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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3196 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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aah ok, thank you TDW.
I figured that the button on the UI and the keymapped key would be linked.
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#3197 |
Black Magic
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just looked over my code and adding a hotkey for this will be a snap so I'll add it. I'm going to release another bugfix version for this python error that keeps popping up sometimes. I don't know why it's popping up so I've added some error trapping to when it tries to display a new log message to help narrow down the problem. I'll add the hotkey for crash dive to this bug fix version.
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#3198 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
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Excellent.. I seem to remember you saying that every dial or function in the game was linked so I assumed the hotkey would be linked to the button on the UI
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#3199 | |
The Old Man
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Name=Radio_room_free_camera Contexts=1 Sound_0=ELO_Helm,MC_QRF_WATCH_08;Kapitan, I think I see something... Sound_1=ELO_Helm,MC_QRF_WATCH_60;Yes! Sound_3=ELO_Helm,MC_QRF_WATCH_28;It's the enemy! Sound_4=ELO_Helm,MC_QRF_WATCH_31'Alarm!!!! Sound_5=ELO_Helm,RR_RADIO_02;Kapitan, right now would be a good time to send a contact report. Name=Crash_dive Contexts=1 MnID=0x3F230002 StringID=1035 Key0=0x43,C,"C" HasDelayedExecution=Yes CommandClass=Depth Sound_6=ELO_Helm,MC_QRF_WATCH_67;YEAH! Sound_7=ELO_Helm,MC_QRF_WATCH_29;Crash Dive! Sound_8=ELO_Helm,MC_QRF_WATCH_66;Excuse me! Sound_9=ELO_Helm,MC_CR_CHIEF_33;Crash Dive![/QUOTE] BTW, the sound sample order is kind of funny. ![]() Last edited by TheBeast; 06-20-10 at 10:00 PM. |
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#3200 |
Black Magic
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not sure I'm following you there. The hotkey has been added for crash dive. I've also fixed the follow target, follow nearest sound contact, and follow nearest warship contact icons. They now activate when you select them.
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#3201 |
The Old Man
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What I was asking is can a single key binding in Commands.cfg do 2 things like Teleport and Crash dive. I wasn't talking about the key binding for the command.
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#3202 | |
Black Magic
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i.e.: Name=Crash_Dive,??? Not sure if it will work or not but it's worth a try ![]() Now teleporting will be kind of hard. Since it isn't a game recognized command but I have an idea.....I'll have to try it and see if it works or not. I'll let you know ![]() |
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#3203 |
Black Magic
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Due to this python error being thrown and I haven't quite figured out why:
![]() I'm releasing v3.0.7 of the UIs mod. Here is the change log for v3.0.7: v3.0.7 - added error handling code to the new log message function in order to help figure out the reason that a python error is being thrown sometimes in game. If an error is generated an entry will be added to the messagebox denoting an error has happened and what the error was - added code to help determine cause of why some users don't get automatic mast height data. If in the XO TDC dialog box you see mast height as 0.0 then the unit didn't have any mast height data. If you see mast height of 90.0 the mod had trouble getting the mast height from the ship's files. If the mast height is 99.9 then the trouble was when you selected the ship in the XO TDC dialog box. This will help me narrow down the problem. - added a hotkey for crash dive (CrashDiveKey). Default for this hotkey is disabled, key is P, and shift is required - fixed bug of follow nearest sound contact and follow nearest warship contact not being selectable The error code I added should trap the error and you shouldn't see the error message anymore. Instead you'll get an entry in the messagebox saying an error happened. If this does happen please save your ship's journal and forward it to me for review so I can find the cause of the error. For those whose automatic mast height isn't working still I've added some code to help me determine why. If you see any of the values listed above please let me know and/or post a screenshot or post in this UIs thread. This will help me determine why some of you still don't have automatic mast height working. See post #1 for details on v3.0.7 |
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#3204 |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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hmmm, tested the 3.0.7.
wondering, I always get the masthigh with 99,9 m. Using german game. Paco
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My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
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#3205 |
Swabbie
![]() Join Date: Apr 2008
Posts: 13
Downloads: 31
Uploads: 0
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Sorry if this is in the changelog somewhere, but what happened to the "lock" button in the periscope / uzo? Any way to bring it back?
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#3206 |
Seasoned Skipper
![]() Join Date: Dec 2008
Location: Arizona
Posts: 665
Downloads: 104
Uploads: 0
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Yes, in the TheDarkWraithOptions.py file there is an option you can turn on for that.
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Thomas Jefferson - "When the people fear their government, there is tyranny; when the government fears the people, there is liberty." |
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#3207 |
Stowaway
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Dear TheDarkWraith if i modifite the file TheDarkWraithUserOptions.
I get this error. ![]() |
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#3208 |
Stowaway
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ps
-I modify before I use JSGME. -3 thinks i changes to False. -It is not the error from the Waterlevel. -I use version 3.05. -And if you disable the MOD 3.05 with JSGME the error is gone. Last edited by Michal788; 06-21-10 at 05:51 AM. |
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#3209 |
Black Magic
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send me your options file. You have corrupted it somehow. I'd like to see what you did so that I can maybe provide error checking code for it in the future.
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#3210 |
Black Magic
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dbrn, favorite, new ui |
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