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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
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#17 | |
Ocean Warrior
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![]() Quote:
The statemachine idea above didn´t worked probably because this is a player/user command as Anvart explained. The idea to make something similar to SH5 on commands_xxx.cfg also didn´t work. ![]() Perhaps Osmium can found a way. ![]()
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#18 |
Stowaway
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Look at the Bold and you'll see no hard code is involved.
Only the dsd file and the entry in the SH3.sdl file. There is no entry in the SH3Sound.act file for it but it works! Create the dsd for the snorkel just like the bold.dsd then edit the sdl to match. You should get a sound only when you raise or lower it as it does not loop. ![]() Of course the spawning of the Bold might trigger the sound where the snork is always there so sound may not work. If that's the case some trickery might work. |
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#19 | |
Ocean Warrior
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I already tried this one as my first try (well, 2 years ago, i always could did something wrong, it´s sh3 files...LOL!) but the problem is exactly what you thought at end...it´s always there, isn´t a sound attached to snorkel that we need, but a sound attached to a command. ![]() @privateer: please don´t forget that S3D files for Sh5! ![]()
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#20 |
Stowaway
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Part of the trickery I was thinking of is to add the wpn_BoldLauncher controller.
Create a fake bold with the needed sounds and it should work everytime you raise or lower the snork. ![]() Got the S3D/SH5 files now. |
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#21 |
Ocean Warrior
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Thanks by the tip! Will try it now and report back!
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#22 |
Ocean Warrior
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Yet not really tried it...I´m mounting the file...but will not work...see...how it will only lunch an amunbold when press the Snorkel up or down? At first i can´t see how it will works...
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#23 |
Stowaway
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Check the Searchlite files for GWX.
The Air Raid Siren uses a roundabout way to work. It's a Search lite and a Gun but goes through the particles.dat and dsd to get the sound. ![]() Round about way to do it, but it works great. The same run around might work in this case. |
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#24 | |
Ocean Warrior
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Finished the test run with bold and not work really. The idea above is based on generating a particle all time that a searchlitgh on harbours is started, then link this particle to a sound. But again the Snorkel "always there" problem will be a barrier. But will look at them anyway. ![]() @BTW: do you know where the snorkel annimation file is? Isn´t where it must be. ![]()
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#25 |
Stowaway
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It's not an animation as it's not in a dat or such.
It's an extensible object which is controlled by the act file. A quick way to determine if an animation file exists........... Change the base 3D model. If the animated object is all screwed up? There is an animation dat somewhere. If it looks OK and still rotates or whatever? It's hard coded somewhere. |
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#26 | ||
Admiral
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Quote:
In this case, you should use StateMachineCtrl, as CMD_Rise_snorkel, CMD_Lower_snorkel are crew commands in CMD_Maneuver_officer section... You must create a corresponding sound/speech and the corresponding phonemes (don't forget CH_speech.dat too), and you must paste the relevant events and playback of your messages into CH.dat and CH2.dat files (StateMachineClass --> GraphName chief_helsman/chief_helsman_type2). IIRC, for example, see how it's done for Snorkel_depth command. ... If you're talking about noise of snorkel motion... you have to do as it is done for periscope. ![]() Quote:
![]() ... not for object animation. as, i think, for obj_Extensible objects, animation are hardcoded and it's object animation with controller parameters! ... ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-19-12 at 02:23 AM. |
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#27 | |
Ocean Warrior
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![]() Periscope motion have it´s sounds as you know. The idea is to add something similar for snorkel with some workaround as we are not able to add sounds to a command key on sh3. Isn´t just a matter to add a sound on sh3.sdl because we have nothing to attach this sound to the snorkel movement. And the most important point is that the snorkel is always there, I have not any success (until now) do attached something to it (and then a sound) that works when you press up or down snorkel...It´s realy trick! ![]() Edit:The periscope movement sound is hardcode on Sh3Sound.act and then explicited on sh3.sdl. We have not this for snorkel!!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 03-18-12 at 08:52 PM. |
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#28 |
Ocean Warrior
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WIP Update:
- I was able to create scripts (smart macros) for Sh3 using 3rd party softer...and the best "side effect" is that is a easy as a cake to add sounds for any key/mouse command using this same softer!! ![]()
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#29 | |
Admiral
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![]() ![]() Quote:
Unlike the periscope for snorkel you must use Interior or/and Submarine (for exterior) sound class/category... ![]() I was never interested in the sounds of SH3 ... but if in the last 7 years have been mod(s) with the addition of sound into game through Sh3.sdl, then it is possible..? IIRC, it was done for new planes by russian community and here, too.
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-19-12 at 06:46 AM. |
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#30 | |
Ace of the Deep
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No joy as yet.
But I am sure learning a bunch by reading the give and take in this thread! Still working on it. Quote:
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In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
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