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Old 01-08-11, 12:40 PM   #31
TheDarkWraith
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Originally Posted by vickers03 View Post
could radio messages be triggered from sinking ships?
now that is a GREAT idea I don't see how it can be from sinking ships but it definitely can be done from ship's that are destroyed (i.e. when my UIs mod tells you that you sunk a ship a radio message could be spawned from that)
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Old 01-08-11, 12:50 PM   #32
KarlKoch
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Originally Posted by vickers03 View Post
could radio messages be triggered from sinking ships?
As TDW said, as long as the scripts can access the status of the ship, everything is possible.
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Old 01-08-11, 12:57 PM   #33
TheDarkWraith
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Originally Posted by KarlKoch View Post
As TDW said, as long as the scripts can access the status of the ship, everything is possible.
the only status we get about ships is whether it's destroyed or not, current heading, and location on maps Geez, how hard would it have been to code in current speed, damage (%), and visible on map (whether it's being shown on the map or not)
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Old 01-08-11, 01:25 PM   #34
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the only status we get about ships is whether it's destroyed or not, current heading, and location on maps Geez, how hard would it have been to code in current speed, damage (%), and visible on map (whether it's being shown on the map or not)
something like that with random ship names
SSS-SSS-SSS- 1°34'N 11°40'W Tuscan Star torpedoed - sinking fast..
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Old 01-08-11, 01:28 PM   #35
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Originally Posted by vickers03 View Post
something like that with random ship names
SSS-SSS-SSS- 1°34'N 11°40'W Tuscan Star torpedoed - sinking fast..
can be done. One would need to make a file with ship names so that the code could pick a random name from it. Wouldn't hurt to have the message random also:
- torpedoed - sinking fast
- sinking fast
- torpedoed! Abandoning ship
- etc. etc.
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Old 01-08-11, 01:59 PM   #36
Sepp von Ch.
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There will be a separate mod?
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Old 01-08-11, 02:45 PM   #37
KarlKoch
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Originally Posted by Josef von Posorschitz View Post
There will be a separate mod?
I am on actually coding a seperate mod, not relying on TDWs solution.
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Old 01-08-11, 03:38 PM   #38
Sepp von Ch.
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Originally Posted by KarlKoch View Post
I am on actually coding a seperate mod, not relying on TDWs solution.

Perfect! Thank you Karl! Will be the messages in german? Please, please, say yes! German submarine atmosphere is for this sim very important!
The messages will be like in Living in Silent Hunter v5.1? Fantastic!!!! And is this upcoming mod also applicable for the years 1943-1945, ie for the campaign "Open Horizont" ( http://www.subsim.com/radioroom/show...=178257&page=3 ), which I play?
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Old 01-08-11, 04:40 PM   #39
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Originally Posted by Josef von Posorschitz View Post
Perfect! Thank you Karl! Will be the messages in german? Please, please, say yes! German submarine atmosphere is for this sim very important!
The messages will be like in Living in Silent Hunter v5.1? Fantastic!!!! And is this upcoming mod also applicable for the years 1943-1945, ie for the campaign "Open Horizont" ( http://www.subsim.com/radioroom/show...=178257&page=3 ), which I play?
The language can be different, its a simple file to translate. i will see if i can get my hands on existing radiomessages soon.

The messages can cover every range of dates specified in said file, there are no limits. I never played LSH, so i can't tell for sure, but it is possible that BdU gives you new (and reasonable) orders. If you report your patrol status, BdU can allow you to return back to port when your fuel is low or you are running out of torpedoes. You didn't send a patrol report for over 36 hours? BdU is missing you...
No report for 60 hours? BdU is missing you even more! (With another message, of course) The engine is coded to have 3 levels of messages for this, each can have multiple entries, from which one is randomly chosen.

However, it still needs a lot of work. I am currently thinking about adding code to enable BdU giving you orders based on your position and/or ships nearby (as TDW already managed to do).

The scripting part will take another while, too, because i am not very familiar with that. And of course, the User Interface ingame.
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Old 01-09-11, 03:53 AM   #40
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Originally Posted by KarlKoch View Post
....And of course, the User Interface ingame.
Whats wrong with that?
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Old 01-09-11, 04:16 AM   #41
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Whats wrong with that?
Its far from being done, yet. And there are some problems with it, that i need to fix. So i will make a new one, trying to get it more into the look and feel of the stock UI (not the fancy-blinky-part). It is needed in order to have longer messages.
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Old 01-09-11, 08:30 AM   #42
Zedi
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Sounds very interesting as long the UI will not be filled with dials and automation buttons. Any preview available for this part?
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Old 01-09-11, 03:41 PM   #43
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Not yet, as i have nothing in that regard. Not even begun with that. It will take some more time, since i am not an artist and have my difficulties with graphical design. But there won't be much buttons. Close, next, previous, send patrol report, as it stands now. We'll see how far i can go with that.
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Old 01-09-11, 04:13 PM   #44
Zedi
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What do you exactly need for this part?
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Old 01-10-11, 12:31 PM   #45
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Originally Posted by Magnum View Post
What do you exactly need for this part?
For the user interface? Basically just a good looking listbox where i can add items to (and the knowledge how to do that properly). Kinda like what TDW did for his Radiotraffic-mod. At least that is what i think could look pretty good.

It would need a button (besides the ones for navigating the "messagebook") to send a patrol report. The mod itself is a *.dll file, that i call from the script. Only that part of the logic is needed in the scripts of the game.
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