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Old 03-25-10, 12:17 PM   #1
ACSoft
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Quote:
Originally Posted by Heretic View Post
I'll look into the missing statements. They should be added, but I've tried to get the stock Crash_dive scipt trigger with no result. So I don't think that's an issue for triggering.

The reason the guys don't go down on crash dive is the crash dive script doesn't get called by the crash dive command, VAR_DIVE_ORDER doesn't get set, so they go under the old way - by the IsSubmerged trigger.

Here's the squence that's supposed to happen:

The command is given and one of the sounds listed in Commands.cfg get's played
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29

Then the command script is gets called and the various crewmen perform the strategies specified in crew_commands.txt.
The chief calls out his engine, ballast tank and hydroplane orders. - Yells in crash dive
The Ballast tank guy turns his valves
The Helman is used only to play the dive alarm bell
The XO is used to play the "ALARM" call, then some 'move it!' commmands
The HA, HF, and WO come rushing down the ladder because VAR_DIVE_ORDER = 2. - stumblea at bottom in crash dive

*edit* A sure indicator the crash dive script is being called is the guy falling down at the baase of the ladder.

Then set_depth gets called and plays it's hydroplane orders - usually these are skipped because the previous orders sounds are still playing.

Since Crash_dive doesn't get called, normally you'll only hear the inital sounds triggered from Commands.cfg and then the hydoplane orders in set_depth.

My override changes it so that the set_depth command uses the Crash_dive scripts to get the crew down and the vocalizations played.

I'd like to disable the sounds tirggered from command.cfg so I can controll them. I've done that with the dive commands.
Thanks, Heretic, for all these precious informations ! They removed some doubts I had about my numerous tests. For your informations, this is the behaviors I have:

First, without the optional crash_dive workaround, I NEVER get your crash dive script, but with it, I ALWAYS get it, not only with a direct mouse click on the deep-meter, BUT ALSO with the crash dive command, which is in my case, the old style "C" key (Key0=0x43,C,"C").

The only problem I have, is that for crash dives, most of the time, ONE OR TWO guys don't have enough time to go down, before the coning tower get submerged and for sure, I am speaking of YOUR script, not the IsSubmerged trigger. The behavior with IsSubmerged trigger, is clearly different (all guys remain on the deck until the submarine is submerged).

This is why I was wondering if the crash dive time (which seem far to short to me in any cases) can be made longer. This would be just perfect: enough time for the guys to go down, plus a more realistic dive time.

Do-you think this can be tweaked ?

ACS
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Old 03-25-10, 12:32 PM   #2
Heretic
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Quote:
Originally Posted by ACSoft View Post
First, without the optional crash_dive workaround, I NEVER get your crash dive script, but with it, I ALWAYS get it, not only with a direct mouse click on the deep-meter, BUT ALSO with the crash dive command, which is in my case, the old style "C" key (Key0=0x43,C,"C").

The only problem I have, is that for crash dives, most of the time, ONE OR TWO guys don't have enough time to go down, before the coning tower get submerged and for sure, I am speaking of YOUR script, not the IsSubmerged trigger. The behavior with IsSubmerged trigger, is clearly different (all guys remain on the deck until the submarine is submerged).

This is why I was wondering if the crash dive time (which seem far to short to me in any cases) can be made longer. This would be just perfect: enough time for the guys to go down, plus a more realistic dive time
Do-you think this can be tweaked ?

ACS
That's exactly what the override is supposed to do. The set_depth command is triggered immediately after crash dive. So when you hit crash dive by mouse click or hotkey, you'll see my crash_dive script being performed by the set_depth command.

As far as coming down faster, I think they need to finish the animation they're on first before they can move on to the next command. I do think it's possible the boat is submerging faster than historical, but that's a job for another mod.

It's definitely something I can continue tweaking
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Old 03-25-10, 12:58 PM   #3
ACSoft
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Quote:
Originally Posted by Heretic View Post
That's exactly what the override is supposed to do. The set_depth command is triggered immediately after crash dive. So when you hit crash dive by mouse click or hotkey, you'll see my crash_dive script being performed by the set_depth command.
So great, all is working properly by me too !


Quote:
Originally Posted by Heretic View Post
As far as coming down faster, I think they need to finish the animation they're on first before they can move on to the next command.
Yes, I confirm this. The whole time required for your script to fully accomplish vary, as we can see "guys behaviors timings" differences.


Quote:
Originally Posted by Heretic View Post
I do think it's possible the boat is submerging faster than historical, but that's a job for another mod.

It's definitely something I can continue tweaking
Hope you will be more lucky than me, because I searched quite long since now, to found something which could inspire me about tweaking the diving timing, but I found nothing until now !!!

ACS
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Old 03-25-10, 01:49 PM   #4
Heretic
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Quote:
Originally Posted by ACSoft View Post
Hope you will be more lucky than me, because I searched quite long since now, to found something which could inspire me about tweaking the diving timing, but I found nothing until now !!!

ACS
Oh, I didn't mean tweaking the dive time. I meant I can try getting the crew down faster.
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Old 03-25-10, 02:04 PM   #5
Will-Rommel
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Quote:
Originally Posted by Heretic View Post
Oh, I didn't mean tweaking the dive time. I meant I can try getting the crew down faster.
Yep, definitely the way to go !
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Old 03-25-10, 02:40 PM   #6
ACSoft
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Quote:
Originally Posted by Heretic View Post
Oh, I didn't mean tweaking the dive time. I meant I can try getting the crew down faster.
I timed the crash dive and finally, it is close from the reality (~30 sec), a bit shorter but not much. So, right, better to tweak the crew going down faster, I agree too.

ACS
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Old 03-25-10, 03:22 PM   #7
Heretic
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I'm considering not making the crash dive override optional in the next version, just including it as part of the mod like I originally intended. I think it'd cause less confusion.
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Old 03-25-10, 06:14 PM   #8
bert8for3
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Many thanks for the latest ver
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Old 03-26-10, 06:06 AM   #9
ACSoft
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Quote:
Originally Posted by Heretic View Post
I'm considering not making the crash dive override optional in the next version, just including it as part of the mod like I originally intended. I think it'd cause less confusion.
To my view 3x YES. I made it myself already by me.

1) Without it, what you intended to feature is broken.
2) With it, everthing just work fine, no bad side effect.
3) More easy to switch from mod's with or without beards

The only side effect of the override is that the user have to remember that ordering a dive from the surface with a direct mouse click on the deep-meter, will result in a crash dive to 70 meter and NOT a normal dive to the selected deepth. To my view, this is not a problem. This could even have been a voluntary feature of the simulation.

ACS
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