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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Stowaway
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And thanks for hinting to the messagelenght problem. However, i am actually thinking about abandoning the mod, because TDW already did something similar and there is no need to have 2 Mods of the same. |
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#2 | |
中国水兵
![]() Join Date: Dec 2010
Posts: 278
Downloads: 91
Uploads: 0
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#3 | |
Black Magic
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![]() Another reason to not abandon is I don't 'part out' my mod into individual pieces. You either use my mod as is or you don't. So a standalone version will suit many people. |
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#4 |
Stowaway
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Status update:
- Added internal functionality for replacing placeholders within the Messagetext displayed to the User (for now, Nearest Base and Playername can be replaced) - Added internal functionality to let BdU ask for missing patrol reports with different Messages, triggered by time passed since last patrol report - Added internal functionality to send new orders to the player on a conditional basis. Conditions are (for now): Torpedoes remaining on playersub, fuel remaining, tonnage sunk and current Date/Time - Added internal functionality to add messages to the engine from within the game (for example to be able to report ships nearby) - Added internal functionality to handle special encoded messages (you name it, enigma-support down the road) To-Do: - Add internal functionality to add contact-data to a message - To all the Scriptingstuff needed for it to work ingame - Build a proper UI - Add a small Application to make entering new messages easier and failsafe - No idea yet |
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#5 |
Chief
![]() Join Date: Jul 2005
Posts: 320
Downloads: 508
Uploads: 0
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looking forward to this mod
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#6 |
Ace of the Deep
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could radio messages be triggered from sinking ships?
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#7 |
Black Magic
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now that is a GREAT idea
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#8 |
Stowaway
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#9 | |
Black Magic
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