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Old 07-07-12, 01:17 AM   #211
Hans Witteman
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Anyone on this guy's?
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Old 07-07-12, 02:52 PM   #212
Madox58
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So why don't you connect to the crew that appear instead of the gun it self?

The gun is always there.
The crew is not.
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Old 07-08-12, 01:53 AM   #213
Hans Witteman
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Quote:
Originally Posted by privateer View Post
So why don't you connect to the crew that appear instead of the gun it self?

The gun is always there.
The crew is not.
Hi Jeff

I will still have a problem with this method because the deck gun additional loader crew member will be there all the time.

The only way i can see this working so far is probably via keyboard command to call them when deck gun is in use by player.

I was hoping for an all automatic solution but i will have to test something else with other controllers.

Maybe linking them to particle effect when gun fired need some testing.

Best regards Hans
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Old 07-08-12, 06:42 AM   #214
Anvart
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Quote:
Originally Posted by privateer View Post
So why don't you connect to the crew that appear instead of the gun it self?

The gun is always there.
The crew is not.

Sorry, Jeff.
Hans can not connect custom crew member to some member of gun crew...
because in file there are only Dummy 'sockets' for crew members of gun...
if you about files in folders ..\data\Crew\Body\ and so on, don't forget, this objects are for all crew.
Hope, i said clearly.
...
I see (as i wrote already) StateMachineCtrl animation stuff only.
...
I see, almost no one understands me?
... because i do not see the relevant questions/answers to my replies from anybody.
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Old 07-08-12, 11:23 AM   #215
Hans Witteman
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Quote:
Originally Posted by Anvart View Post

Sorry, Jeff.
Hans can not connect custom crew member to some member of gun crew...
because in file there are only Dummy 'sockets' for crew members of gun...
if you about files in folders ..\data\Crew\Body\ and so on, don't forget, this objects are for all crew.
Hope, i said clearly.
...
I see (as i wrote already) StateMachineCtrl animation stuff only.
...
I see, almost no one understands me?
... because i do not see the relevant questions/answers to my replies from anybody.
Hi Alex,

Jeff solution would work but it will lead me to the same problem the gun loader would be standing behind the deck gun when crew on watch, they would only vanish when submerged but to make them vanish underwater is no big deal with the visible underwater controller.

Most of the time after reading your information 2 or 3 times i always understand what you mean.

So far i have no luck making them disappear when i remove the deck gun crew
Best regards Hans
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Old 07-08-12, 12:55 PM   #216
Anvart
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Quote:
Originally Posted by Hans Witteman View Post
Hi Alex,

Jeff solution would work
What's that you saying?
Quote:
... but it will lead me to the same problem the gun loader would be standing behind the deck gun when crew on watch, ...
What relation the watch crew have to the gun crew?
You also write that the problem remains...
...
What prevents you to use StateMachine System for animation of guns loader with crew commands: appearance --> Man_the_deck_gun, Man_the_deck_and_flak_guns; disappearance --> Watch_crew, Periscope_depth, Snorkel_depth, Dive, Crash_dive and so on... as i did in mine mods for DFantenna, Flag on turm, Pennants on turm and so on.
... and if you want, you can make an appearance/disappearance guns loader by pressing keys on the keyboard too (optional !!!).
... and see http://www.subsim.com/radioroom/show...&postcount=207

Sorry... I must write the same thing repeatedly... what times?
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Old 07-08-12, 01:38 PM   #217
Hans Witteman
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Quote:
Originally Posted by Anvart View Post
What's that you saying?

What relation the watch crew have to the gun crew?
You also write that the problem remains...
...
What prevents you to use StateMachine System for animation of gun crew member with crew commands: appearance --> Man_the_deck_gun, Man_the_deck_and_flak_guns; disappearance --> Watch_crew, Periscope_depth, Snorkel_depth, Dive, Crash_dive and so on... as i did in mine mods for DFantenna, Flag on turm, Pennants on turm and so on.
... and if you want, you can make an appearance/disappearance gun crew member by pressing keys on the keyboard too (optional).
... and see http://www.subsim.com/radioroom/show...&postcount=207
Hi mate,

Ok if i understand correctly you are saying that in fact i can use statemachine even without the need to call them via keyboard command?

