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Old 03-09-10, 12:57 AM   #1
TopCat
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A working TDC in the Conning Tower would be more than nice!
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Old 03-09-10, 02:40 AM   #2
kylania
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Does this not work on the VIIA?
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Old 03-09-10, 02:58 AM   #3
ddrgn
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Quote:
Originally Posted by kylania View Post
Does this not work on the VIIA?
Works with A, I can confirm some configs do not allow this work and I am not sure why. I played LAN tonight 3 of us, same configs same mods, and one of us couldn't see the dial move.
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Old 03-09-10, 02:55 AM   #4
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Quote:
Originally Posted by TopCat View Post
A working TDC in the Conning Tower would be more than nice!
So far that's not possible, i think that the devs took off clickable dials. I already tried to enable them. Maybe someone else knows how... ducimus *cough* eeeehemmmm
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Old 03-09-10, 03:45 AM   #5
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Quote:
Originally Posted by ddrgn View Post
So far that's not possible, i think that the devs took off clickable dials. I already tried to enable them. Maybe someone else knows how... ducimus *cough* eeeehemmmm
Look at the three switches at the radar station. Thay are clickable and work.
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Old 03-09-10, 03:57 AM   #6
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Yeah the devs never touch their old code. There are plenty of features leaking into SH5 that don't belong. Just try holding Ctrl and messing with the mouse as you're standing on the bridge... bring a towel! (Oh and save because it crashes the game). The old battlestations command is still there despite it being replaced by the new RPG command... and there are plenty of other examples. Clickable 3D hotspots are still there.
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Old 03-09-10, 08:12 AM   #7
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I really do not understand why the devs took things out of the game that were there before, like a working, interactive TDC. On the one hand, they take the effort to model a whole sub where you can walk through, on the other hand they do not make all these gauges, dials and switches operable and interactive. That's just nonsense. What's the use of being able to go to the torpedo room, when you can't do anything there?
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Old 03-10-10, 11:04 AM   #8
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Quote:
Originally Posted by Therion_Prime View Post
Look at the three switches at the radar station. Thay are clickable and work.
The keyword there being "station"
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Old 03-10-10, 07:57 PM   #9
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Quote:
Originally Posted by ddrgn View Post
The keyword there being "station"
Actually no, you don't have to be anchored and "in" the station to move the switches. You can flip them in the run-around hows-the-soup captain mode.
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Old 03-11-10, 05:11 AM   #10
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I think I have got the clock by the attack periscope working properly. Need to do a bit of testing to make sure that the hour hand is moving correctly. Do not seem to have any luck with the others though.

Quite new to playing with the 3d stuff, but I am wondering if the hands are missing on the other clocks (except the minute hand at the sonar) and whether I can copy the ones from the working clock across.

Have spent ages trying to make the dials clickable. As suggested above I also noticed that the radar switches work and have been trying to link them to functions such as speed. However they now move to display the speed, but when clicked the radar is all that is still adjusted. I can not find where the link is. Could it be in the scripting?
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Old 03-11-10, 05:27 AM   #11
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In the radar.py there is a function call "from InteractionManager".
Wonder where or what this InteractionManager is.
There is a suspicious *.act file in the root folder, something with "Interaction", can't remember the exact name.
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Old 03-11-10, 06:05 AM   #12
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The interaction manager is something that can be applied to an object along with defining it as a Dial. It is there for the radar switches, but I could not see anything that I could change to link to speed for example. Whereas with the dial settings I could change to link to speed instead.

As for the clocks - have the radar and control room working (hands in Radar very faint so difficult to see). Sonor - one hand is actually behind the face which is why it can't be seen.
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Old 03-11-10, 06:24 AM   #13
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Thanks for spotting the scripting - I think we are now getting somewhere. I have manged to use the scripting that is inplace for the radar.

Now when I click the range change switch it activates ahead flank. Useless I know, but if I can get interaction managers on the dials we want and somehow add them to the script then maybe interactive dials will be possible. Although I would rather Ubi sorted it out properly in a patch.
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Old 03-11-10, 07:46 AM   #14
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Quote:
Originally Posted by McBob View Post
Thanks for spotting the scripting - I think we are now getting somewhere. I have manged to use the scripting that is inplace for the radar.

Now when I click the range change switch it activates ahead flank. Useless I know, but if I can get interaction managers on the dials we want and somehow add them to the script then maybe interactive dials will be possible. Although I would rather Ubi sorted it out properly in a patch.
Sounds very promising, keep it up!
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Old 03-11-10, 05:38 PM   #15
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Indeed I'm interested in creating a supermod which relies a lot on clickable 3D elements. Just out of curiosity's sake, can a 2D gauge pop up on a 3D hotspot click?
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