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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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You can place land units ingame now
![]() They just dont work If I shell a searchlight position it will go on ![]() Beam is crap Guns dont train or fire ![]() ![]() |
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#32 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
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I was playing around with the coastal guns last night also. I wonder if they don't do anything because they don't have a corresponding AI script. All other unit types do. I think it's stupid that they either gave up on or decided not to get one thing that was part of sh3/4 working.
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#33 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Forgot all about the scripts
![]() No there doesnt seem to be one for the AI coastal commander Lets see what the patch brings in 4 days unless someone can write one first ![]() |
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#34 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Great work Han Solo78 and BBW! With the harbour crowd scenes may I suggest that you have rows of 2 dimensional galleries, to make the crowd look bigger, with your 3D models in the foreground to 'sell it'? It's an old school cheat that would save on time and resources
![]() This may be a silly question, but in terms of having to go to the trouble of lowering all the docks individually, might it be easier to raise the water level globally by a couple of meters?
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***THE GENERAL*** |
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#35 |
Sea Lord
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Ah.. I see.. some of you already tried to implement the guns.. etc.
Until now I did not really try it.. so.. no good news from you that they don´t work properly. @the general Until now I still focus on the harbour piers which are way too high. I never thought of raising the water level, but all in all I have no clue if this would be possible. I also think this would not really work well because different flat areas will be flooded. So. at the moment I am chossing the harbours which should be lowered. To adjust all harbours would a hell of work that is beyond my target.. so.. my idea is only to rework the harbours from where you start from and which are most important. |
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#36 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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Devs never, in any release of SH, worked so much in coastal defenses and anything on the ground. It has to be worked from the scratch cos this objects also lack damage model. Some people tried in previous versions but there's so much work and sadly many people is uninterested in everything outside the water.
Personally I think that what gives athmosphere to a sim game is what you can't control. That means AI characters "living", and reacting to triggers like an enemy presence, or a scripted event. I would make three groups: 1. Military -> Bunkers, gun defenses, military vehicles and soldiers which can scramble, report, and attack or defense themselves. 2. Civillians -> Workers and civillians, medics, men and women wich can add live to the scene but should react to triggers like attacks. Scramble, report contacts, flee from air attacks, etc. 3. Inanimate objects an targets-> Buildings which should endure war scars or being destroyed: Oil tanks, HQ, factories, military base buildings, antennas. And vehicles like grounded planes, running trains...etc. Since the game develops in first person I would make and extra division over the previous three groups. The interactive and the enviroment. 1. Interactive should act the same as the interactivity inside the sub. But as a way to trigger events on the docks and get new missions. For example: I remember a movie where a diplomatic car escorted by two military bikes parks in the dock near the sub, where captain awaits. From the car exits an officer which gives him a packet to deliver overseas. 2. Ambient it's meant to just AI objects which react exclusively to campaign script and its own AI script. Last edited by haegemon; 04-13-10 at 09:26 AM. |
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#37 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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No they dont work Hans
Maybe just missing a script Will see what the patch brings Good luck with lowering the ports The ones I added for my resupply mod took ages to get low enough and noticed afterwards in the MapObjects.ini that their heights were then in the minus ( - ) eg Height=-0.060599 for Las Palmas ![]() You find it the same ? |
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#38 | |
Sea Lord
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![]() Quote:
The ports also take ages for me.. but it is not the lowering that takes so long but the terrain changes that take so long. One habour takes about 1 1/2 to 2 hours. Right now I only have done so far: Kiel, WHV Brest To come: Lorient St. Nazaire La Pallice Bordeaux? Danzig? Gotenhafen? Helgoland Bergen Trondheim Narvik La Spezia? So.. approx. over 20 hours of work... only for the terrain changes. |
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#39 |
The Old Man
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Do you think The General will complete his fiendish plot to inundate the world by raising the worlds water level a few meters?
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#40 |
Stowaway
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#41 |
Stowaway
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HanSolo78,
Have you tried useing the in Game SH5 "People" yet? ![]() |
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#42 | |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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__________________
we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#43 |
Sea Lord
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@privateer
No.. did not try that... they surely would kook a bit better. At the moment I don´t want start big experiments... @oscar yeah... sure it might find it´s way into a supermod....we`ll see! Last edited by HanSolo78; 04-13-10 at 05:28 PM. |
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#44 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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![]() Quote:
If I know Hans it WILL be a supermod WAC ( SH3 ) is his after all ![]() |
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#45 |
Stowaway
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