I will look at this later on today again thank a lot for helping on this.

Best regards Hans
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Old 07-08-12, 01:51 PM   #218
Anvart
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Quote:
Originally Posted by Hans Witteman View Post
Hi mate,

Ok if i understand correctly you are saying that in fact i can use statemachine even without the need to call them via keyboard command? ...
Yes, of course... and on the same principle you can animate the stopper for the gun barrel.
... and you must understand, your guns loader will be immortal.

P.S.
Picture for http://www.subsim.com/radioroom/show...98&postcount=7 #7 is found and restored.
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Old 07-08-12, 04:20 PM   #219
Hans Witteman
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Quote:
Originally Posted by Anvart View Post
Yes, of course...
... and you must understand, your guns loader will be immortal.

P.S.
Picture for http://www.subsim.com/radioroom/show...98&postcount=7 #7 is found and restored.
Hi Alex,

Good i always dream about having highlander type gun crew!
Best regards Hans
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Old 07-09-12, 05:49 AM   #220
Anvart
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Hi, Hans.

List of all SH3 commands (you can see them in sh3.exe):

{CMD_Unknown, CMD_User_commands, CMD_Help, CMD_Console, CMD_Pause_game,
CMD_Time_compr_reduce, CMD_Time_compr_increase, CMD_Time_compr_normal,
CMD_Go_back_to_prev_cam, CMD_Free_camera, CMD_User_free_camera, CMD_Replay_camera,
CMD_Interior_fore_camera, CMD_Interior_aft_camera, CMD_Interior_radio_camera,
CMD_Conning_tower_camera, CMD_Conning_tower_periscope, CMD_Conning_deck_camera,
CMD_Periscope_camera, CMD_Obs_periscope_camera, CMD_UZO_camera, CMD_Binocular_camera,
CMD_Deckgun_camera, CMD_Flakgun_camera, CMD_A01gun_camera, CMD_A02gun_camera,
CMD_Cycle_flak_cam, CMD_Final_page, CMD_Net_Final_page, CMD_Net_Spectator_page,
CMD_Activate_event_cam, CMD_Deactivate_event_cam, CMD_Try_deactivate_event_cam,
CMD_Close_event_cam, CMD_Focus_on_event_cam, CMD_Navigation_map, CMD_Navigation_2D_map,
CMD_Attack_map, CMD_Attack_2D_map, CMD_Helmsman_view, CMD_Navigator_view,
CMD_Weapons_officer_view, CMD_Hydrophone_view, CMD_Toggle_hydrophone_view, CMD_Radar_view,
CMD_Toggle_radar_view, CMD_Watch_view, CMD_Captains_bed_view, CMD_Crew_control,
CMD_Captain_log, CMD_Toggle_captain_log, CMD_Mission_order, CMD_Radio_messages,
CMD_Toggle_radio_messages, CMD_Recognition_manual, CMD_Activate_hydrophone,
CMD_Deactivate_hydrophone, CMD_Toggle_hydrophone, CMD_Rotate_hydrophone,
CMD_Activate_radar, CMD_Deactivate_radar, CMD_Camera_on_unit, CMD_Camera_on_next_unit,
CMD_Camera_on_prev_unit, CMD_Remote_camera, CMD_Command_room_free_camera,
CMD_Radio_room_free_camera, CMD_Conning_tower_free_camera, CMD_Museum_camera,
CMD_Weapons_mng,CMD_Cam_zoom_in, CMD_Cam_zoom_out, CMD_Cam_zoom_cycle, CMD_Cam_wheel_zoom,
CMD_Cam_tight_toggle, CMD_To_left, CMD_To_left_fast, CMD_To_left_slow, CMD_To_right,
CMD_To_right_fast, CMD_To_right_slow, CMD_To_up, CMD_To_up_fast, CMD_To_up_slow,
CMD_To_down, CMD_To_down_fast, CMD_To_down_slow, CMD_Move_forward, CMD_Move_forward_fast,
