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Old 01-06-09, 12:00 AM   #1
Freiwillige
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Default Could it be done?

I had a great mod idea. How hard would it be to take some of the guys standing around at port and put them on merchant ships? Would be cool to see a guy at the railing smoking a cigarette. Or a group of guys standing around chatting on the back deck of that freighter. As it is these ships seem like ghost ships.

The figures are there we just need to put them out to sea!

Is this do-able?
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Old 01-06-09, 12:07 AM   #2
A Very Super Market
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Hmm... sounds like a good idea. But you would need a way to make sure they stick onto the boats, I've never seen a harbour move, after all.
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Old 01-06-09, 12:32 AM   #3
Contact
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Quote:
Originally Posted by A Very Super Market
Hmm... sounds like a good idea. But you would need a way to make sure they stick onto the boats, I've never seen a harbour move, after all.
They stick at deck guns on merchants when they receive them don't they ?
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Old 01-06-09, 12:50 AM   #4
Weiss Pinguin
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Hmm, are merchant deck guns manned? I don't think I've actually noticed that, not that I've ever made it a point of doing so. Then again, warships have manned gunposts, so I guess merchants shouldn't be different.

Edit: That brings up another question in my mind: Does the game automatically add figures to manned guns, or is that something a modder would have to do for new ships? (Sorry, technically illiterate when it comes to SH3)
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Old 01-06-09, 04:28 PM   #5
Barrett
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i'd say the crew is scripted to the gun.... so if you build a custom gun with a visible crew, you will have to link some guys that play with it
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Old 01-06-09, 05:23 PM   #6
Madox58
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The Gun Crews are linked to the Guns in the Guns.dat's themselves.
Adding "Stand About" people from the docks is easy, but time consumeing.
You need to add extra nodes to the Ships dat file,
then assign the 'people' in the eqp file.

There are a few Ships that have 'people' onboard this way.
But you need to add a 'visibleunderwater controller' to the nodes
so they disappear when the ship sinks.
Or zone the node so it can be destroyed.
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Old 01-06-09, 06:14 PM   #7
FIREWALL
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It's kinda funny but, before I got to his post I knew Privateer would figure this out.
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Old 01-06-09, 06:39 PM   #8
Madox58
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Go to the eqp file in the NTRW_ folder.
You will see an entry for AN1
It is set to Null now.

Change that to
DMY_of_ap2

Then look at the Wheelhouse of the ASW Trawler next chance you get.
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Old 01-08-09, 04:35 PM   #9
LordNeuro"Serbia"
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Default Wery good knowing Privateer

I have 2 qvestion for u. Is it posibol too add a parachuter too sh3 just like u add it to sh4. And the second is about the racerboy`s flags and a U53 eagle. Is it posibol too make theat two mods work at the same time?
Soory for off topic qvestion
Cheers and thx.
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Old 01-10-09, 11:50 AM   #10
gordonmull
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There was a post about this a while back, with some pointers from Mikahayl. Is anyone working on it?

http://www.subsim.com/radioroom/show...t=adding+nodes

If not, I don't mind doing the work of putting the relevent bits in place if someone gives me a bit of help to start me off, I've been mucking about with S3d a bit and get whole node concept but not really getting there in linking together Mikhayls instructions .

I couldn't do any modelling or animation or anything that complicated but I was thinking about using the characters from the dockside and putting a texture over them from some of the sub crew outfit mods, with the authors permissions. Don't even know if that's possible!

This would be a great bit of detail if it could be done.
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