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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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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. |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#3 |
Stowaway
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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.......... ![]() |
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#4 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#5 | ||
Stowaway
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Doing keyframes uses much more resources and they do take awhile to program them right. Quote:
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() 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 ![]() |
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#7 |
Stowaway
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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. |
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