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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Commodore
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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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- 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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#227 |
Chief
![]() Join Date: Apr 2005
Location: France
Posts: 311
Downloads: 51
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Excellent !
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________________________ Gimme tons of patches ! Athlonic's MCCD "More Crew Commands by Dialog" MOD for Silent Hunter 5 Version 1.04 SH5 1.2.0 Ready Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC ![]() |
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#228 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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#229 |
Grey Wolf
![]() Join Date: May 2005
Location: Somewhere over there
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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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#230 | |
Electrician's Mate
![]() Join Date: Nov 2008
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pythos wrote:
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#231 |
Sailor man
![]() Join Date: Apr 2008
Posts: 48
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Great work
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#232 |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
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#233 |
Wild Night in Bangkok
![]() Join Date: Nov 2002
Posts: 179
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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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#234 |
Commodore
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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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- 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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#235 |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
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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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#236 |
Commodore
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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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- 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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#237 | |
Soundman
![]() Join Date: Mar 2005
Location: Switzerland
Posts: 149
Downloads: 57
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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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#238 | |
Commodore
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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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- 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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#239 | |
Sparky
![]() Join Date: Apr 2006
Location: New Mexico, USA
Posts: 151
Downloads: 20
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Do we have a list of known global var's anywhere? |
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#240 |
Commodore
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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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- 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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