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Old 02-11-11, 04:44 PM   #46
THE_MASK
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C:\Ubisoft\Silent Hunter 5\data\Campaigns\CampaignProjects\Total_Germany\Sc ripts\AI\Dialogs
Dialog:AddMorale( 1.0 );
Dialog:AddMorale( -1.0 );
If you could expand on this then that would be great .
This would be quite fun on deck while no enemy contact state .
Wp:PlayAnimationAndWait("SECONDARY_Smoking01")

Last edited by THE_MASK; 02-11-11 at 05:56 PM.
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Old 02-11-11, 04:49 PM   #47
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Nice thread. The more crew the better, adds to the immersion. I agree with the talk around expanding the dialogue, this would be nice.
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Old 02-11-11, 05:52 PM   #48
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Fantastic work! Wow... I cannot wait. Many thanks for your effort!
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Old 02-11-11, 06:08 PM   #49
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@sober -- thanks for the heads-up on the smoking animation

@everyone

I'm still struggling with finding a way to add waypoints -- if anyone's done this and you don't mind sharing, let me know

As it is, I've moved waypoints around, but they can only be moved within the compartment they were originally spawned. To be honest I don't know how this effects things, so putting in brand-spanking new waypoints would be a much better solution

Any ideas?

Thanks

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Old 02-11-11, 06:15 PM   #50
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Quote:
Originally Posted by Paris_England View Post
@sober -- thanks for the heads-up on the smoking animation

@everyone

I'm still struggling with finding a way to add waypoints -- if anyone's done this and you don't mind sharing, let me know

As it is, I've moved waypoints around, but they can only be moved within the compartment they were originally spawned. To be honest I don't know how this effects things, so putting in brand-spanking new waypoints would be a much better solution

Any ideas?

Thanks



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Old 02-11-11, 06:21 PM   #51
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This is the first step, gentlemen, to a fully realistic crew. By that mean, take these folks and have them moving about, working, fixing things, and as already mentioned -- reacting. I hate when I sound battle stations and they stay in their bunks!

Well done and thanks!
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Old 02-11-11, 06:30 PM   #52
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Waypoints are assigned in a GR2 file.
You'd need to add to that file to create new waypoints.
For example:
NSS_Uboat7B.waypoints.GR2
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Old 02-11-11, 06:40 PM   #53
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whoever was making MFCM had gotten somewhere with all this so it gives me high hopes. I remember the first time I saw our friend Dieter Epp teleport through the conning tower after diving, it almost drew a tear to my eye, how this little man teleporting through the sub added so much immersion, I really do wish you the best of luck to make something like this more refined and immersive, hats off!
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Old 02-11-11, 06:43 PM   #54
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good luck
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Old 02-11-11, 06:52 PM   #55
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Thanks Sober, Privateer et al.

Moving existing waypoints and adding Sapiens to them is easy enough (albeit I'm not sure what effect it has) Currently I'm using mainly door nodes which seem unused?

I've managed to add new waypoints in goblin, but SH5 crashes when I load a mission. I don't honestly know whether I'm closer or running down a dead-end. We'll see

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Old 02-11-11, 06:58 PM   #56
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A new waypoint would be added to an existing GR2 file.
Adjusting how waypoints behave is totally different.
There is a .chr file connected to the GR2 waypoints file also.
Is that the file being changed when you mess with things in Goblin?
Or is it another file?
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Old 02-11-11, 07:17 PM   #57
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@Privateer,

I can't find a way to add a new waypoint to any of the gr2 files. As far as moving the waypoints is concerned, I've been using Waypoint_infro_XXXXX.txt files as there's an XYZ offset there.

I've aslo been using this same file to point a new Sapien at the animations file (scripts/ai/crew/crew_idle_actions_XXX.aix) where a new animation set has been created and filled with existing animations.

The new sapien is created in goblin by rendering it to the existing waypoint in the CHR file.

What I also managed to do was use the NSS_Uboat7a.lst file and append a modified copy of QR2 waypoints GR2 where the waypoint names have been altered (hexedits).

Now when pulling up NSS_Uboat7a.GR2 in goblin I have two entries for QR2 waypoints which includes the original waypoints AND the modified waypoints. So far I can't get a .chr file to import.

So that's it. it's fine enough in Goblin but it crashes the game. TBH I haven't figured out how this all goes together so I may be being incredibly naive and/or stupid
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Old 02-11-11, 07:17 PM   #58
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I did notice this in a file . Might be useless info .

MaxPettyOfficers=32 ; max number of crewmembers over rank 4
MaxOfficers=6 ; max number of crewmembers over rank 7
C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7a\NSS_Uboat7a UPCGE file.
Have a look at the whole file .
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Old 02-11-11, 07:23 PM   #59
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Quote:
Originally Posted by Paris_England View Post
@Privateer,

I can't find a way to add a new waypoint to any of the gr2 files. As far as moving the waypoints is concerned, I've been using Waypoint_infro_XXXXX.txt files as there's an XYZ offset there.

I've aslo been using this same file to point a new Sapien at the animations file (scripts/ai/crew/crew_idle_actions_XXX.aix) where a new animation set has been created and filled with existing animations.

The new sapien is created in goblin by rendering it to the existing waypoint in the CHR file.

What I also managed to do was use the NSS_Uboat7a.lst file and append a modified copy of QR2 waypoints GR2 where the waypoint names have been altered (hexedits).

Now when pulling up NSS_Uboat7a.GR2 in goblin I have two entries for QR2 waypoints which includes the original waypoints AND the modified waypoints. So far I can't get a .chr file to import.

So that's it. it's fine enough in Goblin but it crashes the game. TBH I haven't figured out how this all goes together so I may be being incredibly naive and/or stupid

Nope, not stupid at all.
When blazeing new trails?
Your bound to fail many times before you find the answer.
The .chr file imports fine if you don't adjust anything correct?
(I merged to stock files and it seemed to work)
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Old 02-11-11, 07:25 PM   #60
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@sober -- yeah I spotted that too. Have no idea what it means.

There seams to be a whole bunch of files which don't relate to SH5 -- vestiges from SH4 I presume. Doesn't make life easy
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