CMD_Move_backward, CMD_Move_backward_fast, CMD_Strafe_left, CMD_Strafe_left_fast,
CMD_Strafe_right, CMD_Strafe_right_fast, CMD_Strafe_up, CMD_Strafe_up_fast,
CMD_Strafe_down, CMD_Strafe_down_fast, CMD_Rot_left, CMD_Rot_right, CMD_Rot_up,
CMD_Rot_down, CMD_Rise_periscope, CMD_Rise_whole_periscope, CMD_Lower_periscope,
CMD_Lower_whole_periscope, CMD_Stop_periscope, CMD_Rise_obs_periscope,
CMD_Rise_whole_obs_periscope, CMD_Lower_obs_periscope, CMD_Lower_whole_obs_periscope,
CMD_Stop_obs_periscope, CMD_Lock_target, CMD_Unlock_target, CMD_Toggle_lock_target,
CMD_Lock_guns_target, CMD_Set_tgt_sel_value, CMD_Set_telegraph, CMD_Set_telegraph_by_off,
CMD_Get_depth_under_sub_keel, CMD_Toggle_TDC_autoupdate, CMD_Sonar_rotate,
CMD_Radar_rotate, CMD_Radar_toggle_on_off, CMD_Radar_toggle_sweep_focus,
CMD_Radar_toggle_range, CMD_Order_maintain_depth, CMD_Change_hydrophone_volume,
CMD_Sonar_ping, CMD_Heading_to_view, CMD_View_to_heading, CMD_User_cmd_end, CMD_Crew_cmd, CMD_Maneuver_officer, CMD_Propulsion_standard, CMD_Propulsion_recharge, CMD_Rise_snorkel,
CMD_Lower_snorkel, CMD_Toggle_snorkel, CMD_Rig_for_silent_running,
CMD_Secure_from_silent_running, CMD_Toggle_silent_running, CMD_Maneuver_dive,
CMD_Precision_dive, CMD_Set_speed, CMD_Set_throttle, CMD_Ahead_slow, CMD_Ahead_one_third,
CMD_Ahead_standard, CMD_Ahead_full, CMD_Ahead_flank, CMD_Back_slow, CMD_Back_standard,
CMD_Back_full, CMD_Back_emergency, CMD_All_stop, CMD_Set_course, CMD_Set_rudder,
CMD_Rudder_hard_to_port, CMD_Rudder_hard_to_starboard, CMD_Rudder_amidship, CMD_Set_depth,
CMD_Maintain_current_depth, CMD_Dive, CMD_Surface, CMD_Periscope_depth, CMD_Snorkel_depth,
CMD_Knuckle_port, CMD_Double_knuckle_port, CMD_Knuckle_starboard,
CMD_Double_knuckle_starboard, CMD_Deploy_decoys, CMD_Crash_dive, CMD_Emergency_surface,
CMD_Depth_changing, CMD_Maneuver_officer_end, CMD_Navigation_officer,
CMD_Choose_destination_point, CMD_Plot_course, CMD_Return_to_course, CMD_Search_pattern_1,
CMD_Search_pattern_2, CMD_Search_pattern_3, CMD_Report_time_to_turn,
CMD_Report_time_to_course_end, CMD_Report_range_to_course_end, CMD_Report_depth_under_keel,
CMD_Report_weather, CMD_Navigation_officer_end, CMD_Weapons_officer, CMD_Activate_deckgun, CMD_Activate_flakgun, CMD_Activate_A01gun, CMD_Activate_A02gun, CMD_Deactivate_gun, CMD_Gun_manual_mode, CMD_Fire_gun, CMD_Open_torpedo_tube, CMD_Close_torpedo_tube,
CMD_Open_sel_torpedo_tube, CMD_Close_sel_torpedo_tube, CMD_Toggle_open_close_torpedo_tube,
CMD_Fire_torpedo, CMD_Select_torpedo_tube, CMD_Select_tube_1, CMD_Select_tube_2,
CMD_Select_tube_3, CMD_Select_tube_4, CMD_Select_tube_5, CMD_Select_tube_6,
CMD_Select_single_tube_index, CMD_Select_salvo_tube_index, CMD_Cycle_torp_tube,
CMD_Cycle_fore_torp_tube, CMD_Cycle_aft_torp_tube, CMD_Set_salvo_mode,
CMD_Set_torpedo_depth, CMD_Set_torpedo_speed, CMD_Set_torpedo_pistol,
CMD_Set_torpedo_straight_run, CMD_Set_torpedo_2nd_gyroangle, CMD_Set_torpedo_leg_length,
CMD_Set_torpedo_pattern_angle, CMD_Set_TDC_bearing, CMD_Set_TDC_target_range,
CMD_Set_TDC_angle_on_bow, CMD_Set_TDC_target_speed, CMD_Set_spread_angle,
CMD_WP_Target_nearest_merchant, CMD_WP_Target_nearest_warship, CMD_WP_Target_nearest_ship,
CMD_WP_Target_recommended, CMD_WP_Identify_target, CMD_WP_Solution_to_target,
