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Old 01-28-11, 07:55 AM   #1
stoianm
Ocean Warrior
 
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Quote:
Originally Posted by mobucks View Post
lets get this beta iron out first IMO, all that is quite configureable right now no?

[BUG?]
Anyone else have a bug on the engine room officer's abilities where it says FASTER REPAIR instead of faster max speed?

I put a point in it and i think i got a knot or at least a half of one, so maybe just a typo from crew ability mod?
It is not a bug - MO mod use ,,no magic skill abilities fix,,

Read this thread here and you will be clearified: http://174.123.69.202/~subsimc/radio....php?p=1566364
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Old 01-28-11, 03:45 PM   #2
THE_MASK
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I applied patch 6 from multiple ui mod to mega mod . Seems to be working ok .
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Old 01-28-11, 03:47 PM   #3
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I applied patch 6 from multiple ui mod to mega mod . Seems to be working ok .
unofficially it will work no problems
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Old 01-28-11, 05:34 PM   #4
Ruby2000
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HI,

I fight with the keyboard layout !

I use the key L in the ...UserOptions.py.
Why can I not use Shift+L and/or Ctrl+L in the commands.cfg?

I would like to use following:
FollowSelectedTargetHotKey = [ True, MenuKeyManagerWrapper.Keys.L ]

and

[Cmd343]
Name=WP_Identify_target
Contexts=1
MnID=0x3F130002
Key0=0x4c,Cs,"Shift+L"
StringID=1073
HasDelayedExecution=Yes

If "FollowSelectedTargetHotKey" is activatetd, Shift+L does not work.
If "FollowSelectedTargetHotKey" is deactivatetd, Shift+L is working.

Why does this not work together? What does it is wrong?

regards

Ruby
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Old 01-28-11, 05:44 PM   #5
TheDarkWraith
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most likely to do with the way I coded the hotkey for the ToggleFollowSelectedTarget:

# follow selected target
if key == FollowSelectedTargetHotKey[1]:
if FollowSelectedTargetHotKey[0]:
from Pagelayout import ToggleFollowSelectedTarget
ToggleFollowSelectedTarget( None )
args.Handled = True

The highlighted in yellow says no need to check for this key anymore
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Old 01-28-11, 05:55 PM   #6
marleymen
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Hello TDW,

Wich files should I delete before installing MO to keep underwater colour as original (not the green modded one) and Uboat hull texture as original (not the new red one)

Thanks in advance.
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Old 01-28-11, 06:01 PM   #7
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
Hello TDW,

Wich files should I delete before installing MO to keep underwater colour as original (not the green modded one) and Uboat hull texture as original (not the new red one)

Thanks in advance.
I have had many complaints about the underwater color and brightness of the underwater. I'm thinking about removing it from the mod and releasing another patch that will cover this and some other items.
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Old 02-04-11, 01:19 PM   #8
ustahl
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Let There Be Light!

Quote:
Originally Posted by TheDarkWraith View Post
most likely to do with the way I coded the hotkey for the ToggleFollowSelectedTarget:

# follow selected target
if key == FollowSelectedTargetHotKey[1]:
if FollowSelectedTargetHotKey[0]:
from Pagelayout import ToggleFollowSelectedTarget
ToggleFollowSelectedTarget( None )
args.Handled = True

The highlighted in yellow says no need to check for this key anymore
Hi TDW,

Where exactly is that yellow portion 'args.Handled = True' to be added/found? Which file?
Above explanation of your's is obviously very clear to your goodself, as it is your own coding/scripting, but to us other primitive mortals it seems a bit cryptic.

Might you have some time & patience to explain how exactly to apply that setting and what it does? How does it affect TDWOptions.py and/or Commands.cfg?

Is it possible to use the same key for different functions/commands in both Commands.cfg and TDWOptions.py, differentiated by combinations with Shift and/or Ctrl?
Example: one command "B" in Commands.cfg and different command "Shift+B" in TDWOptions.py. Possible or not?

Please, Master, grace us with your explanation!
__________________
Cheers
Uffe

Last edited by ustahl; 02-05-11 at 01:41 PM.
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Old 02-04-11, 03:51 PM   #9
[:]CASINO[:]
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Thx for the help stoianm, all seem to work now :-)

CAS
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