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#14 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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![]() Quote:
As to the script I came to this so far: [COMMANDS] Activate_NavMap_Station,0,0,0,0,0,0,1 Set_Time_Compression,128,0,0,0,0,0,1 Set_new_depth,20,0,0,0,0,0,60 All_stop,0,0,0,0,0,0,5 Report_nearest_sound_contact,0,0,0,0,0,0,10 Surface,0,0,0,0,0,0,60 Set_new_speed,7.5,0,0,0,0,0,3240 Loop,-1,0,0,0,0,0,0 [COMMANDS_END] If Trevally. doesn't mind I'd publish it after some more testing as a mod. ![]() EDIT: Also if you put it into a command, it won't give user ability to terminate the script on an event. Also it won't let them to terminate the script on other contacts (like a plane). You would also need to modify number of options for some commands only, which would be inconsistent, wouldn't you? EDIT 2: I found a bug: script doesn't recognize that game TC level changed and its [internal?] clock is still set to x128 when the game is for example in TC1.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC sunk x4, retired x2; SH5+TDW still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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