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Old 03-28-10, 03:25 PM   #226
Heretic
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I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.
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Old 03-28-10, 05:42 PM   #227
Athlonic
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Quote:
Originally Posted by Heretic View Post
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.
Excellent !
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Old 03-28-10, 11:19 PM   #228
SteelViking
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Quote:
Originally Posted by Heretic View Post
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.
Glad to hear it!
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Old 03-29-10, 01:40 AM   #229
pythos
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This is so awesome. Now we have watch crew that do as they should....they leave the bridge before the boat goes under water!!!

YES!!!

Hopefully we can get crew moving about the boat too, perhaps having the Bosun and cook making their rounds. LOL. That would be great!!!

I wish I had the know how to help with this, you guys are too awesome for words.

Sh5 is gonna be the best subsim since SH3.

Bravo
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Old 03-29-10, 02:19 AM   #230
thruster
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pythos wrote:
Quote:
I wish I had the know how to help with this, you guys are too awesome for words.

Sh5 is gonna be the best subsim since SH3.
agree totally to all the above.
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Old 03-29-10, 07:39 AM   #231
redcoat22
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Great work
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Old 03-29-10, 10:02 AM   #232
ACSoft
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Quote:
Originally Posted by Heretic View Post
I finally solved it. If I put Wp:ExecuteCommand("Crash_dive" ) as the first command, none of the others will execute. If I put it after something else, everything works fine even in the stock UI. No more override.
Great Heretic !!!

Congratulations !!!

ACS
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Old 03-29-10, 10:24 AM   #233
doomlordis
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Will you have a new version coming out then that fixes the crash dive bug on stock ui?
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subs and birds!
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Old 03-29-10, 11:22 AM   #234
Heretic
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Quote:
Originally Posted by doomlordis View Post
Will you have a new version coming out then that fixes the crash dive bug on stock ui?
I don't really know anymore if it is actually a bug or just some peculiarity with how crash dive works. But, yes, my new version will work just fine with the stock UI without the need for the set_depth workaround.
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Old 03-29-10, 11:50 AM   #235
ACSoft
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Hi Heretic,

I couldn't wait and by curiosity, I came back to mod without workaround and modified "crash_dive.aix" that way:

...
Wp:SetGlobalVariable(VAR_SURFACE_ORDER, 0); # override any surface orders
Wp:SetGlobalVariable(VAR_DIVE_ORDER, 2); # this will trigger hard landing for bridge watch

Wp:ExecuteCommand( "Crash_dive" );

Wp:PlayAttenuatedSoundWithLipsync("ChiefEngineer\T ension\MC_CR_CHIEF_24", 2.0); # "shut down diesel engines"
...

And it work !

With this modif, now, the only case where the four guys stay on the bridge until the submarine is submerged, is when I make the sub diving from the surface, with a direct dial with a mouse click on the dive-meter.

Of course nothing change, speaking of the time required for the guys to go down. It still happen that with crash dive, some of them don't have the time to go down, before the sub is submerged.

ACS
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Old 03-29-10, 12:16 PM   #236
Heretic
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Weird isn't it? It's the only command I've found that the sequence makes a difference.
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Old 03-30-10, 05:15 AM   #237
ACSoft
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Quote:
Originally Posted by Heretic View Post
Weird isn't it? It's the only command I've found that the sequence makes a difference.
Yes, crazy stuff ! Most probably something weak inside the script interpreter engine. I bet for something "time critical".

By the way, did you found a way to tweak the timing for the guys to go down ?

Another question: Is-it possible to tie your normal dive behavior to the dive command given through a direct mouse click on the deep-meter ?

ACS
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Old 03-30-10, 08:44 AM   #238
Heretic
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Quote:
Originally Posted by ACSoft View Post
Yes, crazy stuff ! Most probably something weak inside the script interpreter engine. I bet for something "time critical".

By the way, did you found a way to tweak the timing for the guys to go down ?

Another question: Is-it possible to tie your normal dive behavior to the dive command given through a direct mouse click on the deep-meter ?

ACS
Clicking the depth gauge triggers the set_depth command. I can script it to do anything I want. The trouble is I don't know which direction the depth change is so I just have some hydroplane orders. Even if the boat is on the surface, I can't assume that a depth change is a dive since you could be clicking on 0 depth or something.

As far as getting the crew down before it goes under. The only way I 've thought of is to move the crash_dive command down futher in the sequence, delaying the dive. Dunno if that's an appropriate thing for this mod to be doing tho.
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Old 03-30-10, 09:22 AM   #239
Thresher
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Quote:
Originally Posted by Heretic View Post
Clicking the depth gauge triggers the set_depth command. I can script it to do anything I want. The trouble is I don't know which direction the depth change is so I just have some hydroplane orders. Even if the boat is on the surface, I can't assume that a depth change is a dive since you could be clicking on 0 depth or something.
I would think there is some global being set when this happens, as well as a global for current_depth for comparison's sake.

Do we have a list of known global var's anywhere?
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Old 03-30-10, 09:31 AM   #240
Heretic
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Quote:
Originally Posted by Thresher View Post
I would think there is some global being set when this happens, as well as a global for current_depth for comparison's sake.

Do we have a list of known global var's anywhere?
There seems to be because the UI scripts likely use it. I wonder if it's possible to do something with the python stuff to pass variables to the AI scripts. Would be handy. The AI scripts have their own globals defined in init.aix.
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