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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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Problem solved, thanks for the assist.
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#137 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Anyone tried the zone-linking in Goblin yet? Any info on what it does or how it works?
(keeps telling me "cannot link a box to itself" when I try to link a "NFlotMain" to "NEngineRoom")
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Contritium praecedit superbia. |
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#138 |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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What version of IronPython
What version of IronPython is used for SH5
![]() Is version 2.6 (latest stable)OK ![]() Edit: hmm I think it is version 1.1.2
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SH ![]() Last edited by Captain von Keldunk; 03-20-10 at 09:08 AM. |
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#139 |
Watch
![]() Join Date: Jan 2006
Posts: 25
Downloads: 21
Uploads: 0
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1. How to change mouse sensitivity in this game?
2. Is it possible to tweak free camera for 2--4 levels of zoom, like periscopes or UZO have 2 levels of zooming. I wand wide ange, narrow and tele, for example 10 deg tele, 45 deg narrow and 75 deg wide FOV. |
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#140 | |
Stowaway
Posts: n/a
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You can't link a damage Box to a damage Box as you found out. You can place a new box inside an old box by attaching it to the same 3D object. |
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#141 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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I want to deepen me into modding. I want to make dutch navy ships.
Maybe this is the beginning.
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#142 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Can't do it, either tells me that or "only boxes can be linked". Either I don't get the procedure involved, or the links aren't showing up in the box (probably the former
![]() Is linking nescesary for proper functioning? I created a box that encased the superstructure and made a new entry in zones.cfg for it; worked as intended, without any linking involved. ![]()
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Contritium praecedit superbia. |
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#143 |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
Uploads: 0
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oh my god, this is awesome!!!!!
I never knew how to use the mission editor!!!!!!!!!!!! |
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#144 |
Stowaway
Posts: n/a
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Some new Source Code for NWN2 was released yesterday.
It includes Source Code concerning GR2 files. Incase your nterested here's the link. http://nwn2forums.bioware.com/forums...forum=119&sp=0 Also. There is an exporter for EVE that exports to obj file format. On testing it only the first mesh is exported. However it does come with the Source Code. Here's the link http://dl.eve-files.com/media/0801/evegr2toobj.2.zip You may need to replace the older granny2.dll with the one in the SH5 folder. Or error messages about wrong version popup. Last edited by Madox58; 03-21-10 at 04:49 PM. |
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#145 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Ok, I have been trying to create a new Page into the editor with not much luck, and need some advice.
I have created a Copy basically of the TDC page and Called it Page TDC2 in the editor as a test. This creates the relevant ini page in the Pages Folder (Page TDC2.ini). Ok. I then Create a new script called Page TDC2.py And edit it like the following : (My tabs are not showing up in the scripts when I paste them into forum) def InitializeScript(): pass def StartGame(): pass def EndGame(): pass def UnloadScript(): pass Now as I want the Periscope to bring this page up in the game I edit the Page attack periscope.py file like this: #Page attack periscope.py from menu import * def InitializeScript(): Menu.PageActivated += Menu_PageActivated Menu.PageDeactivated += Menu_PageDeactivated def StartGame(): pass def Menu_PageActivated( page ): if page == Pageattackperiscope: from PageTDC2 import PageTDC2 PageTDC2.Visible = True def Menu_PageDeactivated( page ): if page == Pageattackperiscope: from PageTDC2 import PageTDC2 PageTDC2.Visible = False def UnloadScript(): Menu.PageActivated -= Menu_PageActivated Menu.PageDeactivated -= Menu_PageDeactivated def EndGame(): pass These are placed into the correct folders and the game is launched. Game loads ok, but when I activate the periscope the game freezes with the following script error. ![]() Can anyone tell me what I'm doing wrong. I've no scripting experience but this appears to be the method as shown earlier in this thread. The no module named TDC2 is baffling me, how do you create a module? ![]() |
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#146 |
Watch
![]() Join Date: Feb 2010
Location: Barcelona, SPAIN
Posts: 27
Downloads: 38
Uploads: 0
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Please, I've been sailing a few days on SH5 but I haven't heard any song from the radio because I don't know how it works! Please, let me know what button I must press.
Thank you. |
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#147 | |
Black Magic
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Last edited by TheDarkWraith; 03-21-10 at 07:07 PM. |
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#148 |
Commodore
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Hey DarkWraith, given what you've seen so far, what do you think the prospect of passing sim data to the AI scripts is? The menu stuff seemingly has all the depth, course, etc, info. There are python files that look to be an interface to the AI scripting in scripts folder. If that were possible, many cool things could be done.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#149 | |
Black Magic
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#150 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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No kidding.
![]() I don't even understand python, but I definitely see the potential there. See if I can make a battleship surrender to my u-boat. ![]() Seriously, those tools are a godsend. That debugger gives a look under the hood, see the AI operating. Goblin is much appreciated since I don't have 3D editor, working with the .zon files would be impossible without it. ![]()
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