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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2 |
Commodore
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Scripting commands
The script files are text files with an aix suffix in data\scripts\AI\crew. they can be edited using any text editor. You define 'strategies' that the crewmen will perform when the circumstances you define for them are met. So, you can have different behaviors when surfaced or submerged, etc. I've mostly dealt with the idle strategies, so that's what I'll describe. You can also set up strategies for use with commands. Here are the functions I've identified Wp:GetCurrentlyLoadingTube() Wp:GetGlobalVariable(variable) Wp:IsBunkerState() Wp:IsCharacterPosture(val) A,B,C,D,E (don't know what the postures are) Wp:IsConningTower("tower") Wp:IsCrewState(val) DMG_TKN, HUNTER, HUNTED, PROX_EXPL, T_FIRED, T_TRAVEL, T_HIT, T_MISS, SIL_RUN, B_STATIONS - B_STATIONS doesn't appear to work Wp:IsCurrentWaypoint("waypoint") Wp:IsGunManned(slot) Wp:IsSubmerged() Wp:IsSurfaced() Wp:IsTorpedoLoadingInProgress() Wp:IsTutorial() Wp:BindAvatarCameraToObject("object", var) Wp:DeactivateCrewState(val) Wp:DoNothing() Wp:ExecuteCommand Wp:GetDistanceToAvatar() Wp:GetGunType(slot) Wp:GetHydrophoneState() Wp:GetRadarState() Wp:Goto("waypoint") Wp:LoadTorpedo("animation", val) Wp:ManTheGun(slot, "text", role) - ROLE_GUNNER, ROLE_TRAV, ROLE_ELEV Wp:PlayAnimation("animation") Wp:PlayAnimationAndWait("animation") Wp:PlayAttenuatedSoundWithLipsync("file", delay); Wp:PlaySoundWithLipsync("file", delay); Wp:ScriptCompleted(); Wp:SetBodyPartVisibility(part, 0/1) VERY nice. Can change and add parts Wp:SetGlobalVariable(variable, value) Wp:SetNonInteractive() Wp:Teleport("waypoint") Wp:UnbindAvatarCamera(1) Wp:UnmanTheGun(slot, role)
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information Last edited by Heretic; 03-22-10 at 02:00 PM. |
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