CMD_WP_Fire_torpedo, CMD_WP_Compute_solution, CMD_WP_Solution_on_map,
CMD_WP_Report_tubes_status, CMD_WP_Report_damage, CMD_Weapons_officer_end, CMD_Watch_officer, CMD_WA_Target_nearest_merchant, CMD_WA_Target_nearest_warship,
CMD_WA_Target_nearest_ship, CMD_WA_Target_recommended, CMD_DGuns_Fire_at_will,
CMD_DGuns_Hold_fire, CMD_DGuns_Short_range, CMD_DGuns_Medium_range, CMD_DGuns_Long_range,
CMD_DGuns_Aim_hull, CMD_DGuns_Aim_cmd_deck, CMD_DGuns_Aim_weapons, CMD_DGuns_Aim_waterline,
CMD_DGuns_Update_target, CMD_AAGuns_Fire_at_will, CMD_AAGuns_Hold_fire,
CMD_AAGuns_Short_range, CMD_AAGuns_Medium_range, CMD_AAGuns_Long_range,
CMD_AAGuns_Aim_fighters, CMD_AAGuns_Aim_bombers, CMD_AAGuns_Aim_any,
CMD_AAGuns_Closing_targets, CMD_AAGuns_Any_targets, CMD_AAGuns_Update_target,
CMD_Man_the_deck_gun, CMD_Man_the_flak_gun, CMD_Man_the_deck_and_flak_guns,
CMD_Watch_crew, CMD_Report_nearest_visual_contact, CMD_WA_Report_damage,
CMD_WA_Engage_target, CMD_Watch_officer_end, CMD_Radio_operator,
CMD_Report_nearest_radio_contact, CMD_Send_contact_report, CMD_Send_patrol_report,
CMD_Radar_one_sweep, CMD_Radar_continuous_sweep, CMD_Radar_turn_off, CMD_Gramophone_toggle,
CMD_Gramophone_play, CMD_Gramophone_stop, CMD_Gramophone_prev, CMD_Gramophone_next,
CMD_Radio_operator_end, CMD_Sonar_operator, CMD_Repeat_last_report,
CMD_Report_nearest_sound_contact, CMD_Report_nearest_warship_sound_contact,
CMD_Hydrophone_normal_sweep, CMD_Follow_nearest_sound_contact,
CMD_Follow_nearest_warship_sound_contact, CMD_Estimate_range_to_contact,
CMD_Precise_range_to_contact, CMD_Sonar_operator_end, CMD_Crew_cmd_end}
...
For control the behavior of the crew (StateMachine Control) are used commands between the labels CMD_Crew_cmd and CMD_Crew_cmd_end... the so-called crew commands.
Crew commands are divided into groups CMD_Maneuver_officer, CMD_Navigation_officer and so on.
The so-called conditionally 'free' crew command (my term) is the 'crew command' under which there is no significant action. E.g. with executing CMD_Watch_officer crew command we see a small animation (rotation of the head/body) and hear the words 'Yes, sir'.
For the stock game, 'free' crew commands can be considered CMD_Watch_officer, CMD_Watch_officer_end, CMD_Radio_operator, CMD_Radio_operator_end, CMD_Sonar_operator, CMD_Sonar_operator_end... and may be CMD_Maneuver_officer, CMD_Maneuver_officer_end, CMD_Navigation_officer, CMD_Navigation_officer_end, CMD_Weapons_officer and CMD_Weapons_officer_end.
I hope everyone understands that in Commands_*.cfg all commands are written without 'CMD_' prefix.
I wrote about this when i proposed a method of animation of any object using StateMachine Control... and even tried to keep a record use of 'free' crew commands in the mods through the permits system the use of mine method... but most readers did not understand the essence of theme and 'poured dirt' on me.
So now I do not know how many 'free' crew commands have been used in the mods.
...
I hope i answered your question, Hans.
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 07-09-12 at 09:41 AM.
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Old 07-09-12, 02:27 PM   #221
Hans Witteman
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Quote:
Originally Posted by Anvart View Post
Hi, Hans.

