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Old 02-13-11, 10:55 AM   #91
Paris_England
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What I think this means is we can essentially add a new 'layer' of waypoints on top of the existing by duplicating what's already there and shifting them around. This will mean that the original crew will not need to be moved and it means that we can add as many crew as we need

Adding new behaviours is dependent on there being existing animations. Also the relevance of the behaviours are dependent on what flags are available to the scripts.

For instance, wet weather gear relies upon knowing what the weather is. Introducing a shift system relies upon knowing what the time is.

I need to look into this side of things -- i've already seen a isWeatherBad() call or similar --- but nothing on gametime.

If anyone knows where there's a full list of script functions it'd be most appreciated and helpful.

Again -- thanks

P
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Old 02-13-11, 10:58 AM   #92
TheDarkWraith
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Quote:
Originally Posted by Paris_England View Post
If anyone knows where there's a full list of script functions it'd be most appreciated and helpful.
good luck on that one. They didn't document or provide a list of these functions. You'll have to compile a list of 'known' ones by going through every file and seeing what functions they contain. I started compiling this list but quickly burned out from the time it was taking to do.
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Old 02-13-11, 11:06 AM   #93
Paris_England
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Strewth -- there's always something with this game isn't there. You think you've done the hard bit only to find out that around every corner, there's another corner.

@TDW -- I don't mean to keep pestering you, but did you happen to find anything similar to a getCurrentTime function on your travels?

Thanks

P
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Old 02-13-11, 11:11 AM   #94
TheDarkWraith
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Quote:
Originally Posted by Paris_England View Post
Strewth -- there's always something with this game isn't there. You think you've done the hard bit only to find out that around every corner, there's another corner.

@TDW -- I don't mean to keep pestering you, but did you happen to find anything similar to a getCurrentTime function on your travels?

Thanks

P
Here's what I had compiled before burn out on it:


################################## strategies ######################################
strategy BK_O_WALK_01_IDLE01(wp)
{
action
{
Wp:PlayAnimationAndWait( "BK_O_walk_01" );

Wp:ScriptCompleted();
}
}

################################## if-else-endif ###################################
if ...parameter... then
{
...commands...
}
else
{
..else commands...
}
endif;

