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Old 03-10-10, 11:04 AM   #16
ddrgn
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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, 06:03 PM   #17
jlederer
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Default Thanks!

Good job, this will be nice.
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Old 03-10-10, 07:57 PM   #18
Frederf
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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   #19
McBob
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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   #20
Therion_Prime
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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   #21
McBob
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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   #22
McBob
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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   #23
Therion_Prime
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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   #24
Frederf
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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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Old 03-12-10, 06:38 AM   #25
Michal788
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Quote:
Originally Posted by Frederf View Post
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?
That would be awesome! Im waiting for that.
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Old 03-12-10, 06:31 PM   #26
SabreHawk
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Hmmmm, my bridge compass works just fine, I just cant read the numbers at the top of it because of the angle I have to look at it from.(and also because it is so small) If it were tilted toward me more I could, or if I could move forward a tad more I could look down at it more. But at the angle I have to look at it from the center bearing dial hides the numbers at the top.
the one down inside the conning tower works too, but it's needle is at the bottom, not at the top where it should be. As is the same with the one in the control room.
the only compass that has the needle at the top is at the sonar room. All others have it at the bottom. Now I can still tell what our heading is, it's just easier if the needle were at the top.
This is on the VIIA of course as I haven't been in the VIIB or C yet.
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Old 03-14-10, 01:57 PM   #27
McBob
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Have got all clocks to work except the sonar (where one of the hands is behind the face of the clock) and the rear torpedo room of the VIIA. The problem with the later appears to be the xyz axis of the hands in the 3d model. The hands are actually rotating, but around the wrong axis.

Unforunately without software to edit the 3d model I do not think anything can be done.

I am going to do my best to check the other guages and will then release a mod.

The lack of ability to edit the 3d model is also leaving a bit stumped on clickable guages as I believe in order to be clickable there needs to be a dummy (i.e. not visible) mesh called something like 'mouse overlay'. All the clickable items such as periscopes, nav map and radar switches have thisand it seems to define the area that when the mouse is over it is clickable. I have found 2 compressed air guages that also have this (but have no coding for when clicked). I plan to try and code some simple reaction to being clicked. If this is possible then I believe the mouse overlay is the way forward.

Can clicking an item bring up a 2d menu item? - possibly. I will give it a go on the radar items and let you know.
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Old 03-14-10, 02:45 PM   #28
lucagaeta
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Quote:
Originally Posted by McBob View Post
Have got all clocks to work except the sonar (where one of the hands is behind the face of the clock) and the rear torpedo room of the VIIA. The problem with the later appears to be the xyz axis of the hands in the 3d model. The hands are actually rotating, but around the wrong axis.

Unforunately without software to edit the 3d model I do not think anything can be done.

I am going to do my best to check the other guages and will then release a mod.

The lack of ability to edit the 3d model is also leaving a bit stumped on clickable guages as I believe in order to be clickable there needs to be a dummy (i.e. not visible) mesh called something like 'mouse overlay'. All the clickable items such as periscopes, nav map and radar switches have thisand it seems to define the area that when the mouse is over it is clickable. I have found 2 compressed air guages that also have this (but have no coding for when clicked). I plan to try and code some simple reaction to being clicked. If this is possible then I believe the mouse overlay is the way forward.

Can clicking an item bring up a 2d menu item? - possibly. I will give it a go on the radar items and let you know.
to get the clocks working + other dial Just download my mod.

http://www.subsim.com/radioroom/showthread.php?t=164550

Regards Luca
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Old 03-14-10, 03:09 PM   #29
McBob
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Thanks Luca - I don't know how I missed your post - that saves me some time.
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Old 03-14-10, 03:41 PM   #30
SabreHawk
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Ooopps, my bad fellers. I was thinking this was about the compass up on the bridge, so yes indeed the one inside the tower doesn't work.

Now if the one on the bridge could just be slightly bigger or tilted back towards me a little I could read it.
Hehe, funny isn't it the one I can read doesn't work, and the one too small to read does.

Thanks for the MOD, you modders are the Dolphin's yelp.
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