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Old 01-14-14, 05:47 AM   #1
archer9
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Nope, no idea what that variable is for. But I have some big announcement - I managed to get Report nearest visual command working through dialog! This means I will probably add in a whole bunch of essential commands that didn't work previously in the next update.
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Old 01-14-14, 06:27 AM   #2
tonschk
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Quote:
Originally Posted by archer9 View Post
I have some big announcement - I managed to get Report nearest visual command working through dialog! This means I will probably add in a whole bunch of essential commands that didn't work previously in the next update.
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Old 01-14-14, 02:06 PM   #3
archer9
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Version 0.3 is out, please report if you find any problems. No idea if it's savegame compatible. I'm using crew_commands.txt from MifhtyFineCrew mod in this update, but if I'm correct it shouldn't cause any problems for those who don't use that mod.

Sorry, Mike, I wasn't able to move special abilities into a separate sub-menu. I don't know what's the problem, but it just doesn't work. I'm guessing there's some special rules with special abilities in the script. I'll give it a second try when I can. If I can't do it, we'll need a special compatibility version of EMCCD for your mod. Probably will have to put more stuff in the same sub-menus. Not a big problem.

I've included almost everything I wanted into dialogues. The only command from commands.cfg that for some mystical reason doesn't want to work for me is deploy_decoys. And another one is the Report fix (lat and long) from Real Navigation. I can't find the command in commands.cfg and thus I can't add it to the dialogs... If I could find a way to add these two commands, we'd be able to play with the officers panel fully disabled!!

Last edited by archer9; 01-14-14 at 02:20 PM.
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Old 01-14-14, 03:04 PM   #4
Mikemike47
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Quote:
Originally Posted by archer9 View Post
Sorry, Mike, I wasn't able to move special abilities into a separate sub-menu. I don't know what's the problem, but it just doesn't work. I'm guessing there's some special rules with special abilities in the script. I'll give it a second try when I can. If I can't do it, we'll need a special compatibility version of EMCCD for your mod. Probably will have to put more stuff in the same sub-menus. Not a big problem.

The only command from commands.cfg that for some mystical reason doesn't want to work for me is deploy_decoys. And another one is the Report fix (lat and long) from Real Navigation.
How about contacting Rongel about special abilities with Reworked Morale and Abilities Mod?

Hopefully, the miscellaneous dialogue from [wip] voices reloaded will fit nicely with 9 entries allowed in the dialogue menu still.

I was thinking the same thing, sub-menus, subroutines. Just an example of an idea, gunner or watch officer vocalizes a general comment that is available in the **.ogg files to say immediately after the command "fire at will" is said, etc.

Deploy decoys makes a sound for me with mods I use. I will look later to see what I can find for this. I do not use real navigation to help with that.
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Old 01-14-14, 05:24 PM   #5
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Yes, I'm yet to figure out why there is no speech after commands are activated by dialogue. I can hear speeches when they are clicked through the UI... Maybe for the next update I'll figure it out.
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Old 01-14-14, 06:42 PM   #6
THE_MASK
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With V0.3 I get an instant ctd if I click on any of the standard depth control icons on the left GUI .
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Old 01-14-14, 07:17 PM   #7
archer9
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Thank you, sober. Check the first post for a new link.

Last edited by archer9; 01-14-14 at 07:45 PM.
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