List of all SH3 commands (you can see them in sh3.exe):

{CMD_Unknown, CMD_User_commands, CMD_Help, CMD_Console, CMD_Pause_game,
CMD_Time_compr_reduce, CMD_Time_compr_increase, CMD_Time_compr_normal,
CMD_Go_back_to_prev_cam, CMD_Free_camera, CMD_User_free_camera, CMD_Replay_camera,
CMD_Interior_fore_camera, CMD_Interior_aft_camera, CMD_Interior_radio_camera,
CMD_Conning_tower_camera, CMD_Conning_tower_periscope, CMD_Conning_deck_camera,
CMD_Periscope_camera, CMD_Obs_periscope_camera, CMD_UZO_camera, CMD_Binocular_camera,
CMD_Deckgun_camera, CMD_Flakgun_camera, CMD_A01gun_camera, CMD_A02gun_camera,
CMD_Cycle_flak_cam, CMD_Final_page, CMD_Net_Final_page, CMD_Net_Spectator_page,
CMD_Activate_event_cam, CMD_Deactivate_event_cam, CMD_Try_deactivate_event_cam,
CMD_Close_event_cam, CMD_Focus_on_event_cam, CMD_Navigation_map, CMD_Navigation_2D_map,
CMD_Attack_map, CMD_Attack_2D_map, CMD_Helmsman_view, CMD_Navigator_view,
CMD_Weapons_officer_view, CMD_Hydrophone_view, CMD_Toggle_hydrophone_view, CMD_Radar_view,
CMD_Toggle_radar_view, CMD_Watch_view, CMD_Captains_bed_view, CMD_Crew_control,
CMD_Captain_log, CMD_Toggle_captain_log, CMD_Mission_order, CMD_Radio_messages,
CMD_Toggle_radio_messages, CMD_Recognition_manual, CMD_Activate_hydrophone,
CMD_Deactivate_hydrophone, CMD_Toggle_hydrophone, CMD_Rotate_hydrophone,
CMD_Activate_radar, CMD_Deactivate_radar, CMD_Camera_on_unit, CMD_Camera_on_next_unit,
CMD_Camera_on_prev_unit, CMD_Remote_camera, CMD_Command_room_free_camera,
CMD_Radio_room_free_camera, CMD_Conning_tower_free_camera, CMD_Museum_camera,
CMD_Weapons_mng,CMD_Cam_zoom_in, CMD_Cam_zoom_out, CMD_Cam_zoom_cycle, CMD_Cam_wheel_zoom,
CMD_Cam_tight_toggle, CMD_To_left, CMD_To_left_fast, CMD_To_left_slow, CMD_To_right,
CMD_To_right_fast, CMD_To_right_slow, CMD_To_up, CMD_To_up_fast, CMD_To_up_slow,
CMD_To_down, CMD_To_down_fast, CMD_To_down_slow, CMD_Move_forward, CMD_Move_forward_fast,
CMD_Move_backward, CMD_Move_backward_fast, CMD_Strafe_left, CMD_Strafe_left_fast,
CMD_Strafe_right, CMD_Strafe_right_fast, CMD_Strafe_up, CMD_Strafe_up_fast,
CMD_Strafe_down, CMD_Strafe_down_fast, CMD_Rot_left, CMD_Rot_right, CMD_Rot_up,
CMD_Rot_down, CMD_Rise_periscope, CMD_Rise_whole_periscope, CMD_Lower_periscope,
CMD_Lower_whole_periscope, CMD_Stop_periscope, CMD_Rise_obs_periscope,
CMD_Rise_whole_obs_periscope, CMD_Lower_obs_periscope, CMD_Lower_whole_obs_periscope,
CMD_Stop_obs_periscope, CMD_Lock_target, CMD_Unlock_target, CMD_Toggle_lock_target,
CMD_Lock_guns_target, CMD_Set_tgt_sel_value, CMD_Set_telegraph, CMD_Set_telegraph_by_off,
CMD_Get_depth_under_sub_keel, CMD_Toggle_TDC_autoupdate, CMD_Sonar_rotate,
CMD_Radar_rotate, CMD_Radar_toggle_on_off, CMD_Radar_toggle_sweep_focus,
CMD_Radar_toggle_range, CMD_Order_maintain_depth, CMD_Change_hydrophone_volume,
CMD_Sonar_ping, CMD_Heading_to_view, CMD_View_to_heading, CMD_User_cmd_end, CMD_Crew_cmd, CMD_Maneuver_officer, CMD_Propulsion_standard, CMD_Propulsion_recharge, CMD_Rise_snorkel,
