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Old 08-16-10, 07:52 PM   #46
Krauter
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OK, how do I upload them to subsim.com?
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Old 08-16-10, 07:53 PM   #47
TheDarkWraith
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Originally Posted by Krauter View Post
OK, how do I upload them to subsim.com?
you have to contact Neal or a moderator and ask to be added to the list of allowed people to upload to Subsim.
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Old 08-16-10, 08:13 PM   #48
Krauter
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Cheers, waiting for permission now
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Old 08-16-10, 09:56 PM   #49
Freelanca
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Originally Posted by TheDarkWraith View Post
fixed the looping problem with Sweep_scope. I've also 'beefed up' Sweep_scope:

parameter 5 will determine the options below:

# available options (parameter 5):
#
# bit 0 = lock the contact on contact spotted (if bit 2,3,4, or 5 isn't set then contact will be immediately unlocked)
# bit 1 = set current heading for contact on contact spotted
# bit 2 = stop sweep on contact spotted
# bit 3 = stop sweep and follow target on contact spotted
# bit 4 = pause script on contact spotted
# bit 5 = abort script on contact spotted

you have to do bitwise addition (you can use the calculator in Windows to do this - set it to Binary mode and enter the bit pattern wanted (1 for enabled and 0 for disabled) and then click on decimal to get your number to put into parameter 5)

i.e.: we want bit 0, bit 1, and bit 4. This would be 10011 in binary. This would equal 1 + 2 + 16 = 19. Parameter 5 would be 19.
Sweep_scope,0,0,360,90.0,19,0,5

So depending on how you set the options you can have the scope sweeping and reporting every new contact every time it spots one by locking it and unlocking it.
This sounds awesome!!!

I had an idea and was wondering if it was possible to do for the lazy skipper ( IE, me)to add pause game on sound contact spotted. Say on a patrol I wanted to go and make some lunch or have a shower I could come back and see game is paused and then set up my solution.
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Old 08-16-10, 10:19 PM   #50
TheDarkWraith
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Originally Posted by Freelanca View Post
This sounds awesome!!!

I had an idea and was wondering if it was possible to do for the lazy skipper ( IE, me)to add pause game on sound contact spotted. Say on a patrol I wanted to go and make some lunch or have a shower I could come back and see game is paused and then set up my solution.
yes that is possible. This would be perfect for those 'hard core' people who only play at 1TC all game. I'll add it to my list of commands to add.
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Old 08-16-10, 10:34 PM   #51
Freelanca
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Originally Posted by TheDarkWraith View Post
yes that is possible. This would be perfect for those 'hard core' people who only play at 1TC all game. I'll add it to my list of commands to add.
Thanks TDW. Im loving the addition of automation in SH5. Before this I was using my Logitech g15 keyboard to do macros for alot of my automation but this has taken it to the next level.
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Old 08-16-10, 10:37 PM   #52
Krauter
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One weird bug I have to report.. your one Automation script of Long Distance Travel Script is acting weird.. When I activate the script it brings me to Ahead Standard, to All Stop back to Ahead Standard and again to All Stop. However, after I manually order Ahead Standard the script resumes as normal..
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Old 08-17-10, 07:14 AM   #53
TheDarkWraith
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Originally Posted by Krauter View Post
One weird bug I have to report.. your one Automation script of Long Distance Travel Script is acting weird.. When I activate the script it brings me to Ahead Standard, to All Stop back to Ahead Standard and again to All Stop. However, after I manually order Ahead Standard the script resumes as normal..
you're saying the script freezes at some point? If so, exactly where? could be a bug in my code. I'll look at it and run it in game.
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Old 08-17-10, 10:10 AM   #54
Krauter
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Well see the problem is it just pauses at the beginning, to be precise the first order does not issue.. to get the script running I had to order ahead standard myself.. then the script ran perfectly
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