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Old 11-04-05, 04:25 PM   #18
Der Teddy Bar
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Join Date: Jan 2002
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Quote:
Originally Posted by oRGy
Now, I assume these are for the recognition manual - but there must be similar values in the .sim or .zon files. In any case I find your attitude rather negative. As I said before, the best thing devs can give us are technical information, tools, and 'unofficial' patches fixing broken things or adding new features like functional ai-fired torpedoes. Please pass on such requests if you have contact with the devs.
oRGy,
I have been polite with you, but to be blunt, you know sweet FA. However, I will persist with you for the benefit of others.

The entries in the InsertShipName.cfg file are for the recognition manual only. Here is how to test it. Change the number, they work this way,
Area#=From Left, From Bottom, Width, Height.
See where your recognition manual says the specified area is now. Now target that area through the recognition manual, go to F12 and see where the torpedo actually goes. Yes you guessed correctly, it goes to the hard coded original location.

Yes you did finally click to the above fact, but only after it was made obvious.

BUT.... you still don't get it though... what about all the other compartments?

Are you slower than the rest of the class? How often must I say that the Devs are employees, only Ubisoft can give us tools. And.... as has been already said, Ubisoft will not in the foreseeable future be releasing a SDK for SHIII. Why? Most likely because it is still used for other games.

Why am I not surprised that you would want 'functioning AI fired torpedoes' over a correct damage/repair system for the u-boat, dare I say Quake on Water? Oops, there I have already said it.

You of course will reply to this, however, please understand that you will get no further responses from me regarding your posts no matter how outlandish and incorrect they are certain to be.
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