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View Poll Results: Do you prefer teleporting or animated crewmen?
UGH. Too much clipping! Teleport them! 37 12.09%
It's worth the clipping. Animate them. 269 87.91%
Voters: 306. You may not vote on this poll

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Old 03-08-10, 07:34 AM   #1
piri_reis
Seasoned Skipper
 
Join Date: Aug 2005
Location: Istanbul, Turkiye
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This is great with them getting up and going to the ladder, and Depp coming over from the other compartment.

It doesn't matter if they clip every once a while, because it adds so much to the liveliness of the boat.

Edit: One thing, sometimes when I surface (with the S key) they won't go up top. I've seen you mention the IsSurfaced flag before, so it's probably related to that. I wonder if we can implement a passive/active command to the chief or watch officer that says, crew up top, or crew diving positions to trigger the animations... I'll dig through the scripts today see if I can find anything.
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB
Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 03-08-10, 12:45 PM   #2
Kretschmer the IV
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Join Date: Oct 2008
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Thank to all you modders for your efforts making SH5 so good
Can't wait to test this great new mod. still 15 minutes till i can go home from work ... owohooo
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Old 03-08-10, 12:57 PM   #3
Heretic
Commodore
 
Join Date: Mar 2005
Location: Nebraska
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Quote:
Originally Posted by piri_reis View Post
Edit: One thing, sometimes when I surface (with the S key) they won't go up top. I've seen you mention the IsSurfaced flag before, so it's probably related to that. I wonder if we can implement a passive/active command to the chief or watch officer that says, crew up top, or crew diving positions to trigger the animations... I'll dig through the scripts today see if I can find anything.
It's a bug that goes back to at least SH4. I've been trying to come up with a way to get around this. I can set them to trigger with silent running so you can force them down that way. That might make them go back up if you turn of silent running tho. I think it should be possible to make a global variable that be set by a command to override it. That's getting beyond the scope of crew scripting tho and starts running into mod incompatabilties. I'm sure it'll get worked out one way or another.
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