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Old 02-08-22, 06:59 PM   #31
Jeff-Groves
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Long ago GWX considered an effect for dropped sonar/dye marker buoys.
It was never finished nor included because it just wasn't practical back then.
I could think of ways to try getting a response for oil slicks but I highly doubt the out come would work very well.
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Old 02-09-22, 02:25 PM   #32
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Oil stains on the water appear with certain damages of the submarine and are a pure visual effect. The game does not have a mechanism that reads oil stains as a unmasking factor for detecting a submarine... enemy ships and aircrafts do not respond to this factor.
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Old 02-09-22, 02:34 PM   #33
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Quote:
Originally Posted by Anvart View Post
Oil stains on the water appear with certain damages of the submarine and are a pure visual effect. The game does not have a mechanism that reads oil stains as a unmasking factor for detecting a submarine... enemy ships and aircrafts do not respond to this factor.

Right, that is what would be nice to change if possible; so that enemy ships/aircraft did respond to the factor either visually, aurally, or both.
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Old 02-13-22, 08:05 AM   #34
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You understood what I wrote?
Game hasn't mechanism... therefore, hasn't code that can be modified.
Our famous respected modders have modified the existing code.
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Old 02-13-22, 09:49 AM   #35
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You understood what I wrote?
Game hasn't mechanism... therefore, hasn't code that can be modified.
Our famous respected modders have modified the existing code.

Yes, I understood. As I mentioned earlier in the thread, an oil stain per se isn't even needed. No graphic of any kind is for that matter.
Just a cause/effect model. Sub fuel leak causes x effect in the game. I.e., easier detection of some kind, even audibly would work. Doesn't have to be a direct correlation. I.e., because of leaking fuel the silent running function won't work for x amount of time would even work.

But it would require editing the .exe and/or an .act file, etc.
Just wishing out loud is all Anvart.
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Old 02-13-22, 10:42 AM   #36
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Question is.....

Does the Game actually "Hear" your props/Sub?
Try moving the aud_NODES about 500 meters to one side.
If a ship goes for that? Then it may be possible to 'fake out' the Game.



Does a Bold actually do anything? I can't recall them helping me any time in any way.
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Old 02-13-22, 11:11 AM   #37
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Now. WAY BACK when.......

I was working on an AI Sub that would actually dive.
Never figured out a Good way to implement it and it did have issues I stopped looking at. BUT! I learned a lot of stuff from that!

Here's an old reference to that from Kpt. Lehamnn!

"Until very recently, no AI submarine can dive from the surface in SH3.

GWX Dev Team member 'Privateer' was the first to discover how to make them dive. However, once submerged other problems remain for these diving AI subs. Until these issues are fixed, there will be no diving AI subs released by the GWX dev team."


Since the Sub was mostly a visual 3D object with zones and such?
A Ship would attack it and drop DC's.

Thing is the CONTROLLING factor was 200 meters in the sky!


Ships did not fire at that! But did DC runs!
I may someday rebuild that AI-Diving Sub knowing what I know now.
Create new and special Zones for it, adjust the geometry used to control dives, and link somethings differently.
So it is possible to FAKE things if one just works the problem and not allow the problem to work them.
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Old 02-13-22, 11:51 AM   #38
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Quote:
Originally Posted by Jeff-Groves View Post
Question is.....

Does the Game actually "Hear" your props/Sub?
Try moving the aud_NODES about 500 meters to one side.
If a ship goes for that? Then it may be possible to 'fake out' the Game.



Does a Bold actually do anything? I can't recall them helping me any time in any way.

Well there is no doubt that increasing the player sub rpms gets their attention as does turning off silent running, i.e.
I'll whip up a test with your node suggestion later on today.
Regarding BOLDS, that is my experience too; they don't do anything. Strictly a graphic effect.
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Old 02-13-22, 11:54 AM   #39
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Quote:
Originally Posted by Jeff-Groves View Post
Now. WAY BACK when.......

I was working on an AI Sub that would actually dive.
Never figured out a Good way to implement it and it did have issues I stopped looking at. BUT! I learned a lot of stuff from that!

Here's an old reference to that from Kpt. Lehamnn!

"Until very recently, no AI submarine can dive from the surface in SH3.

GWX Dev Team member 'Privateer' was the first to discover how to make them dive. However, once submerged other problems remain for these diving AI subs. Until these issues are fixed, there will be no diving AI subs released by the GWX dev team."


Since the Sub was mostly a visual 3D object with zones and such?
A Ship would attack it and drop DC's.

Thing is the CONTROLLING factor was 200 meters in the sky!


Ships did not fire at that! But did DC runs!
I may someday rebuild that AI-Diving Sub knowing what I know now.
Create new and special Zones for it, adjust the geometry used to control dives, and link somethings differently.
So it is possible to FAKE things if one just works the problem and not allow the problem to work them.

! That sounds great Jeff !


"So it is possible to FAKE things if one just works the problem and not allow the problem to work them."


Exactly ! What an outstanding comment ! I don't care if an escort is nuclear powered with cruise missles as long as it ACTS like a ww2 escort to the player.
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Old 02-13-22, 11:59 AM   #40
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There is a TON of controllers one can use to do things in SH3/4/5!
You just have to think about how they work, how to combine them to get what you want, and experiment!

Rubini did that and We got spray from Subs in SH3 without the controller used in SH4!
Also the Survivors Mods!
And the Air Raid sirens stuff in GWX! That takes and fakes shells,guns and search lights!

It took a single comment between GWX Devs about Air Raid Sirens to get me to develop the way to implement them.
Took me just a couple days if I remember correctly.
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Old 02-13-22, 12:21 PM   #41
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Quote:
Originally Posted by Jeff-Groves View Post
There is a TON of controllers one can use to do things in SH3/4/5!
You just have to think about how they work, how to combine them to get what you want, and experiment!

Rubini did that and We got spray from Subs in SH3 without the controller used in SH4!
Also the Survivors Mods!
And the Air Raid sirens stuff in GWX! That takes and fakes shells,guns and search lights!

It took a single comment between GWX Devs about Air Raid Sirens to get me to develop the way to implement them.
Took me just a couple days if I remember correctly.

Right, I've seen the controllers list in S3D. Been looking at how other mods and the game itself use them and trying to learn from that.

Interesting stuff !
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Old 02-23-22, 06:24 PM   #42
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Quote:
Originally Posted by Jeff-Groves View Post
...
I was working on an AI Sub that would actually dive.
...
Here's an old reference to that from Kpt. Lehamnn!
"Until very recently, no AI submarine can dive from the surface in SH3.
..."
I can't remember AI Submarines in the game Silent Hunter III... They were never in this game.
Those units that the modders made, calling them AI Submarines, have nothing to do with submarines ... since they have a base controller cmdr_AIShip and therefore this "AI Submarines" behave like an AIShip.
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