CMD_Lower_snorkel, CMD_Toggle_snorkel, CMD_Rig_for_silent_running,
CMD_Secure_from_silent_running, CMD_Toggle_silent_running, CMD_Maneuver_dive,
CMD_Precision_dive, CMD_Set_speed, CMD_Set_throttle, CMD_Ahead_slow, CMD_Ahead_one_third,
CMD_Ahead_standard, CMD_Ahead_full, CMD_Ahead_flank, CMD_Back_slow, CMD_Back_standard,
CMD_Back_full, CMD_Back_emergency, CMD_All_stop, CMD_Set_course, CMD_Set_rudder,
CMD_Rudder_hard_to_port, CMD_Rudder_hard_to_starboard, CMD_Rudder_amidship, CMD_Set_depth,
CMD_Maintain_current_depth, CMD_Dive, CMD_Surface, CMD_Periscope_depth, CMD_Snorkel_depth,
CMD_Knuckle_port, CMD_Double_knuckle_port, CMD_Knuckle_starboard,
CMD_Double_knuckle_starboard, CMD_Deploy_decoys, CMD_Crash_dive, CMD_Emergency_surface,
CMD_Depth_changing, CMD_Maneuver_officer_end, CMD_Navigation_officer,
CMD_Choose_destination_point, CMD_Plot_course, CMD_Return_to_course, CMD_Search_pattern_1,
CMD_Search_pattern_2, CMD_Search_pattern_3, CMD_Report_time_to_turn,
CMD_Report_time_to_course_end, CMD_Report_range_to_course_end, CMD_Report_depth_under_keel,
CMD_Report_weather, CMD_Navigation_officer_end, CMD_Weapons_officer, CMD_Activate_deckgun, CMD_Activate_flakgun, CMD_Activate_A01gun, CMD_Activate_A02gun, CMD_Deactivate_gun, CMD_Gun_manual_mode, CMD_Fire_gun, CMD_Open_torpedo_tube, CMD_Close_torpedo_tube,
CMD_Open_sel_torpedo_tube, CMD_Close_sel_torpedo_tube, CMD_Toggle_open_close_torpedo_tube,
CMD_Fire_torpedo, CMD_Select_torpedo_tube, CMD_Select_tube_1, CMD_Select_tube_2,
CMD_Select_tube_3, CMD_Select_tube_4, CMD_Select_tube_5, CMD_Select_tube_6,
CMD_Select_single_tube_index, CMD_Select_salvo_tube_index, CMD_Cycle_torp_tube,
CMD_Cycle_fore_torp_tube, CMD_Cycle_aft_torp_tube, CMD_Set_salvo_mode,
CMD_Set_torpedo_depth, CMD_Set_torpedo_speed, CMD_Set_torpedo_pistol,
CMD_Set_torpedo_straight_run, CMD_Set_torpedo_2nd_gyroangle, CMD_Set_torpedo_leg_length,
CMD_Set_torpedo_pattern_angle, CMD_Set_TDC_bearing, CMD_Set_TDC_target_range,
CMD_Set_TDC_angle_on_bow, CMD_Set_TDC_target_speed, CMD_Set_spread_angle,
CMD_WP_Target_nearest_merchant, CMD_WP_Target_nearest_warship, CMD_WP_Target_nearest_ship,
CMD_WP_Target_recommended, CMD_WP_Identify_target, CMD_WP_Solution_to_target,
CMD_WP_Fire_torpedo, CMD_WP_Compute_solution, CMD_WP_Solution_on_map,
CMD_WP_Report_tubes_status, CMD_WP_Report_damage, CMD_Weapons_officer_end, CMD_Watch_officer, CMD_WA_Target_nearest_merchant, CMD_WA_Target_nearest_warship,
CMD_WA_Target_nearest_ship, CMD_WA_Target_recommended, CMD_DGuns_Fire_at_will,
CMD_DGuns_Hold_fire, CMD_DGuns_Short_range, CMD_DGuns_Medium_range, CMD_DGuns_Long_range,
CMD_DGuns_Aim_hull, CMD_DGuns_Aim_cmd_deck, CMD_DGuns_Aim_weapons, CMD_DGuns_Aim_waterline,
CMD_DGuns_Update_target, CMD_AAGuns_Fire_at_will, CMD_AAGuns_Hold_fire,
CMD_AAGuns_Short_range, CMD_AAGuns_Medium_range, CMD_AAGuns_Long_range,
CMD_AAGuns_Aim_fighters, CMD_AAGuns_Aim_bombers, CMD_AAGuns_Aim_any,
