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Old 05-16-11, 04:50 PM   #61
Stormfly
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Originally Posted by TheDarkWraith View Post
I'm a little miffed currently with the following:

You can see that I added two new files: Waypoint_RoomRQR2.GR2 and Waypoint_RoomRQR2.chr. You can also see that in Waypoints_Room_QR2 I have a bunch of new waypoints added. You can also see my new character for one of them in the middle of the screen (the guy with the gun - he 'lives' in Waypoints_RoomRQR2.chr). Now he renders in Goblin editor but in game he doesn't I'm at a loss right now...
is he included in crew_idle_actions_X.py
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Old 05-16-11, 04:50 PM   #62
fallenyggdrasil
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maybe with this, waypoints could possibly be set to make some crew move to deck?
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Old 05-16-11, 05:00 PM   #63
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maybe with this, waypoints could possibly be set to make some crew move to deck?
First I have to get these working. Once I 'know' how to do it then I can look into that.
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Old 05-17-11, 09:25 AM   #64
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After literally hundreds of tries and 3 solid days I have finally figured it out I don't use Paris England's method (I asked him for his method and he kind of putted around the tree and gave me some response that is questionable - glad he did because that was the motivation I needed) and I don't use Vanilla's method (I don't know what his method is either). The way I have figured out how to do it allows you to clone a waypoint and to SEE it in Goblin at it's respective room. This method does not use .prt files or modify them in anyway. The only edited files are the cloned ones. This method also specifies new waypoint_info, waypoint_edges, and animation_info for the cloned waypoints (so one can do what the please with the new waypoints without messing up original files). In the below screenshot you'll see Waypoints_Room_QR2 with a bunch of new waypoints added to it. You'll also notice that SR_WP04 (a cloned waypoint) has a sapiens attached to it. That sapiens is the guy holding the tank truck in the screenshot


And here he is in-game:


Now it should be easy to add new waypoints to dock and anywhere else

Last edited by TheDarkWraith; 05-17-11 at 09:57 AM.
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Old 05-17-11, 10:05 AM   #65
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a real breaktrough, Thank You for your hard work man
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Old 05-17-11, 10:53 AM   #66
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Sweeeet!!!

Looks like there is a lot of potential to do interesting things with the crew.

Judging from what the crew did when the game was released - the torpedo room animation and the rotation of the helmsman on the surface etc.-- it was obvious that the developers had big plans for our AI shipmates. You just don't go through that much effort and intentionally leave things as they were on release.

I would be totally happy to enjoy this as a work in progress, so dont let the perfect be the enemy of the good.
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Old 05-17-11, 11:09 AM   #67
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LOTS of potential to do all kinds of things!

Here I'm getting more familiar with the waypoints: I moved the cloned waypoint up and back some. Result: he's possessed
I also animated the waypoint (I viewed it in Goblin first then in-game to ensure it was working)


Now to clone the waypoints in all the rooms and make the crew RUN on crash dive
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Old 05-17-11, 11:11 AM   #68
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... nice
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Old 05-17-11, 11:31 AM   #69
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extremly nice!
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Old 05-17-11, 12:40 PM   #70
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All waypoints needed to make crew run for crash dive is complete. AND IT WORKS New video coming soon....
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Old 05-17-11, 12:47 PM   #71
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Quote:
Originally Posted by TheDarkWraith View Post
All waypoints needed to make crew run for crash dive is complete. AND IT WORKS New video coming soon....
Can you put them to stay there untill the uboat start to dive a bit... until -12 or -15 metters if is posible?
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Old 05-17-11, 12:54 PM   #72
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Originally Posted by stoianm View Post
Can you put them to stay there untill the uboat start to dive a bit... until -12 or -15 metters if is posible?
That's going to take more digging into the files to see what commands are available for these scripts. Currently you can do it by playing a bunch of animations that eat the time needed for the boat to be at -12 to -15 meters. That method is feasible but not preferred. I'm hoping to discover new commands that allow me to set a timer or something or the likes.

Adding these new waypoints really is a simple matter. Took me maybe 20mins to clone all the waypoints for the 7A sub. Took me a little longer to define the edges for them and to incorporate these new waypoints into the existing waypoints. I plan on releasing a tutorial on how to do it but am waiting for a response from Neal on something. That response will determine whether I make the tutorial or not and whether I release this or not.
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Old 05-17-11, 01:03 PM   #73
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Excellent Detective work there TDW, Glad you made a breakthrough .
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Old 05-17-11, 01:06 PM   #74
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Quote:
Originally Posted by TheDarkWraith View Post
I plan on releasing a tutorial on how to do it but am waiting for a response from Neal on something. That response will determine whether I make the tutorial or not and whether I release this or not.
Sad but sensible.
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Old 05-17-11, 01:07 PM   #75
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Quote:
Originally Posted by Trevally. View Post
Sad but sensible.
Don't worry. No .exe was changed or anything. No .act files were modified either. It involves a Subsim matter that either I forgot about or wasn't aware of.
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