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Old 01-23-12, 06:23 AM   #1
Rongel
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Default [REL] Shoot at periscope

[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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Old 01-23-12, 10:51 AM   #2
pedrobas
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Testing now, i was waiting for your news about this.
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Old 01-23-12, 11:27 AM   #3
jason210
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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:
Originally Posted by Rongel View Post
So the only bad thing about this is that when the escorts lose you, they will bombard the last location 4-8 minutes causing possibly havoc. When they know you are deeper, they'll stop the firing.
...this doesn't sound like a problem to me. It sounds plausible that they will continue trying to hit underwater by bomabarding your last position.

Will test it tonight!
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Old 01-23-12, 03:35 PM   #4
Rongel
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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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Old 01-23-12, 04:16 PM   #5
pedrobas
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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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Old 01-23-12, 04:43 PM   #6
Rongel
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Quote:
Originally Posted by pedrobas View Post
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.
Is the periscope messages from TDW's UI mod? Because they dont actually tell if the ship has noticed you. Try putting some destroyers in the convoy and see how they react. And have the "map contacts" on in options so you can see the enemy's sensor area in the map! Thanks for the info!
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Old 01-23-12, 05:06 PM   #7
pedrobas
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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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Old 01-29-12, 04:52 PM   #8
THE_MASK
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Rongel What mods are you using ?
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Old 01-29-12, 09:18 PM   #9
Husksubsky
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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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Old 01-30-12, 01:57 PM   #10
Rongel
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Quote:
Originally Posted by sober View Post
Rongel What mods are you using ?
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:
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
You can edit the file with just notepad. Be sure to have to ANSI coding option on. And you must keep the "and" there also. I will revise the first post soon and give better instructions. And, yes, they will hit other parts of the sub too when firing the periscope (I rarely get hull damage, same thing as with the depth charges).
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Old 01-31-12, 12:57 AM   #11
Husksubsky
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Thx .
hrmm whats ANSI coding?
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Old 01-31-12, 01:10 AM   #12
dcb
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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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Old 01-31-12, 06:35 PM   #13
pedrobas
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Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
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Old 02-01-12, 06:00 AM   #14
Rongel
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Quote:
Originally Posted by Husksubsky View Post
Thx .
hrmm whats ANSI coding?
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:
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?
Airplanes have their own .aix file which tells how they behave, and when shoot cannons. Ship-weapons.aix tells how ship use their weapons. The default Ship:FireCannons(); command is not workin properly. It only makes ships fire cannons at you if you are surfaced. You can have the conning tower already surfaced, but ships wont fire it if you are still technically underwater.

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:
Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
It's just the keyboard bindings I use, I got it from ustahl

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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Old 02-01-12, 10:56 AM   #15
pedrobas
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Quote:
Originally Posted by Rongel View Post
It's just the keyboard bindings I use, I got it from ustahl

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!
Thanks for answer.
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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