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Old 03-23-10, 02:30 PM   #1
blechritter
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Join Date: Feb 2005
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Quote:
Originally Posted by Heretic View Post
Yeah. I suppose removing the Depth tag means you can't overide it once you enter it. What happens if you issue a surface command right afterwards?
I suppose, that each and every command called in a particular sequence will trigger its unique script if not overwritten by a command belonging to the same CommandClass (except 'Generic' which presumably never should get overwritten). This allows to orchestrate animations according to a well defined sequence of commands. Overwriting might be necessary though to prevent funny results. So I guess if a surface command requires its own set of animations thru its own script, it should be 'Generic'.

At the end, each set of commands expected to be executed in a particular sequence should be examined if overwriting should be utilized or disabled.

Hope I could provide assistance

P.S.: Just gave it a try. Removed CommandClass from the surface command as well and your script brought all hands back to their watch stations
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Last edited by blechritter; 03-23-10 at 02:41 PM.
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Old 03-23-10, 02:48 PM   #2
Heretic
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Good stuff to know. I appreciate you looking into it.
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Old 03-24-10, 02:02 AM   #3
blechritter
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Default Triggering of AI scripts (more general)

My current conclusion to our common problem with crash dive and related commands is, that the command set_depth is called implicitly. (It is mentioned in the devs docs somewhere), thereby overwriting previous commands. So no trigger.

My attempt to simply remove CommandClass from these depth changing commands sadly helps only in a non modding friendly way.

If we could learn by which command set_depth was called, then by merging all related strategies into set_depth.aix would make it mod friendlier.

Has anyone any idea if a dev could be contacted to provide for such a global variable, which hopefully exists?

Still eager to see men running forwards in case of a crash dive
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Old 03-24-10, 11:12 AM   #4
Coldcall
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just tested the new version of this mod and it looks really great. I like how all the watch crew now turn as they scan the horizon with their binocs.

My only one complaint is that the front left watchman doesnt need to turn all the way around to look 180 behind him/stern, as the back left watchman is also covering the rear.

Of course, Im just nit-picking because this watch crew is a 100% improvement on vanilla. Thanks very much for your great work Heretic.
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Old 03-25-10, 12:31 AM   #5
ACSoft
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Heretic, first, congrat's for this great mod !!!

I use a modified version of Church's SHV 1.01 Keyboard Commands mod (adapted to swiss-QWERTZ keyboard). With this mod, we have most of SHIII commands back, which mean for example, speaking of the crash dive, command "C" instead of "shift-V".

This my crash dive command:

[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,C,"C"
HasDelayedExecution=Yes
CommandClass=Depth
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29

Generally speaking, I wonder if using a different set of commands like with this Church's mod, can cause problem(s) with your mod ?

Can-you also describe what overall behaviors we are supposed to see, with a crash dive, in comparison with a normal dive ? I mean, without to know this, it is difficult to determin if all is working properly.

In my case, I don't see significant differences between a normal dive and a crash dive, except that during a crash dive, most of the time, men don't have enough time to "go down". So, some of them are still on the deck, while the coning tower is already submerged.

Are we supposed to hear shouting "Alaaaarm tauchen" in crash dive, like it happen without your mod ?

EDIT: I was testing from outside view. Now that I tested also from inside the sub, I hear the "Alaaaarm tauchen" and therefore I can know if your sequence is triggered or not.

Thanks in forward for your help.

ACS

Last edited by ACSoft; 03-25-10 at 01:01 AM.
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