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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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Heres a list with all waypoints of the 7a:
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#2 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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EDIT: SOLVED! Set Actors directory in the GoblinEditors options to SH5 root folder.
Hmm, I get an error message when opening a waypoint gr2 file in the goblin editor: ![]() I hope this is not a showstopper. ![]() |
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#3 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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Availiable jobs in GoblinEd:
![]() Notice: Deck gun and flak loader 1 and 2 |
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#4 |
Commodore
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Nice! I'm not sure what effect the jobs has. I noticed a lot of them are set incorrectly.
I really need to make a map using a uboat layout with all the waypoints marked.
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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 |
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#5 | ||
Commodore
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Manning Guns
To assign a crewman to a gun, you first must move him the appropriate waypoint. The easiest way is to use Teleport(). Quote:
Quote:
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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 |
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#6 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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Ok, i found out how to load a sub into the goblin editor and display waypoints. Lots of stuff can be adjusted here:
![]() You can barely see the chiefs waypoint on the white collision floor to the right. Now I have to figure out how to move it and how to add more waypoints. |
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#7 | |
Commodore
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Be careful moving waypoints. The animations are built for them. If you move them, you may throw off an animation and have guys walking through walls or something.
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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 |
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#8 | |
Sailor man
![]() Join Date: Feb 2010
Location: New Jersey
Posts: 49
Downloads: 32
Uploads: 0
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Please describe the steps of how you done it
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#9 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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#10 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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How do you make it to show the result of a script editing without having to restart the entire game from desktop to loading a patrol?
I can't make the game to sort of "reload" my saved script whilst staying ingame? I tried with the AI debugger script editor using the "reload script" function, but no luck, except it messes the AI debugger itself and end up showing CR_NAV_IDLE in the CR_HF tree and causing CTD. Do you always have to start all the game through to take a new script in effect? painfull!!! Last edited by kapitan_zur_see; 03-11-10 at 10:51 AM. |
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#11 |
Sailor man
![]() Join Date: Feb 2010
Location: New Jersey
Posts: 49
Downloads: 32
Uploads: 0
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Thanks Alot it really helps to see were i want the crew to go to.
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#12 | |
Ace of the deep .
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Last edited by THE_MASK; 06-13-12 at 02:19 AM. |
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#13 |
Black Magic
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#14 |
Ace of the deep .
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#15 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Until now I thought that this flickering issue was only my problem ![]() |
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