################################## conning towers ##################################
"VIIATower"
"VIIBTower0"
"VIIBTower1"
"VIIBTower2"
"VIICTower1"
"VIICTower2"
"VIIC41Tower1"
################################## Animations ######################################
"BK_A_croud01_01"
"BK_A_croud01_02"
"BK_A_croud01_03"
"BK_A_croud01_04"
"BK_A_croud02_01"
"BK_A_croud02_02"
"BK_A_work"
"BK_B_commander"
"BK_C_Carry_01"
"BK_C_ChangeLamp_01_part01"
"BK_C_ChangeLamp_01_part02"
"BK_C_ChangeLamp_01_part03"
"BK_C_ChangeLamp_02"
"BK_C_Waiting_01"
"BK_CaptainRun"
"BK_G_work_01"
"BK_G_work_11"
"BK_O_idle_01"
"BK_O_walk_01"
"CAPTAIN_Bunker"
"CAPTAIN_Idle01"
"CAPTAIN_Speech01"
"CAPTAIN_Speech_and_leave"
"CMO_Bunker"
"CR_CHIEF_explosion_event02"
"CR_CHIEF_explosion_event04"
"CR_CHIEF_explosion_event05"
"CR_CHIEF_Idle01"
"CR_CHIEF_Idle02"
"CR_CHIEF_MAP_Idle01"
"CR_CHIEF_MAP_Idle02"
"CR_CHIEF_MAP_Idle03"
"CR_CHIEF_Order01"
"CR_CHIEF_Talk2HA_01"
"CR_CHIEF_Talk2HELM_01"
"CR_CHIEF_Talk_to_Guys"
"CR_CHIEF_Talk_VALVE01"
"CR_CHIEF_Wait01"
"CR_CHIEF_worry_idle01"
"CR_CHIEF_worry_idle02"
"CR_CHIEF_worry_idle04"
"CR_CHIEF_worry_idle05"
"CR_CHIEF_worry_idle06"
"CR_HA_explosion_event01"
"CR_HA_explosion_event02"
"CR_HA_Idle01"
"CR_HA_Listen2HF"
"CR_HA_LookatPanels"
"CR_HA_LowerDivePlanes"
"CR_HA_RaiseDivePlanes"
"CR_HA_Talk2HF"
"CR_HA_Talk2SO"
"CR_HA_worried_idle01"
"CR_HA_worried_idle02"
"CR_HA_worried_idle03"
"CR_HELM_explosion_event01"
"CR_HELM_explosion_event02"
"CR_HELM_Idle01"
"CR_HELM_Idle02"
"CR_HELM_Idle03"
"CR_HELM_Idle04"
"CR_HELM_Idle05"
"CR_HELM_Idle06"
"CR_HELM_Idle07"
"CR_HELM_Idle08"
"CR_HELM_worried_idle01"
"CR_HELM_worried_idle02"
"CR_HELM_worried_idle03"
"CR_HF01_explosion_event01"
"CR_HF01_Idle01"
"CR_HF01_Idle02"
"CR_HF01_Idle03"
"CR_HF01_Idle04"
"CR_HF01_lookat_HA_01"
"CR_HF01_lookat_HA_02"
"CR_HF01_lookat_HA_03"
"CR_HF01_worried_idle01"
"CR_HF01_worried_idle02"
"CR_HF01_worried_idle03"
"CR_NAV_explosion_event01"
"CR_NAV_explosion_event02"
"CR_NAV_Idle"
"CR_NAV_Idle01"
"CR_NAV_Idle02"
"CR_NAV_Idle03"
"CR_NAV_Idle04"
"CR_NAV_Idle05"
"CR_NAV_Idle06"
"CR_NAV_Idle07"
"CR_NAV_Idle08"
"CR_NAV_Idle09"
"CR_NAV_worry_idle01"
"CR_NAV_worry_idle02"
"CR_NAV_worry_idle03"
"CR_SO_01_lookat_General01"
"CR_SO_01_lookat_HA"
"CR_SO_01_lookat_HF"
"CR_SO_01_speakto_HA"
"CR_SO_explosion_event03"
"CR_SO_explosion_event04"
"CR_SO_explosion_event05"
"CR_SO_Idle01"
"CR_SO_Idle02"
"CR_SO_Idle03"
"CR_SO_JOY_LONG01"
"CR_SO_JOY_LONG02"
"CR_SO_torp_miss01"
"CR_SO_torp_miss02"
"CR_SO_MAP01_Idle01"
"CR_SO_MAP01_Idle02"
"CR_SO_MAP01_Idle03"
"CR_SO_MAP01_Talk2Navigator01"
"CR_SO_MAP01_Talk2Navigator02"
"CR_SO_MAP02_Idle01"
"CR_SO_MAP02_LookRight"
"CR_VALVE_Idle01"
"CR_VALVE_Idle02"
"CR_VALVE_Idle03"
"CR_VALVE_Idle04"
"CR_VALVE_Idle05"
"CR_VALVE_Idle06"
"CR_VALVE_Idle07"
"CR_VALVE_JOY_LONG01"
"CR_VALVE_JOY_SHORT01"
"CR_VALVE_RotateValve01"
"CR_VALVE_worried_idle01"
"CR_VALVE_worried_idle02"
"CR_VALVE_worried_idle03"
"gymnastic"
"Idle01"
"strafe_left_wall_grip"
"strafe_right_wall_grip"
"TRF_01_Crash_idle"
"TRF_02_Crash_idle"
"TRF_03_Crash_idle"
"TRF_04_Crash_idle"
"TRF_06_Crash_idle"
"TRF_08_Crash_idle"
"TRF_09_Crash_idle"
"TRF_LOAD01_Crash_idle"
"TRF_LOAD03_Crash_idle"
"TRF_LOAD05_Crash_idle"
"WATCH01_posture"
"WATCH01_Spot_Target"
"WATCH03_Look_at_Spotter"
"WATCH03_posture"
"WT_CR01_Contact01_7A"
"WT_CR01_Idle01_7A"
"WT_CR01_LookAround01_7A"
"WT_CR01_LookAround01_7B"
"WT_CR01_Contact01_7C_01"
"WT_CR01_Idle01_7C_01"
"WT_CR01_LookAround01_7C_01"
"WT_CR01_Idle01_7C41_01"
"WT_CR01_Contact01_7C41_01"
"WT_CR01_LookAround01_7C41_01"
"WT_CR04_Contact01_7A"
"WT_CR04_Idle01_7A"
"WT_CR04_LookAround01_7A"
"WT_CR04_Contact01_7B"
"WT_CR04_Idle01_7B"
"WT_CR04_LookAround01_7B"
"WT_CR04_Contact01_7C_01"
"WT_CR04_Idle01_7C_01"
"WT_CR04_LookAround01_7C_01"
"WT_CR04_Contact01_7C41_01"
"WT_CR04_Idle01_7C4C_01" ?????????????????
"WT_CR04_LookAround01_7C41_01"


