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02-13-11, 10:55 AM | #91 |
Soundman
Join Date: Aug 2010
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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 |
02-13-11, 10:58 AM | #92 |
Black Magic
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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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02-13-11, 11:06 AM | #93 |
Soundman
Join Date: Aug 2010
Posts: 144
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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 |
02-13-11, 11:11 AM | #94 | |
Black Magic
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Quote:
################################## 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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02-13-11, 11:18 AM | #95 |
Soundman
Join Date: Aug 2010
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Thank you TDW -- that's a great help.
P |
02-13-11, 11:42 AM | #96 |
Black Magic
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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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02-13-11, 12:44 PM | #97 |
Soundman
Join Date: Aug 2010
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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 |
02-13-11, 03:54 PM | #98 |
Electrician's Mate
Join Date: Aug 2005
Posts: 134
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Man a full crew is what I've been hoping for since SH5 was announced!
Thank you and good luck. |
02-13-11, 04:12 PM | #99 | |
Planesman
Join Date: Jan 2010
Location: Greece
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Quote:
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02-13-11, 05:09 PM | #100 |
Soundman
Join Date: Aug 2010
Posts: 144
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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 |
02-13-11, 07:55 PM | #101 |
Seasoned Skipper
Join Date: Jan 2010
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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. |
02-13-11, 07:59 PM | #102 |
Soundman
Join Date: Aug 2010
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Thanks for pointing out the animation
P |
02-14-11, 01:04 AM | #103 |
Ace of the deep .
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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. |
02-14-11, 06:29 AM | #104 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
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seems as if something great is beeing born here...
__________________
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02-14-11, 01:21 PM | #105 | |
Electrician's Mate
Join Date: Aug 2005
Posts: 134
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Quote:
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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