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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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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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#2 | |
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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#3 | |
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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#4 |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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#5 |
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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#6 |
Commodore
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I've always restarted between changes. Takes a while, but I guess I have a high tolerance for such things. I looked through the script editor but couldn't see anything that looked like it applied to Crew AI. Looks like you've found some way to at least view it? I'd be very interested in learning that. Perhaps I'd be able to find more functions.
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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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#7 | |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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I'm stuck trying to find a way editing anims in gmax or 3dsmax though. And that goblin editor is nothing but a controller parameters editor, you can't move objects, can't add waypoints and most importantly, you can't ADD controllers also! more of a viewer than anything else... A tweaker, shall we say. It looks powerfull at first sight, but it's very restrictive |
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#8 | |
Commodore
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Thanks! I don't know if it's of any use as a real-time script tweaker, seems to always crash. But it's a great debugger because it shows the values in the variables. Very handy.
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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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#9 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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![]() Quote:
Some Modders are sure to be using this to add/modify controllers, as we speak .
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#10 |
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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#11 | ||
Commodore
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Working with sound files
Wp:PlayAttenuatedSoundWithLipsync("file", delay); Wp:PlaySoundWithLipsync("file", delay); These two functions work the same, with PlaySoundWithLipsync having the same volume regardless of distance, and PlayAttenuatedSoundWithLipsync having the volume fade over distance. You can play any ogg file with these functions. I haven't tried mp3 but wav files definitely don't work. The "file" component is the path name within the speech folder followed by the file name without the extension. The delay variable tells how long, in seconds, to delay before playing the sound, so you can sync it up with a movement, tie multiple sounds together etc. Quote:
You can't play any of the sounds other than those in the speech folder. There's ways around that though. Just copy the sound you want, convert it to an ogg, then put it in the speech folder. I used the helmsman to 'speak' the dive alarm bell when the dive command is given. I used the non-attenuated version, so the sound isn't localized. I copied the Submarine Bell.wav file from the sounds folder, used an audio editor to loop it three times so it'd play longer, then saved it as an ogg. Note, you can't have spaces in the file name. 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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#12 | |||
Commodore
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Using Global Variables.
Wp:SetGlobalVariable(variable, value) Wp:GetGlobalVariable(variable) Sometimes it's useful to use a variable to control things in your script. The tutorial strategies use this to control things. The interaction between the cook and bosun are also controlled by variables. Variable values are stored with the save game. You add a new variable to file init.aix. Increment the index by one for each variable you add. These variables are single digit only 0-9. I haven't tried letters. 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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#13 |
Bosun
![]() Join Date: Jul 2004
Location: Ubi bene ibi patria
Posts: 65
Downloads: 257
Uploads: 0
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Hi Heretic,
thanks to your geat work and information about the Crew-animations e.t.c.. ![]() ![]() ![]() We in Germany say: SH5 is a banana-product. It ripes under at the clients. Thanks to you the banana grows riper! Best regards Karl ![]() My poor work for SH3: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/...431054756#9431054756 http://forums.ubi.com/eve/forums/a/t...756#6011016756 Last edited by KarlSteiner; 08-20-11 at 02:27 PM. |
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#14 | |
Ace of the deep .
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Last edited by THE_MASK; 06-13-12 at 02:19 AM. |
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#15 |
Black Magic
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