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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Ace of the deep .
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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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#47 |
Canadian Wolf
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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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#48 |
Convicted Ship Killer
![]() Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
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Fantastic work! Wow... I cannot wait. Many thanks for your effort!
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Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#49 |
Soundman
![]() Join Date: Aug 2010
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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 P |
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#50 | |
Ace of the deep .
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#51 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
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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!
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#52 |
Stowaway
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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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#53 |
Seasoned Skipper
![]() Join Date: Jan 2010
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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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#54 |
Ace of the deep .
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#55 |
Soundman
![]() Join Date: Aug 2010
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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 ![]() P |
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#56 |
Stowaway
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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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#57 |
Soundman
![]() Join Date: Aug 2010
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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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#58 |
Ace of the deep .
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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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#59 | |
Stowaway
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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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#60 |
Soundman
![]() Join Date: Aug 2010
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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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