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Old 09-08-10, 03:10 PM   #1
Ducimus
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Originally Posted by keltos01 View Post
How ??? pm me if you don't want this public knowledge

keltos
I know you can make a submerged and surfaced version of the same submarine. Just set its draft to run below the surface. (sim and/or cfg file tweaks, i forget). You can also make "fake" torpeo's too. Clone a new gun, make it invisible. Take the node for this gun mount on the parent object and offset it so its above the surface. Tweak the gun's rotation and reload specs, and there you go. Someone thought this up way back in the day in SH3, i forget who. Anywho I should probably get off my lazy as and do this at some point.

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Originally Posted by peabody View Post
I did NOT know about the sensory nodes, equipment etc. Now mine were the Porpoise and the Tambor, and Keltos used German subs to create the IJN subs. Do you know if this will encounter the same problems?
The problem comes when the game has to instantiate two player objects at the same time. (parent or child objects). If your using it, and the game has to start a new instance of it while it's in use, the game gets confused i guess. Now mind you, the game has to start the instance for the error to occur. Just having it in the campaign files isnt enough.

You can totally clone the player object in every detail, but the game won't have a tizzy, UNTIL IT TRIES TO RENDER IT. (usually within 30 KM or so.). Which makes tracking down this error really hard. Sometimes there was an AI sub around and you didn't know it. Lucky for you, others have already done hours of this: ( ) so you don't have to.

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The other question is you say the "same Sensory nodes", does that mean we have to rename the node.
No, I meant if its an AI object, you should use AI sensors. If your watch crew is using something like "crewWatchVisual" and the AI is using "AI_visual", then use "AI_Visual". Same for radar and hydrophones, etc.

edit: Some nodes are player specific and never used by the AI. TAR node for example. I mention this specifically because it was giving me issues. I let this one node slip by not realizing the game was trying to insantiate two instances of this player specific node. (its for submarine coatings)
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Old 09-08-10, 08:56 PM   #2
peabody
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Originally Posted by Ducimus View Post
The problem comes when the game has to instantiate two player objects at the same time. (parent or child objects). If your using it, and the game has to start a new instance of it while it's in use, the game gets confused i guess. Now mind you, the game has to start the instance for the error to occur. Just having it in the campaign files isnt enough.

You can totally clone the player object in every detail, but the game won't have a tizzy, UNTIL IT TRIES TO RENDER IT. (usually within 30 KM or so.). Which makes tracking down this error really hard. Sometimes there was an AI sub around and you didn't know it. Lucky for you, others have already done hours of this: ( ) so you don't have to.



No, I meant if its an AI object, you should use AI sensors. If your watch crew is using something like "crewWatchVisual" and the AI is using "AI_visual", then use "AI_Visual". Same for radar and hydrophones, etc.

edit: Some nodes are player specific and never used by the AI. TAR node for example. I mention this specifically because it was giving me issues. I let this one node slip by not realizing the game was trying to insantiate two instances of this player specific node. (its for submarine coatings)
Thanks, I think I get it now. And I thank you guys for "doing hours of this" so I don't have to.
I usually do hours of something and end up empty handed. I think it should work but for some reason it doesn't. Sometimes the light comes on but a lot of times it doesn't. (and it's only a 25watt light so it's not too bright.)

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Old 09-08-10, 09:39 PM   #3
Madox58
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peabody,

I still doubt I know much more then you.
I just look at things a bit differently then many do.
People tend to get to serious and define things as a set standard.
Then they never push the bounds.
So if they believe a P0x is for placeing people?
They may never make the leap that most nodes are pretty much null.
(Yes, The K node is cargo placement but is interchangable)
And as Ducimus posted,
Watch the nodes when switching a Sub to an AI Unit with a Ship controller.
Also watch the zon file.
In GWX, We had to create new zones for AI Subs.
That was after massive testing.
ref created the base damage model for the AI Subs.
Testing showed a problem.
I re-tested and adjusted to solve the problem.
Team work!
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Old 09-08-10, 10:27 PM   #4
tater
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I tend to think in terms of compatibility as well. There are unused node names you could always use for random stuff. I like using the nodes as defined for others that may mod my mod

That way they just look and know what is at which point. A looong time ago I was using whatever node was handy to place guns, etc
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Old 09-09-10, 02:43 AM   #5
keltos01
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Quote:
Originally Posted by privateer View Post
In GWX, We had to create new zones for AI Subs.
That was after massive testing.
ref created the base damage model for the AI Subs.
Testing showed a problem.
I re-tested and adjusted to solve the problem.
Team work!
would you have such a model for us to use ? with due credits of course !

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Old 09-09-10, 08:20 AM   #6
tater
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There are AI subs in TMO and RSRDC you could clone, then replace the hulls, etc.
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Old 09-10-10, 05:35 PM   #7
Madox58
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Quote:
Originally Posted by keltos01 View Post
would you have such a model for us to use ? with due credits of course !

keltos
GWX 3 has all the files and info.
Special zones were created for the AI Subs
and damage models adjusted to use them on each AI Sub.
I can send you the zone.cfg and one of the AI Subs files to look at if you wish.
Any permissions and such needs to go to Jimbuna,
if you wish to use the files in future mods.
I really don't see any problems in that area.
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