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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#17 | ||
Grey Wolf
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![]() A program removing all the "SHD" garbage would be very apreciated... ![]() Last edited by Mister_M; 01-25-22 at 05:17 PM. |
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#18 | |
Admiral
![]() Join Date: Mar 2007
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#19 |
GLOBAL MODDING TERRORIST
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I have the Script for 010 to the point of stripping the .cfg extension and working on opening the sns files to replace the O01 setting then saving the file.
Now if there is no O01 or sns file? It just skips as in the case of Iceburgs. Would adding the ability to check say like Aircraft/other stuff for a sensor change be a good way to go? |
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#20 |
Ocean Warrior
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Anything you want to put together would be great and much appreciated Jeff !
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#21 |
Grey Wolf
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#22 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
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#23 |
GLOBAL MODDING TERRORIST
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Script now changes the extension and opens the sns files one at a time to allow changing the AI_Visual to whatever you wish.
Just have to add the routine to enter whatever you want then it will save and close the file. WARNING! IT DOES NOT MAKE A BACKUP FILE JUST YET! Example of what it does when looking at the cfg files. E:\Ubisoft\Silent Hunter 3\data\Sea\Iceberg\Iceberg.sns E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM1\IcebergM1.sns E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM2\IcebergM2.sns E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM3\IcebergM3.sns E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS1\IcebergS1.sns E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS2\IcebergS2.sns E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS3\IcebergS3.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NATF\NATF.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat\NF_boat.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat_1\NF_boat_1.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat_2\NF_boat_2.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NKC3\NKC3.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NKLS_\NKLS_.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NKSQ_\NKSQ_.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NKSs_\NKSs_.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NLL_\NLL_.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NLST\NLST.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NOTMs_\NOTMs_.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NOTM_T2\NOTM_T2.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NOTSf\NOTSf.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NPPL_\NPPL_.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NTR\NTR.sns E:\Ubisoft\Silent Hunter 3\data\Sea\NVV\NVV.sns |
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#24 |
Grey Wolf
![]() Join Date: Jan 2002
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Does it skip the warships?
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#25 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
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#26 |
Grey Wolf
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Why not allow us to select the types of units we want to include in the search/open/replace/save process ? I'm sure you know how to code this.
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#27 |
GLOBAL MODDING TERRORIST
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You'll be able to select Class like Warships, Merchants, Aircraft etc.
Then select the UnitType in that class. So Warships would give you Type0=Patrol Craft Type1=Corvette Type2=Frigate Type3=Destroyer Escort Type4=Destroyer Type5=Minesweeper Type6=Light Cruiser Type7=Heavy Cruiser Type8=Escort Carrier Type9=Fleet Carrier Type10=Battlecruiser Type11=Battleship Type12=Minelayer Type13=Auxiliary Cruiser |
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#28 | |
Grey Wolf
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#29 |
GLOBAL MODDING TERRORIST
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I've set up a bat file to call the Script without opening the 010 UI.
So here's the first screen you get. Working on the second level selection box now. It will look the same but have each type in the selected Class. All search values will be coded in Hex format to insure no false positives pop. So to search for a UnitType=101? I search for 3D3130310D0A,h |
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#30 | |
Ocean Warrior
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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