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Old 03-08-10, 11:17 AM   #16
Heretic
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Quote:
Originally Posted by Dowly View Post
Heretic, test if you can add the captain's beard to the other crew members. It's listed as bodypart (IIRC) object1_Beard_cap04.
Already done it. There are many beards defined. They look to be designed for a particular head, but are usable with any of them. I think they were setting it up to have beards 'grow' over time. I have hardly played the game, so I don't know if it's currently implemented. I suspect not. The only thing I don't know how to do is have a trigger based on time at sea.

Wp:SetBodyPartVisibility("object1_Barba_CAP13", 1); 1 turns is on. 0 turns it off. Works for everthing - heads, torsos, binocs, tools.
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Old 03-08-10, 11:18 AM   #17
piri_reis
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Heretic, where is the waypoints.txt all the docs talk about? I don't have that file in the Submarine\NSS_Uboat7c.

Is it the waypoint_edges and waypoint_info.txt ?

A small explanation thread will be most appreciated, kind of hard to picture the whole interaction between all these files
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Old 03-08-10, 11:21 AM   #18
Tomi_099
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Quote:
Originally Posted by Dowly View Post
Heretic, test if you can add the captain's beard to the other crew members. It's listed as bodypart (IIRC) object1_Beard_cap04.
--------------------------
Question ??

I would like to do it right Big winter jackets and gloves on their hands on Coning Tower ..!! or same
sailors working in the engine room with Kali / Box in the diesel Smoke.
So I have to build jackets and body and import these into the directories.
To move it to the script or i build a animation, the Key-Frame animation Is this a better solution ?
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Old 03-08-10, 12:50 PM   #19
Heretic
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Quote:
Originally Posted by Tomi_099 View Post
--------------------------
Question ??

I would like to do it right Big winter jackets and gloves on their hands on Coning Tower ..!! or same
sailors working in the engine room with Kali / Box in the diesel Smoke.
So I have to build jackets and body and import these into the directories.
To move it to the script or i build a animation, the Key-Frame animation Is this a better solution ?
All of the body parts are in the GR2 file in the character folder. They can be added to a crewman either in the editor or in a script using the Wp:SetBodyPartVisibility() function. I noticed using the Granny Viewer there is a torso mesh with a coat with gloves. I haven't looked at it in game so I don't know if it's rain gear or something used by a workman in the bunker - a welder maybe.

I assume any new models need to be added to that GR2 file and then they're accessable in the normal way.
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Old 03-08-10, 01:00 PM   #20
Kretschmer the IV
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Quote:
Originally Posted by Heretic View Post
Yeap. That's how I got started. Did you see the one's for the CT periscope? They have one for getting in the seat, one for getting out, and one for spinning around.
would be great to send the 1 WO up and take sight before surfacing
I remember a screenshot were you see the 1.WO on the observation periscope. Would be cool to let the crew do the sight before surfacing.

Ahh.. im starting to love this game
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Old 03-08-10, 02:54 PM   #21
GermanGS
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Heretic

Is there a library someware were all the commands all the parts etc.. are listed??
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Old 03-08-10, 03:00 PM   #22
Heretic
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Quote:
Originally Posted by GermanGS View Post
Heretic

Is there a library someware were all the commands all the parts etc.. are listed??
I've been trying to document the scripting stuff here: http://www.subsim.com/radioroom/showthread.php?t=163616

I've just got a notepad with the various body parts identified. I use the Granny Viewer to view the parts and animations.
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Old 03-09-10, 12:33 PM   #23
GDFTigerTank
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One of the devs had mentioned in a forum post that they wanted to add beards that grew as the patrol continued.

So maybe if you can get that beard to work, it's possible to set in some sort of a script that as patrol time increases, it's more likely that the beards start appearing randomly on the crew!
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Old 03-09-10, 02:12 PM   #24
oscar19681
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I have a feeling that some awsome mods unthinkable in sh3/4 will emerge from this.
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Old 03-09-10, 02:41 PM   #25
MikiBzh
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Sure it will !
After my sad spirit with SH5, modder are making me more happy !
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