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#1 |
Lieutenant
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Location: Lausanne/ Switzerland
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... and make a little mod if it is possible.
Can someone help me telling which files have to be changed if I want to prevent young Kaleuns from using their periscopes at flank speed. I believe but I not sure if you take up your periscope at such speed he will take serious damage and he will be definitely broken for the patrol. Is it possible to do that? Thanks
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#2 |
Helmsman
![]() Join Date: Jun 2009
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this is very interesting idea
![]() I wonder if it's possible to disable the switches for raising scopes in GUI when the speed of the boat reaches certain value ![]()
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() |
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#3 |
Stowaway
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I can't think of any easy way to do this at the moment.
![]() I'm not even sure there is a hard way to do it. But if you want to mod? Just play with the files. You'll learn as you go. Everybody does. |
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#4 |
Helmsman
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does anything in the GUI depend on the boat speed ? I can't remember anything like this at the moment
![]() Lopo you got a PM ![]()
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() |
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#5 |
GWX Project Director
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I wish we could do the same with Snorkels. They should not be used above 5-6 knots as in real life due to structural limitations.
We've looked into such things during the development of GWX... and found no way to make it a 'reality.' |
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#6 |
Helmsman
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or maybe it would be possible to 'damage' the scopes/snorkel when raised above 6 knots
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GWX 3.0, OLCG2, Waterstream+Exhaust Combi v2.3, Lifeboats&Debris v4, Torpedo damage v2, TMT ![]() SH3 forever ![]() ![]() |
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#7 | |
Lieutenant
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Will still look at.
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#8 | |
Samurai Navy
![]() Join Date: Oct 2008
Location: Poland
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#9 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
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Use a statemachineclass controller to inflict damage on the snorkel/scope when a certain speed is reached or order is given... (something like make it trigger a particlegenerator that spawns exploding (inaudible) invisible objects near the scope/snorkel), it might actually show up on the damage screen...!
Not sure if this works, but just an idea... ![]() People don't realize it but the statemachineclass controller was finally completely debugged by me in december last year and it's the most powerfull controller the game has to offer in terms of interactivity and scriptability depending on events, orders, the state of the crew (panic/silent/normal/in harbor) etc... You can do a ton of things with it, like adding interior damage effects (pipes breaking, start or stop sounds and animations, etc), but also in the exterior it can be used. Read more here (and do some searches for other related posts): http://forum.kickinbak.com/viewtopic...neclass#p11477 I never fully documented how it works, but take a look at the stock files, and you can get a rough idea of how the game actually deals with events... It's a difficult controller to work with, but once you get the hang of it... ![]()
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#10 | |
Engineer
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It reminds me of a sub game I played years back, I think it was Aces of the Deep, not sure..But the periscope was destroyed if you left it extended as you decended . Or just destroyed if you moved forward at any speed above "AHEAD SLOW" while submerged. Very annoying. I was glad this game didn't include that annoyance when I purchased it.
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#11 | |
Lieutenant
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![]() Quote:
Thank you for help.
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