################################## Teleports - Waypoints ###########################
"BK_CaptainRun"
"BK_KMO"
"BK_G_Officer_01"
"CR_CHIEF"
"CR_CHIEF_MAP"
"CR_HA"
"CR_HF"
"CR_SO_01"
"CR_SO_MAP01"
"CR_SO_MAP02"
"WT_CR01"
"WT_CR02"
"WT_CR04"

################################## Body parts ######################################
"A_Torso01"
"A_Torso03"
"A_Torso05"
"A_Torso07"
"B_Hat02"
"C_EyeL07"
"C_EyeR07"
"C_Head07"
"C_Pants07"
"C_Torso07"
"D_EyeL10"
"D_EyeL13"
"D_EyeR10"
"D_EyeR13"
"D_Head10"
"D_Head13"
"D_Pants02"
"D_Torso01"
"D_Torso05"
"object1_Barba_CAP13"
"object1_Binocular"

################################## crew states #####################################
DMG_TKN
HUNTED
HUNTER
PROX_EXPL (Proximity explosion)
T_HIT (Torpedo Hit)
T_MISS (torpedo miss)

################################## Character postures ##############################
A
B
C
D
E

################################## Cameras #########################################
"Cam02_Capitan_Box"
"Cam_tutorial"

################################## commands ########################################
Wp:BindAvatarCameraToObject(...camera..., 54 ??????);
Wp: DeactivateCrewState(...crew state...);
Wp: DoNothing();
Wp:ExecuteCommand( ...command... );
Wp:GetDistanceToAvatar()
Wp:GetGlobalVariable(...global variable...)
Wp:Goto(...waypoint...);
Wp:IsBadWeather()
Wp:IsBunkerState()
Wp:IsCharacterPosture(...character posture...)
Wp:IsConningTower( ...conning tower... )
Wp:IsCrewState(...crew state...)
Wp:IsCurrentWaypoint( ...waypoint... )
Wp:IsSubmerged()
Wp:IsSurfaced()
Wp:IsTutorial()
Wp:PlayAnimationAndWait( "...anim..." );
Wp:PlayAttenuatedSoundWithLipsync(...sound..., 4.8 ??????);
Wp:PlaySoundWithLipsync(...sound..., 0.968 ??????);
Wp:ScriptCompleted();
Wp:Teleport(...place...);
Wp:SetBodyPartVisibility(...body part..., ...visibility [0 = not visible, 1 = visible]);
Wp:SetGlobalVariable(...global variable..., ...value...);
Wp:SetNonInteractive();
Wp:UnbindAvatarCamera(1 ?????);

################################# Execute commands #################################
"Crash_dive"
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Old 02-13-11, 11:18 AM   #95
Paris_England
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Thank you TDW -- that's a great help.

P
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Old 02-13-11, 11:42 AM   #96
TheDarkWraith
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just had a HUGE epiphany (happens sometimes when I work on something then push it to the side for some time) The file \data\Cfg\ScriptConfig.cfg lists all the commands you're looking for
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Old 02-13-11, 12:44 PM   #97
Paris_England
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Thanks again TDW

I'm noticing that that cfg file isn't the be all and end all -- there are commands not listed, but it's certainly a great help along with your other list.

Much appreciated

P
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Old 02-13-11, 03:54 PM   #98
Tarnsman
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Man a full crew is what I've been hoping for since SH5 was announced!
Thank you and good luck.
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Old 02-13-11, 04:12 PM   #99
panosrxo
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Quote:
Originally Posted by Paris_England View Post
What I think this means is we can essentially add a new 'layer' of waypoints on top of the existing by duplicating what's already there and shifting them around. This will mean that the original crew will not need to be moved and it means that we can add as many crew as we need

Adding new behaviours is dependent on there being existing animations. Also the relevance of the behaviours are dependent on what flags are available to the scripts.

