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Old 02-25-16, 10:09 AM   #1
vdr1981
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Quote:
Originally Posted by gap View Post
Wait, I was going to give you a link to a patch I had created with menu.txt tooltips for the 3.7 cm twin gun and refeferences to them in its gun station controller, but you beat me on time. I am looking at some other settings right now
Tooltip is just a tooltip, I dont think that is the problem...Actually that was the first thing I tried when I was adding twin 37mm gun...

Right now I'm trying to make front gun player controlled. I think I'm very close...

There is a controller called "GunStationControllerPoperties" in conning tower's sim file (one for each gun bone, A1,A2,S1) and it seems that this is the key.

Very same controller for S2 bone (front flak) was missing and I've added it.
Still, I'm mission the appropriate "S2" slot in controller settings.
Do you know anything about this Gap??
Maybe I need to add one more bone to Cameras.gr2 file?

EDIT
Hmm, or maybe a new waypoint in waypoints gr2 file...

There is so much craps around all this...In almost all other games similar stuff can be done with just a few entries in cfg files , but not here...

Last edited by vdr1981; 02-25-16 at 10:20 AM.
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Old 02-25-16, 10:49 AM   #2
gap
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Originally Posted by vdr1981 View Post
Tooltip is just a tooltip, I dont think that is the problem...Actually that was the first thing I tried when I was adding twin 37mm gun...
Well, you never know what can happen when the game engine is looking for an object, and that object is not found...

Quote:
Originally Posted by vdr1981 View Post
Right now I'm trying to make front gun player controlled. I think I'm very close...

There is a controller called "GunStationControllerPoperties" in conning tower's sim file (one for each gun bone, A1,A2,S1) and it seems that this is the key.

Very same controller for S2 bone (front flak) was missing and I've added it.
Still, I'm mission the appropriate "S2" slot in controller settings.
Do you know anything about this Gap??

Maybe I need to add one more bone to Cameras.gr2 file?
I don't think so. To the best of my knowledge gun slots have nothing to do with camera.cam. It seems to me that valid slot settings in GunStationControllerPoperties are hardcoded values

Quote:
Originally Posted by vdr1981 View Post
EDIT
Hmm, or maybe a new waypoint in waypoints gr2 file...

There is so much craps around all this...In almost all other games similar stuff can be done with just a few entries in cfg files , but not here...
Again, I think waypoints are used for chracters linking. If your purpose is making the gun user-operable, I don't think adding new waypoints will bring you any good
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Old 02-25-16, 11:29 AM   #3
vdr1981
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Originally Posted by gap View Post

I don't think so. To the best of my knowledge gun slots have nothing to do with camera.cam. It seems to me that valid slot settings in GunStationControllerPoperties are hardcoded values
,
Hmm, If there aren't any files which defines them, then it's probably hardcodded. Still, I cant understand why something like this would be hardcodded.
For now , the best I can do is to "teleport" a player to the stern flak , when he "cliks" front one...This can be somewhat confusing though...
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Old 02-25-16, 11:57 AM   #4
gap
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Originally Posted by vdr1981 View Post
Hmm, If there aren't any files which defines them, then it's probably hardcodded. Still, I cant understand why something like this would be hardcodded.
No idea, but generally when a setting in a controller refers to some items in another set of files, those files must be merged in the Goblin project for the items to be selectable. Besides that, slots selectable in GunStationControllerPoperties are numbered and as if they were an indexed value, and looking at their settings in Hex Editor they looked nothing like a bone ID. Either they refer to an hardcoded index, or to some preset values defined in an ascii file which gets preloaded when Goblin Editor is launched.

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For now , the best I can do is to "teleport" a player to the stern flak , when he "cliks" front one...This can be somewhat confusing though...
LOL, you re-discovered the teleport function
I guess this is happening because front Flak's GunStationControllerPoperties Slot property is set to S1 rather than S2
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Old 02-25-16, 01:16 PM   #5
vdr1981
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Originally Posted by gap View Post
LOL, you re-discovered the teleport function
I guess this is happening because front Flak's GunStationControllerPoperties Slot property is set to S1 rather than S2
Yeah...Now even Commands,cfg file is involved...



Ahhh, screw it... 3 player usable flaks + 1AI controlled are more then enough. Anyone who don't think the same can contact Ubisoft...
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Old 02-25-16, 05:27 PM   #6
gap
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No matter what turm/U-boat the controller is applied to, in GunStationControllerPoperties there are four possible slot settings:

0 - SLOT_A01 (light Flak gun #1)
1 - SLOT_A02 (light Flak gun #2)
2 - SLOT_S01 (heavy Flak gun)
3 - SLOT_M01 (deck gun)

They are covering all the possible gun combinations for stock U-boats/cooning towers: max two single/double 20 mm Flaks, max one 37 mm Flak or one quad 20 mm gun, max one deckgun. The U-Flak is peculiar in having no deck gun and two heavy Flak guns instead of the one heavy Flak allowed in stock game.
Maybe we could rename the S02 gun bone/slot to M01, making the game to think it is a deckgun, but retaining Flak guns functionalities. If we do so, we should update UnitParts5VIIC41F.upc accordingly. If you are busy with other stuff, I can create a patch for you to test it in game. What do you think?
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Old 02-26-16, 04:52 AM   #7
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Was there any special reason for using VIIC/41's hull in this mod?
All the U-Flaks were VIIC boats.
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