SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-16-13, 06:34 PM   #1
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Watchman just does a rotation back and forth.
The Gates are set to open and close on the settings of Watchman.
You need to time your passage to match the gates.
  Reply With Quote
Old 12-16-13, 06:47 PM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by privateer View Post
Watchman just does a rotation back and forth.
The Gates are set to open and close on the settings of Watchman.
You need to time your passage to match the gates.
So the gates are opening/closing at fixed times? That would be easy to achieve even with a normal RotationKeyFrames controller
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-16-13, 07:02 PM   #3
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Ya. Watchman controllers were used on some AI Units for Watch Crews and radar/antenna movements.

I did discuss with other GWX Devs, doing a Fake Gun as a type of control for some actions.


The Air Raid Siren in GWX uses a fake gun and fake shell to get the effect.
It was only created as a quick idea based off of Beta testers comments saying how cool it would be if........

That's the stuff that drives me. How cool would it be if..........
  Reply With Quote
Old 12-16-13, 07:14 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by privateer View Post
Ya. Watchman controllers were used on some AI Units for Watch Crews and radar/antenna movements.
Yes, but I still don't get what was the advantage of using it rather than rotation keyframes, in the discussed case. Are watchman animations triggered by some type of event?

Quote:
Originally Posted by privateer View Post
I did discuss with other GWX Devs, doing a Fake Gun as a type of control for some actions.


The Air Raid Siren in GWX uses a fake gun and fake shell to get the effect.
Yep that cannon controller was a real goldmine as it allowed for many 'hetodorox' appliactions of it. Even Fx Update makes a large use of it. In the past, I have been studying silently the lesson that could be learned from many SHIII mods

Quote:
Originally Posted by privateer View Post
It was only created as a quick idea based off of Beta testers comments saying how cool it would be if........

That's the stuff that drives me. How cool would it be if..........
How cool would be if SH5 coastal guns worked properly
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-16-13, 07:59 PM   #5
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
Yes, but I still don't get what was the advantage of using it rather than rotation keyframes, in the discussed case. Are watchman animations triggered by some type of event?
The advantage was it's a built in controller for simple movements.
Doing keyframes uses much more resources and they do take awhile to program them right.



Quote:
How cool would be if SH5 coastal guns worked properly
You ain't fixed those yet?
  Reply With Quote
Old 12-16-13, 08:47 PM   #6
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by privateer View Post
The advantage was it's a built in controller for simple movements.
Doing keyframes uses much more resources and they do take awhile to program them right.
Do you think so? I am not talking about the MeshAnimationData controller, which requires a separate mesh for each frame. The controller I am talking about is the one used for animating aircraft propellers, and it can be applied on simple meshes

Quote:
Originally Posted by privateer View Post
You ain't fixed those yet?
Nope. Unfortunately everything looks okay in guns' files. The likely cause of them not working, and being ignored by enemy units, is that SH5 seems to miss the proper AI scripts for them
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-16-13, 08:56 PM   #7
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Props as on aircraft go one way only in a loop.
Watchman can be controlled with a left to right, right to left time scale.
Very handy.

The props animations are simple keyframes animations.
Problem with those? No way to control start or stop. They loop.
  Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:32 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.