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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I've poked about in the menu editor, the goblin editor & the map editor.. but i cannot figure out where this script editor is.
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#2 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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#3 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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So does this mean it would be possible to completely change SHV to be akin to SH3 with all boats available, accurately modeled, and include the full period of the war? In short, an upgraded version of SH3? Perhaps even include the PTO? That would be incredible but I'm probably dreaming right now.
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#4 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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But I'm not trying to give anyone false hopes here. We will just have to wait and see. |
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#5 | ||
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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![]() Quote:
I'll go have another look to be sure ![]() Quote:
http://www.bethsoft.com/bgsforums/in...c=1046815&st=0 [/off-topic :P ]
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#6 |
Grey Wolf
![]() Join Date: Jan 2002
Location: Holland
Posts: 785
Downloads: 122
Uploads: 0
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That is very good news indeed. I see already hooks for events like DC, Fire. Need to exercise my python knowledge.
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#7 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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Good. I am happy to see modders here are awakening to the potentially unlimited power of scripting SH5. Go get 'em guys.
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#8 |
Watch
![]() Join Date: Feb 2010
Location: Lithuania, Vilnius
Posts: 16
Downloads: 26
Uploads: 0
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integrated scripting is good, but when there gonna be a lot of mods and lots of different aproaches, causing lots of scripts, there gonna be a performance loss too.
same happened to ofp/arma... i vote yes to scripting, but only where it is really needed. P.S. my first post in subsim after years of anonimous reading/watching ![]() |
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#9 | |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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![]() Quote:
But all in all, I think there should be a celebration that they even included scripting ability in SH5. ![]() |
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#10 |
Born to Run Silent
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Should I amend the title to "complaining" ?
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SUBSIM - 26 Years on the Web |
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#11 | |
The Old Man
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Whining is better under the circumstances. Most of us haven't yet bought the game. Thus we can only whine
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![]() As for variables and save games, if it works as Oblivion did, it should be ok. For example, the hunger mod saved the status of a user-created variable. There's one more thing I actually DO worry about. They said that you can't write stuff in the commander's log. That's so easy to do that I need to wonder why they chose not to implement such a simple thing. It would be a great asset if we could create Text-Boxes and buttons that take those variables and start scripts based on them. If we could mod in stuff like "increase depth by X meters", we could turn this baby into pretty much the perfect sim ![]() |
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#12 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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#13 |
Navy Seal
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Awesome. I've not got into the news, but this is an extremely powerful tool. It could be our long-wanted solution to things like the ever-present AI gripes.
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#14 |
Seaman
![]() Join Date: Aug 2006
Posts: 39
Downloads: 7
Uploads: 0
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Holy Cow !
OK i'll stop whining. Script editor look's good, maybe i should try to recruit some fellow scripters from Egosoft X3TC community. |
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#15 |
Frogman
![]() Join Date: Mar 2010
Posts: 308
Downloads: 75
Uploads: 0
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I am only making my best deductions from Urfisch's few screen shots, but it appears that many things which were hard-coded in SH3-Sh4 are now open to scripting. I think it is safe to say that SH5 will be much, much more moddable.
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