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View Poll Results: Do you prefer teleporting or animated crewmen?
UGH. Too much clipping! Teleport them! 37 12.09%
It's worth the clipping. Animate them. 269 87.91%
Voters: 306. You may not vote on this poll

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Old 03-08-10, 05:40 AM   #16
nycoroner05
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Default Issue Please help

hello. love the mod. question, when I order periscope depth I do not see anyone coming down the latter. When i look up towards the top hatch it is closed. is this normal? Also do you find yu can't order diving while you are on the bridge. thanks bro.
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Old 03-08-10, 06:17 AM   #17
kapitan_zur_see
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Of course it needs refining, but in my book, it's already HUGE improvment.
If I was a martian, i'd say three thumbs up
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Old 03-08-10, 06:18 AM   #18
McHibbins
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Animate them. It´s worth
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Old 03-08-10, 07:34 AM   #19
piri_reis
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This is great with them getting up and going to the ladder, and Depp coming over from the other compartment.

It doesn't matter if they clip every once a while, because it adds so much to the liveliness of the boat.

Edit: One thing, sometimes when I surface (with the S key) they won't go up top. I've seen you mention the IsSurfaced flag before, so it's probably related to that. I wonder if we can implement a passive/active command to the chief or watch officer that says, crew up top, or crew diving positions to trigger the animations... I'll dig through the scripts today see if I can find anything.
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Old 03-08-10, 12:45 PM   #20
Kretschmer the IV
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Thank to all you modders for your efforts making SH5 so good
Can't wait to test this great new mod. still 15 minutes till i can go home from work ... owohooo
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Old 03-08-10, 12:57 PM   #21
Heretic
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Quote:
Originally Posted by piri_reis View Post
Edit: One thing, sometimes when I surface (with the S key) they won't go up top. I've seen you mention the IsSurfaced flag before, so it's probably related to that. I wonder if we can implement a passive/active command to the chief or watch officer that says, crew up top, or crew diving positions to trigger the animations... I'll dig through the scripts today see if I can find anything.
It's a bug that goes back to at least SH4. I've been trying to come up with a way to get around this. I can set them to trigger with silent running so you can force them down that way. That might make them go back up if you turn of silent running tho. I think it should be possible to make a global variable that be set by a command to override it. That's getting beyond the scope of crew scripting tho and starts running into mod incompatabilties. I'm sure it'll get worked out one way or another.
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Old 03-08-10, 01:02 PM   #22
Darkreaver1980
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Animate them!

This mod is crazy, makes the game already 10 times more immersive. Heretic, i would even donate you some $ if you could animate all commands for the sub + damage + flooding. People running around if you order crash dive. people crashing to ground if the sub gets hit etc. Or people walking around the deck if its surfaced and no battlestations on.

Most of it shouldnt be so hard because the animations are already all there
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Old 03-08-10, 01:21 PM   #23
Heretic
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Quote:
Originally Posted by Darkreaver1980 View Post
Animate them!

This mod is crazy, makes the game already 10 times more immersive. Heretic, i would even donate you some $ if you could animate all commands for the sub + damage + flooding. People running around if you order crash dive. people crashing to ground if the sub gets hit etc. Or people walking around the deck if its surfaced and no battlestations on.

Most of it shouldnt be so hard because the animations are already all there
Thanks. That's the plan. After I get the bridge watch completed to my satisfaction, I'd like to pretty much rewrite the exisiting strategies to make each crewman do the appropriate actions for submerged cruising, surfaced cruising, battle surface, and battle submerged, taking damage, the works. The devs have given us a pretty cool sandbox to play in.
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Old 03-08-10, 01:21 PM   #24
redcoat22
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Very very cool.

Is there any way to have them change out once their watch is over? I am sure I am getting ahead of myself.
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Old 03-08-10, 01:30 PM   #25
Heretic
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Quote:
Originally Posted by redcoat22 View Post
Is there any way to have them change out once their watch is over? I am sure I am getting ahead of myself.
Sure. It's very simple. Some of them already do. The crewman who mans the flak gun, for instance. In his bunk, he's in shorts. When on duty, he's in more appropriate garb.
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Old 03-08-10, 01:37 PM   #26
Darkreaver1980
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is it possible to give watchman at...lets say 50% chance a binocular? so you could have 2 guys with binoculars, or just one etc...would give the game more variety.

What do you think? is it possible that the gunner would actualy climb down the ladder and use the deck gun? that would be so immersive...using binoculars and pressing space and than you see how your guys do theyr work

Are there raincoats in the game or any clothing for rought weather? i never saw a watchman having this

edit: i just tryd the mod again

I have problems going through the hatches...i crouch a bit but its not enought to go through it. i have the problem the first time, so it must be something with the mod.

The animations are also a bit messed up. When i order to dive than they apear on the lader, turn 180 degree around and than make a climbing animation and than they go towards theyr post

Last edited by Darkreaver1980; 03-08-10 at 02:04 PM.
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Old 03-08-10, 02:54 PM   #27
Heretic
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Quote:
Originally Posted by Darkreaver1980 View Post
is it possible to give watchman at...lets say 50% chance a binocular? so you could have 2 guys with binoculars, or just one etc...would give the game more variety.

What do you think? is it possible that the gunner would actualy climb down the ladder and use the deck gun? that would be so immersive...using binoculars and pressing space and than you see how your guys do theyr work

Are there raincoats in the game or any clothing for rought weather? i never saw a watchman having this

edit: i just tryd the mod again

I have problems going through the hatches...i crouch a bit but its not enought to go through it. i have the problem the first time, so it must be something with the mod.

The animations are also a bit messed up. When i order to dive than they apear on the lader, turn 180 degree around and than make a climbing animation and than they go towards theyr post

Yeah, it's an improvisation using animations that were not made for what I'm trying to do. I'll continue tweaking them to try to get smoother results before I release it. We'll get custom animations eventually and be able to do all the cool stuff we'd all like to see. Until then, we'll have to make do with workarounds.

Dunno what to tell you about the hatch thing. I can't think of what might cause that.
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Old 03-08-10, 03:22 PM   #28
Darkreaver1980
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Is it possible to let the watchcrew climb up the lader without teleporting? currently they walk to the ladder and than....poof...gone, teleporting right into the coning tower

its a good start anyway

would be kinda crazy to see the crew actually climb it up.

Cant believe it that you already found out all that stuff because its new in SH 5 and the game is only a few days old.
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Old 03-08-10, 03:30 PM   #29
wetwarev7
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I voted teleport because eventually more and more crewmen will be added to the boat (maybe you'll be doing this, maybe someone else), and it seems the walking to/from location animations should come after the entire crew has been brought in.

But either way, I'll be using yer mod!
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Old 03-08-10, 03:38 PM   #30
Heretic
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Quote:
Originally Posted by Darkreaver1980 View Post
Is it possible to let the watchcrew climb up the lader without teleporting? currently they walk to the ladder and than....poof...gone, teleporting right into the coning tower
I'd love to do that but there's isn't an animation for climbing the ladder. Better to teleport near the ladder than from their seats.

Quote:
Cant believe it that you already found out all that stuff because its new in SH 5 and the game is only a few days old.
Well, it may have something to do with me only playing the tutorial before I ducked under the hood and started tinkering with the innards. I haven't even sunk a ship outside of the tutorial. I was just trying to figure out how to put hats on my crewmen. That's how modding works. You see something you want to change so you figure out how to do it and one thing leads to another and pretty soon you don't actually play the game anymore.
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