For instance, wet weather gear relies upon knowing what the weather is. Introducing a shift system relies upon knowing what the time is.

I need to look into this side of things -- i've already seen a isWeatherBad() call or similar --- but nothing on gametime.

If anyone knows where there's a full list of script functions it'd be most appreciated and helpful.

Again -- thanks

P
About the time thing if there is no function, you could create a timer (or cooperate with TDW on this) and start it when the game starts.
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Old 02-13-11, 05:09 PM   #100
Paris_England
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@panosrxo

Maybe, but TDW is far more advanced than I am and frankly I don't want to bother him (i'd be a complete pain in the butt trying to understand what he's doing) when he's working on much more important stuff.

I think I can essentially use an invisible NPC as a time keeper. This NPC just replays the same animation over and over, each time increasing a counter. If I know how long the animation is I know how much time has passed from the count. It appears that animations speed up in TC but I don't know about in map mode. Another experiment to try

The only problem with this method is that it will reset each time the game is loaded, so Watch 1 will be in operation every time you load regardless as to what shift was in operation when you saved. I may find something to get around this, but again this is early days

P
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Old 02-13-11, 07:55 PM   #101
mobucks
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BK_C_ChangeLamp_01_part01"
"BK_C_ChangeLamp_01_part02"
"BK_C_ChangeLamp_01_part03"

im betting one of these has to do with climbing a ladder. Which would be useful if you were going to animate going up and down for when a dive is called. Just throwin it out there.
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Old 02-13-11, 07:59 PM   #102
Paris_England
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Thanks for pointing out the animation

P
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Old 02-14-11, 01:04 AM   #103
THE_MASK
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I just looked in the characters act file with wordpad . Lots of commands in there . About 3 quarters of the way down the page .
GetCurrentDay
GetCurrentMonth
GetCurrentYear
IsCurrentDateHigherThen
etc

Last edited by THE_MASK; 02-14-11 at 01:15 AM.
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Old 02-14-11, 06:29 AM   #104
urfisch
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seems as if something great is beeing born here...

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Old 02-14-11, 01:21 PM   #105
Tarnsman
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Quote:
Originally Posted by Paris_England View Post
Thanks very much for the encouragement and enthusiasm.


Also I'm not really sure what to make the extra crew do -- if there's around 45 crewmembers, then is it 3 shifts of 15 per day -- does anyone know the crew roster and the average day for each job?



Thanks

P
I dont know if you still need this but here goes:
Taken from U-Boat Combat Missions by L. Patterson

"The Kriegsmarine had separate Line(seaman) and Technical/Engineer branches. Most of the seaman branch was divided into three alternating watches atop the conning tower, each directly supervised by one of three Watch Officers. The First Watch officer (IWO) was the boats second in command, the Second watch officer(IIWO) was the junior officer aboard, and the third watch officer(IIIWO)was the boats navigator. Each of these watches was on duty for a four hour shift.

The engineering/technical section, on the other hand, generally operated six hour shifts under the supervision of their relevant section heads, such as the Senior Diesel Mechanic, Senior Electric Motor Mechanic and Senior Radio Operator.

For example a 24 hour watch would be divided as follows:

00:00 First sea watch and starboard engine room watch on duty.
03:45 Second sea watch woken
04:00 Second sea watch on duty
05:00 Cook woken
05:30 Port engine watch woken
05:45 Port engine room watch breakfast
06:00 Remaining crew woken
port engine room watch on duty
06:30 Breakfast for remaining free crew
07:00 Clean ship
08:00 Third sea watch on duty
second sea watch breakfast
08:45 Routine daily duties for men not on watch
11:30 Lunch for first sea watch and starboard engine room watch
12:00 First sea watch and starboard engine room watch on duty.
Lunch for rest of crew.
13:00 Routine daily duties for men not on watch
15:30 Snack for men going on duty
16:00 Second sea watch on duty
17:15 Evening meal for men not on duty
18:00 Port engine room watch on duty. Evening meal for Starboard engine room watch.
20:00 Third sea watch on duty. Evening meal for those who have not eaten.
21:00 Lights out -- silence throughout boat for sleeping
23:40 First sea watch and Starboard Engine room watch woken to get ready for duty at midnight."
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