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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
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I'm wondering if it's possible to make a mod for the crew, when manning the deck and flak guns, to wear helmets. And the watch crew also. Especially when Battle Stations are called.
Just seems a bit strange they're not wearing protection during the heat of battle. They're stacked and sitting there in the conning tower but never worn.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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#3 |
Ocean Warrior
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Thanks Gap. I had not seen that before. Hopefully someday it will happen.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#4 |
Navy Seal
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Location: CJ8937
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#5 |
The Old Man
![]() Join Date: Mar 2010
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Wait, we had this figured out 1 year ago....I thought it was implemented in a mod already?
Edit: Helmets are very easy to implement because it is a simple python script file that governs "hats" worn by crew.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#6 |
Frogman
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Great news, SilentMichael, and thank you to have lead investigations about helmets feasibility -->
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#7 | ||
Navy Seal
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Location: CJ8937
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#8 |
Black Magic
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I'll show you some of the difficulties I've encountered with trying to change the crew in regards to ship/crew state. Download this: http://www.mediafire.com/?wr46kk70psvfbhp It's a small part of something I was working on a long time ago.
Extract to MODS folder and enable via JSGME. Run both single missions and note the watch crew's clothing and hat (or lack of hat) with each single mission. Increase time compression to 64 and wait till the watch crew detects the biplane. Note what happens to watch crew. Do this for both single missions. See any problems with the crew? You'll notice that it's easy to change crew's clothing and hats via scripting. The problem is there aren't enough hats, clothing, etc. to cover every possible face, torso, etc. This is why the devs never implemented it ![]() |
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#9 |
Navy Seal
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Wouldn't be easy for a gfx/3d artist to create the missing clothing, possibly taking the cue from clothing items already featured, and to import it in game with your GR2 editor?
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#10 | |
Black Magic
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#11 | |
Navy Seal
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Wouldn't it work as for unit's equipments, where item's unique names are used, no matter in which GR2 file they are located, as long as the file is in the correct folder? In this case, duplicating the existing files and replacing meshes/textures would be enough ![]() |
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#12 | |
Black Magic
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![]() ![]() As far as scripting items visible/not visible it's done by this: Wp:SetBodyPartVisibility("B_Hat05", 1); Where the item in ""s comes from the CharacterBodyParts.GR2 file. The 1 says to make it visible. A 0 says to make it invisible (hide it) |
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#13 | |
Navy Seal
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![]() Looks to me similar to the system used for equipments and crews aboard units. With this model in mind I would say that some testing by someone who is already well experienced with your GR2 Editor, could be worth the time spent in it ![]() |
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