CMD_AAGuns_Closing_targets, CMD_AAGuns_Any_targets, CMD_AAGuns_Update_target,
CMD_Man_the_deck_gun, CMD_Man_the_flak_gun, CMD_Man_the_deck_and_flak_guns,
CMD_Watch_crew, CMD_Report_nearest_visual_contact, CMD_WA_Report_damage,
CMD_WA_Engage_target, CMD_Watch_officer_end, CMD_Radio_operator,
CMD_Report_nearest_radio_contact, CMD_Send_contact_report, CMD_Send_patrol_report,
CMD_Radar_one_sweep, CMD_Radar_continuous_sweep, CMD_Radar_turn_off, CMD_Gramophone_toggle,
CMD_Gramophone_play, CMD_Gramophone_stop, CMD_Gramophone_prev, CMD_Gramophone_next,
CMD_Radio_operator_end, CMD_Sonar_operator, CMD_Repeat_last_report,
CMD_Report_nearest_sound_contact, CMD_Report_nearest_warship_sound_contact,
CMD_Hydrophone_normal_sweep, CMD_Follow_nearest_sound_contact,
CMD_Follow_nearest_warship_sound_contact, CMD_Estimate_range_to_contact,
CMD_Precise_range_to_contact, CMD_Sonar_operator_end, CMD_Crew_cmd_end}
...
For control the behavior of the crew (StateMachine Control) are used commands between the labels CMD_Crew_cmd and CMD_Crew_cmd_end... the so-called crew commands.
Crew commands are divided into groups CMD_Maneuver_officer, CMD_Navigation_officer and so on.
The so-called conditionally 'free' crew command (my term) is the 'crew command' under which there is no significant action. E.g. with executing CMD_Watch_officer crew command we see a small animation (rotation of the head/body) and hear the words 'Yes, sir'.
For the stock game, 'free' crew commands can be considered CMD_Watch_officer, CMD_Watch_officer_end, CMD_Radio_operator, CMD_Radio_operator_end, CMD_Sonar_operator, CMD_Sonar_operator_end... and may be CMD_Maneuver_officer, CMD_Maneuver_officer_end, CMD_Navigation_officer, CMD_Navigation_officer_end, CMD_Weapons_officer and CMD_Weapons_officer_end.
I hope everyone understands that in Commands_*.cfg all commands are written without 'CMD_' prefix.
I wrote about this when i proposed a method of animation of any object using StateMachine Control... and even tried to keep a record use of 'free' crew commands in the mods through the permits system the use of mine method... but most readers did not understand the essence of theme and 'poured dirt' on me.
So now I do not know how many 'free' crew commands have been used in the mods.
...
I hope i answered your question, Hans.
Hi Alex,

Yes and thank you very much to take the time to put this handy information for all to see.
Best regards Hans
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Old 07-10-12, 08:09 PM   #222
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Sorry, Jeff.

Don't worry Alex,

You have things well under control and I have a bigger fish to fry elsewhere.
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Old 07-10-12, 10:56 PM   #223
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... and I have a bigger fish to fry elsewhere.

Good luck, my friend!

Regards, Alex.
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