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Old 09-03-22, 07:48 AM   #6
a-kermit
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Join Date: May 2011
Posts: 107
Downloads: 66
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Quote:
Originally Posted by Anvart View Post
Once upon a time, I made a mod in which the hatch on the floor of the turm opened when the submarine surfaced and closed when diving ... without using "StateMachineClass"...

I was the author of the idea (and its implementation in the mods made by me... 2008 y.) how to use StateMachineClass for animation of not human's objects.

Moin'sen .... Anvart

joo, I am well aware of that ... I still have as Favorite in my browser.
And ... Thanks again for this, I use extensively for my UCS/TAM sound mod.
Here it is about the bridge guard started with the WO time-delayed "aufentert" ... so the WO after about 3 sec and all others + 3 more seconds. This should correspond approximately to the original, with a well trained crew, you do not want to overdo it.
It also works ... eas that concerns as far as with the StateMachineControler entries ; Uboatstate / Stalker /Hunter/Prey and ReadyforShake ... but with a "surfaced or above water" etc it would be easier ... but apparently that is HC in the sim ... registered.
The open turret hatch I had adapted at the time for CCoM xx.... but that's not the point ,,,, I'm trying to achieve, as with the deck gun and flak, that the crew comes a little more real on the bridge. As I said, not all fit equally through the turret hatch ...
mfG Kermit

Translated with DeepL
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