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Old 01-29-12, 04:52 PM   #1
THE_MASK
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Rongel What mods are you using ?
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Old 01-29-12, 09:18 PM   #2
Husksubsky
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This is fantastic. shall I change to exactly this:Plane:CanFireCannons() and Ship:ContactPresenceIs(PRESENCE_SENSORS, 15) and Ship:GetContactDepth() >= -15
or are the "and" ment not to be there.Anyone with some screenshots? I can only remember finding weird numbers(when modding for hydrophone)
I don t remember what hexedit I used but the ones I tried seemed to show slightly different things. I managed when someone said I used this hexeditor , it look like this and should be changed to this.
Will they hit your sub, or just periscope btw

Last edited by Husksubsky; 01-29-12 at 09:48 PM.
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Old 01-30-12, 01:57 PM   #3
Rongel
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Quote:
Originally Posted by sober View Post
Rongel What mods are you using ?
Here goes! I can't think any other mods affecting the periscope shooting than IRAI. Maybe TDW's UI and FX mod. But yes, compatability may have something to do with the problems people have reported.

RemoveLogoIntroTheDarkWraith
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Reduced_crew_abilities
Dynamic Environment SH5 Basemod (realistic version) V2.0
Dynamic Environment SH5 BrighterNights V2.0
Dynamic Environment SH5 Undersea (temperate and polar) V2.0
Dynamic Environment SH5 Sounds V2.0
Dynamic Environment SH5 Atlantic Floor V2.0
sobers best ever fog V4 SH5
Small_trees_SH5_V1
sobers chimney smoke V2
SteelViking's Interior Mod V1.2
Naights Submaine Textures v1.2 (PUV)
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
FX_Update_0_0_19_ByTheDarkWraith
Tastatur_1.2_Fi
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Compatible Conus00's Graphic Mod+SV's work
Window_Lights_Redone_V1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s
OPEN HORIZONS II_full v1.6
Equipment_Upgrades_Fix_v1_4_byTheBeast
DeckGunMod
Enhanced FunelSmoke1.2_by HanSolo78
Grossdeutscher Rundfunk
SH5Lifeboats_by_Rongel_TDW_stoianm_v2_1
Battlestations_soundmod_1.1
Shoot_at_Periscope
Quote:
This is fantastic. shall I change to exactly this:Plane:CanFireCannons() and Ship:ContactPresenceIs(PRESENCE_SENSORS, 15) and Ship:GetContactDepth() >= -15
or are the "and" ment not to be there.Anyone with some screenshots? I can only remember finding weird numbers(when modding for hydrophone)
I don t remember what hexedit I used but the ones I tried seemed to show slightly different things. I managed when someone said I used this hexeditor , it look like this and should be changed to this.
Will they hit your sub, or just periscope btw
You can edit the file with just notepad. Be sure to have to ANSI coding option on. And you must keep the "and" there also. I will revise the first post soon and give better instructions. And, yes, they will hit other parts of the sub too when firing the periscope (I rarely get hull damage, same thing as with the depth charges).
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Old 01-31-12, 12:57 AM   #4
Husksubsky
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Thx .
hrmm whats ANSI coding?
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Old 01-31-12, 01:10 AM   #5
dcb
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I am not very skilled at scripting, so I apologize if I'm asking a stupid question, but wouldn't this command:

action
{
Plane:FireCannons();

mean that only planes will fire their cannons?
Don't we also need something like

action
{
Ship:FireCannons();


if we want ships to shoot at scope?
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Old 01-31-12, 06:35 PM   #6
pedrobas
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Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
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Old 02-01-12, 06:00 AM   #7
Rongel
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Quote:
Originally Posted by Husksubsky View Post
Thx .
hrmm whats ANSI coding?
I don't know really! It's just a option when saving with notepad, when you save with "save as" command, in the bottom of the page reads "coding" (or something like it) and you can select ANSI or unicode, and so on. I had the ANSI option as a default, maybe other options cause problems...

Quote:
I am not very skilled at scripting, so I apologize if I'm asking a stupid question, but wouldn't this command:

action
{
Plane:FireCannons();

mean that only planes will fire their cannons?
Don't we also need something like

action
{
Ship:FireCannons();


if we want ships to shoot at scope?
Airplanes have their own .aix file which tells how they behave, and when shoot cannons. Ship-weapons.aix tells how ship use their weapons. The default Ship:FireCannons(); command is not workin properly. It only makes ships fire cannons at you if you are surfaced. You can have the conning tower already surfaced, but ships wont fire it if you are still technically underwater.

Planes can attack you when you are underwater so switching the Ship:FireCannons(); to plane:FireCannons(); is just a workaround to use planes hardcoded actions. It's not a perfect solution but it makes armed ships much more dangerous (like they should be).

Quote:
Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
It's just the keyboard bindings I use, I got it from ustahl

There is a now screenshot in the first page so you can double check that you have the right script-format in your file. And if you have still problems, please tell and I'll try to help!
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Old 02-01-12, 10:56 AM   #8
pedrobas
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Quote:
Originally Posted by Rongel View Post
It's just the keyboard bindings I use, I got it from ustahl

There is a now screenshot in the first page so you can double check that you have the right script-format in your file. And if you have still problems, please tell and I'll try to help!
Thanks for answer.
I´m using your code since the first day you posted here, not via jgsme, just directly (edited with notepad) and didn´t notice any CTD related with this. I´m happy with it.
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Old 02-01-12, 01:42 PM   #9
Husksubsky
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Much better instructions now, thx Rongel. I misunderstood first time and thought we were gonna mess with the exe file
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Old 02-01-12, 02:24 PM   #10
dcb
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Thanks for the answer, Rongel
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