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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#181 |
Commodore
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That's inconsistant with the other commands. The 'dive' command triggers its script and the command.cfg key entry for it is 'Key0=0x56,C,"V"'. I'll have to do more testing when I get home this evening.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#182 | |
Seasoned Skipper
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Location: Oslo, Norway
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I did the same change and it worked for my with VIIA The set_depth command looks like this: Set_depth 1 1 1 ( CR_CHIEF = setd_CHIEF )
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#183 | |
Commodore
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I'd love to get rid of the override option. The problem with including a custom commands.cfg is it'd conflict with all the other mods that use it, the UI mods and command key mods.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#184 |
Watch
![]() Join Date: Feb 2005
Location: Germany
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Apologies everybody! There was a lack of precision in my testing...
Now what I did next, and that finally appears to work (please verify) 1. Dive and crash_dive and a couple of other depth changing commands are configured to belong to the CommandClass=Depth According to the documentation, those commands would then override each other, so only the last in sequence would actually be triggering any scripts. Thats why I kept hearing the sounds provided in set_depth.aix 2. So I removed the CommandClass=Depth line for the crash_dive command, which becomes Generic and will not be overwritten by set_depth. And here we go! If you can verify that observation, then we would have some breakthru I believe. In commands.cfg ... [Cmd201] Name=Crash_dive Contexts=1 MnID=0x3F230002 StringID=1035 Key0=0x56,Cs,"V" HasDelayedExecution=Yes Sound_0=ELO_Helm,MC_CR_CHIEF_33 Sound_1=ELO_Helm,MC_QRF_WATCH_29 ...
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Perhaps it is better to be irresponsible and right than to be responsible and wrong - Sir Winston Churchill, 1950 Last edited by blechritter; 03-23-10 at 11:56 AM. |
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#185 |
Samurai Navy
![]() Join Date: Jul 2006
Location: The Netherlands
Posts: 556
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Will this key detection conflict with other key mapping mods ?
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#186 |
Watch
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Location: Germany
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![]() As a matter of fact, if that finding proves to be valid, then a merge of mods appears to be necessary.
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Perhaps it is better to be irresponsible and right than to be responsible and wrong - Sir Winston Churchill, 1950 |
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#187 |
Commodore
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Set_depth always gets triggered after each of the depth commands. That's how my override worked. I had set_depth triggering the crash_dive scripts. If surfaced, you got the crash dive routine, otherwise just hydroplane orders.
So are you saying with the line CommandClass=Depth removed, the crash dive command triggers the crash_dive scripts? The dive and crash dive scripts are very similar. The differences are the Chief uses the tension voice sounds in crash dive and the normal voice in dive. The men coming down the ladder have a jarring animation in crash dive. That's where one of the guys falls down. Regular dive, they come down in less of a hurry.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#188 | |
Watch
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Location: Germany
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Now that should provide for a more complete understanding of the inner mechanisms on how scripts are utilized. If this could only be firmly proved by you I should have a good nights rest...
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Perhaps it is better to be irresponsible and right than to be responsible and wrong - Sir Winston Churchill, 1950 |
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#189 |
Commodore
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Yeah. I suppose removing the Depth tag means you can't overide it once you enter it. What happens if you issue a surface command right afterwards?
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#190 |
Seaman
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Location: Cornwall UK
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Tried the mod again tonight with no probs at all.
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#191 |
Commodore
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Well, 1.2.1 seems stable. What should I do for 1.3?
I've worked a bit more with adding crewmen. I can get a new guy to appear on the sub, but he doesn't react to the script I made for him. I assume I need to add him in somewhere else too, probably the UPC files. The problem is I can't figure out what to do with him. I've experimented with moving exisiting crewmen to likely spots as a test, but there just doesn't seem to be waypoint/animation combos that work. I can't put more guys in the torpedo room or the deck gun or even on the bunks. Adding crewmen also breaks savegame compatability. So, I'm going to shelve that for now.
I keep coming back to the Chief since he's the most important crew member. When the planesmen go up on watch, the Chief needs to find something else to do. Standing there directing guys who aren't there is kinda lame. I'll maybe have him wander on back to the engine room or something. It might be nice to have the bosun go on walkabout occasionally too. Whattayathink?
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information Last edited by Heretic; 03-23-10 at 02:27 PM. Reason: spellin' |
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#192 | |
Seasoned Skipper
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Location: Oslo, Norway
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[Cmd201] Name=Crash_dive Contexts=1 MnID=0x3F230002 StringID=1035 Key0=0x56,Cs,"V" HasDelayedExecution=Yes Sound_0=ELO_Helm,MC_CR_CHIEF_33 Sound_1=ELO_Helm,MC_QRF_WATCH_29 Crash dive script worked fine. Override also worked fine. I could change depth by setting depth on the bar and by using shortcuts F,V and S+V. Seems like you solved the problem unless there is more to it ![]() UPDATE: Seems like it introduced a new problem. After diving and re-surfacing the game seems to think that the u-boat is still under water. Crew is not going back to bridge and CO2 shows up after awhile.
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#193 |
Stowaway
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I like the way you're thinking Heretic.
Those sounds like fantastic ideas. |
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#194 |
Commodore
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That's what I was worried about. We just don't know the full implications of removing that tag.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#195 |
Chief
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Sweet project.
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