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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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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(Technical bit: Added a new "state" for a ship: Damage assessment, placed between "alert" state and "damage control" state. Reworked trigger thresholds for a quicker effect and proper functioning as a whole with the new state. Changes made to "Ship-crewstate.aix" in "..\Ubisoft\Silent Hunter 5\data\Scripts\AI\".)
Changes AI behaviour with regards to keeping speed and sensor effectiveness; enemies will slow down after taking some damage and be less aware of their surroundings. The threshold depends on % of HP, so ships with higher total HP will need more hits before they slow down. The speed reduction is a percentage as well, so the higher their top speed, the faster they will continue. In practice this works out to needing 1 hit on a freighter and 2 or more on a big warship to trigger the effect. Merchants, with their low top speed, should slow to a crawl, estimate 3-5 knots. There's a further reduction in speed as the damage climbs, and eventually the crew will abandon ship, bringing her to a stop. Those are stock behaviours though, just a little tweaked. !Enabling during patrol is not advised, it has not been tested outside single mission. Preferably enable in port, or at least make absolututely sure there are no ships in a 30KM radius! Extract into JSGME "MODS" folder and enable. Intended to work together with "Better and Realistic Flotation", but works perfectly fine as a standalone. BARF thread: http://www.subsim.com/radioroom/showthread.php?t=164953 DOWNLOAD (5KB) SPOILER Here are the numbers: Slow to 50% speed at 25% damage Slow to 20% speed at 65% damage Abandon ship at 85% damage All sensor effectiveness reduced to 70% while in "damage assessment" state to simulate sending some crewmembers to investigate, captain focusing on getting the damage under control, shock from being hit, etc. -.-. .... .- -. --. . .-.. --- --. v1.1 - minor bugfix to avoid possible CTD under apparently very rare circumstances
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Contritium praecedit superbia. Last edited by Arclight; 03-30-10 at 04:23 AM. |
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#2 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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hmmm. sounds promising. Maybe now those damaged merchants will fall out of the convoys more often.
will enable it and test it out next time im in port. |
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#3 |
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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Unless you hit the convoy leader, then the whole group slows to a crawl.
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Contritium praecedit superbia. |
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#4 |
Electrician's Mate
![]() Join Date: Nov 2008
Posts: 139
Downloads: 0
Uploads: 0
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brilliant! thank you. this game is clearly getting better and better.
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#5 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Outstanding
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#6 |
Lucky Jack
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Excellent mod, mate! Loved how the ships lost their visual sensors in stock when damaged enough, now add slower speed to that and vóila!
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#7 | |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
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BTW, you are doing an excellent work!! ![]() ![]()
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#8 |
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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Thank you.
![]() Survivors and such are possible, though I still don't know how. Learning as I go, bit by bit. Still doing a lot of exploring, just rumaging through the files, see what I run in to. I was working on rebalancing the warships, took a break, got distracted and ended up with an altered script for AI. ![]()
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Contritium praecedit superbia. |
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#9 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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I haven't seen any lifeboats yet in the stock game
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***THE GENERAL*** |
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#10 |
Commodore
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Nice. I've been wondering when someone was going to get into the ship AI scripts. Looks like lots of cool stuff will be possible.
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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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#11 | |
Commodore
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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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#12 |
The Old Man
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It appears I have found some type of scripting dependancy or this MOD must be installed before starting a Carreer.
I added the Damage Assessment MOD while in port after I exited the game. JSGME did not report any conflicts. I am currently using the following MODS: RemoveUbiLogoandIntroMy crew voices stopped working when executing commands. Some Commands that worked fine before resulted in CTD, other commands didnt work at all. I exited SH5, removed this MOD and everything works fine. I even tried loading this MOD first and started a NEW Career and same problem persisted. That indicates some type of scripting dependancy from another MOD. Most likely the NewUI by TheDarkWraith. |
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#13 |
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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It just adds a block of code to an existing script. All the previous states are still valid, though it's possible the new state is not recognized by other scripts.
I don't see how any script that deals with the interface is dependant on the "crew state" of an AI ship though. ![]() Try it on a stock game, see if it works. Anyone else experiencing issues? Or not? Would like some feedback either way, see if it this is an isolated case or widespread. If anyone is still using it in case of massive fail, of course. ![]()
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Contritium praecedit superbia. |
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#14 | |
The Old Man
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I have no idea as to why sounds stopped working and some commands were causing CTD. |
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#15 |
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, me neither. But if someone else's mod alters AI behaviour as well, it's no surprise issues are going to crop up.
![]() I can't "debug" this in any sense, so apart from issuing a warning for a possible incompatibility with DarkWraith's UI mod and CaptHelm's sound mod, there's nothing I can do. ![]()
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Contritium praecedit superbia. |
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Tags |
barf-da, damage assessment |
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