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Old 03-25-10, 12:17 PM   #11
ACSoft
Soundman
 
Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
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Quote:
Originally Posted by Heretic View Post
I'll look into the missing statements. They should be added, but I've tried to get the stock Crash_dive scipt trigger with no result. So I don't think that's an issue for triggering.

The reason the guys don't go down on crash dive is the crash dive script doesn't get called by the crash dive command, VAR_DIVE_ORDER doesn't get set, so they go under the old way - by the IsSubmerged trigger.

Here's the squence that's supposed to happen:

The command is given and one of the sounds listed in Commands.cfg get's played
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29

Then the command script is gets called and the various crewmen perform the strategies specified in crew_commands.txt.
The chief calls out his engine, ballast tank and hydroplane orders. - Yells in crash dive
The Ballast tank guy turns his valves
The Helman is used only to play the dive alarm bell
The XO is used to play the "ALARM" call, then some 'move it!' commmands
The HA, HF, and WO come rushing down the ladder because VAR_DIVE_ORDER = 2. - stumblea at bottom in crash dive

*edit* A sure indicator the crash dive script is being called is the guy falling down at the baase of the ladder.

Then set_depth gets called and plays it's hydroplane orders - usually these are skipped because the previous orders sounds are still playing.

Since Crash_dive doesn't get called, normally you'll only hear the inital sounds triggered from Commands.cfg and then the hydoplane orders in set_depth.

My override changes it so that the set_depth command uses the Crash_dive scripts to get the crew down and the vocalizations played.

I'd like to disable the sounds tirggered from command.cfg so I can controll them. I've done that with the dive commands.
Thanks, Heretic, for all these precious informations ! They removed some doubts I had about my numerous tests. For your informations, this is the behaviors I have:

First, without the optional crash_dive workaround, I NEVER get your crash dive script, but with it, I ALWAYS get it, not only with a direct mouse click on the deep-meter, BUT ALSO with the crash dive command, which is in my case, the old style "C" key (Key0=0x43,C,"C").

The only problem I have, is that for crash dives, most of the time, ONE OR TWO guys don't have enough time to go down, before the coning tower get submerged and for sure, I am speaking of YOUR script, not the IsSubmerged trigger. The behavior with IsSubmerged trigger, is clearly different (all guys remain on the deck until the submarine is submerged).

This is why I was wondering if the crash dive time (which seem far to short to me in any cases) can be made longer. This would be just perfect: enough time for the guys to go down, plus a more realistic dive time.

Do-you think this can be tweaked ?

ACS
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