quote:
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#11 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
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Thx .
![]() hrmm whats ANSI coding? ![]() |
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#12 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
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I am not very skilled at scripting, so I apologize if I'm asking a stupid question, but wouldn't this command:
action { Plane:FireCannons(); mean that only planes will fire their cannons? Don't we also need something like action { Ship:FireCannons(); if we want ships to shoot at scope? |
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#13 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
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#14 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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I don't know really! It's just a option when saving with notepad, when you save with "save as" command, in the bottom of the page reads "coding" (or something like it) and you can select ANSI or unicode, and so on. I had the ANSI option as a default, maybe other options cause problems...
Quote:
Planes can attack you when you are underwater so switching the Ship:FireCannons(); to plane:FireCannons(); is just a workaround to use planes hardcoded actions. It's not a perfect solution but it makes armed ships much more dangerous (like they should be). Quote:
![]() There is a now screenshot in the first page so you can double check that you have the right script-format in your file. And if you have still problems, please tell and I'll try to help! |
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#15 | |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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I´m using your code since the first day you posted here, not via jgsme, just directly (edited with notepad) and didn´t notice any CTD related with this. I´m happy with it. ![]() |
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Tags |
attack, cannons, periscope |
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