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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Mar 2008
Location: Phx. Az
Posts: 1,458
Downloads: 24
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I had a great mod idea. How hard would it be to take some of the guys standing around at port and put them on merchant ships? Would be cool to see a guy at the railing smoking a cigarette. Or a group of guys standing around chatting on the back deck of that freighter. As it is these ships seem like ghost ships.
The figures are there we just need to put them out to sea! ![]() Is this do-able? |
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#2 |
The Old Man
![]() Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
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Hmm... sounds like a good idea. But you would need a way to make sure they stick onto the boats, I've never seen a harbour move, after all.
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#3 | |
Stowaway
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#4 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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Hmm, are merchant deck guns manned? I don't think I've actually noticed that, not that I've ever made it a point of doing so.
![]() Edit: That brings up another question in my mind: Does the game automatically add figures to manned guns, or is that something a modder would have to do for new ships? (Sorry, technically illiterate when it comes to SH3)
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#5 |
Stowaway
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i'd say the crew is scripted to the gun.... so if you build a custom gun with a visible crew, you will have to link some guys that play with it
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#6 |
Stowaway
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The Gun Crews are linked to the Guns in the Guns.dat's themselves.
Adding "Stand About" people from the docks is easy, but time consumeing. You need to add extra nodes to the Ships dat file, then assign the 'people' in the eqp file. There are a few Ships that have 'people' onboard this way. But you need to add a 'visibleunderwater controller' to the nodes so they disappear when the ship sinks. Or zone the node so it can be destroyed. |
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