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Old 03-12-10, 01:59 AM   #76
maerean_m
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Originally Posted by Racerboy View Post
The reason I was looking for the 3D coords is to attach a FastParticleGen controller to that exact location (sub exhaust).
explain what you mean by a dummy 3D object. I've seen these before in SH3/4 but never really understood what they were for.
A dummy is a 3D object with no geometry that's used for exactly that: to indicate a position in space. The very good part is that the object is placed using 3D Studio Max by using very friendly tools (you drag an object with your mouse). If you were a 3D modeler, you would hate to have to work with 3D coordinates by hand (each being made of 3 numbers with 7 decimals).

For you, it means you need to find an already existing dummy object on sub's hierarchy (there are plenty of those) and attach your controller to it.
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Old 03-12-10, 03:48 AM   #77
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Originally Posted by voidster View Post
LOL ok i get the darwin award today. i didnt notice there were two directorys to set manually. I just saw the root folder option not the one way up top for actors.
Can I have that Darwin Award when you're done with it?
That is exactly the source of my problem too.
Sorry for wasting everyone's time
Must have been having one of my now legendary obtuse episodes.
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Old 03-12-10, 08:03 AM   #78
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Wondered if someone could point me in the right direction, now i have Vista 64 bit i cant find an DDS converter to work with it ive looked everywhere all the usuall ones dont work correctly with Vista 64 so now im a bit stumped here. DDS Converter was fine with my old xp rig but now im lost, ive got photoshop cs4 also but no joy there, any help appreciated.
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Old 03-12-10, 08:31 AM   #79
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You could try GIMP. Dunno if it works in Vista 64, but it's free, so is probably worth a shot.
http://www.subsim.com/radioroom/down...o=file&id=1356
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Old 03-12-10, 08:36 AM   #80
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Yeh Sergei i'll give it a go, thanks.
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Old 03-12-10, 08:58 AM   #81
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Thanks for your help Sergei it worked fine, going to try my hand at some modding, now i can see the files, great help, cheers.
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Old 03-12-10, 09:49 AM   #82
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No problem.
Go get em!
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Old 03-12-10, 03:10 PM   #83
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If I add, say, a button to the gui with the menu editor, where is the "logic" for this button (where is the code that tells the button what to do)?
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Old 03-12-10, 05:57 PM   #84
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Originally Posted by gutted View Post
Taskbar menu items are all greyed out.

Im in windowed mode, have the main.cfg stuff enabled in MyDocuments/SH5 and i'm not trying while at a loading screen (tried at main menu, and while on patrol). I'm using XP32-bit. what did i miss?

I'm trying to get at the Script Manager.
Posted this a few pages back and got no reply. So i'll just give it one bump. I really want to access the script manager.
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Old 03-12-10, 09:06 PM   #85
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Originally Posted by Therion_Prime View Post
If I add, say, a button to the gui with the menu editor, where is the "logic" for this button (where is the code that tells the button what to do)?
the 'logic' lives in the page's .py file. For example:

you add a button to Pagelayout_Groupfeedback. Now to 'handle' that button you need to open up \data\Scripts\Menu\Page layout.py and add the necessary code to handle click events, mouse in/out, etc.
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Old 03-13-10, 01:15 AM   #86
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Quote:
Originally Posted by TheDarkWraith View Post
the 'logic' lives in the page's .py file. For example:

you add a button to Pagelayout_Groupfeedback. Now to 'handle' that button you need to open up \data\Scripts\Menu\Page layout.py and add the necessary code to handle click events, mouse in/out, etc.

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Old 03-13-10, 01:17 AM   #87
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Quote:
Originally Posted by TheDarkWraith
First off, thanks for the help in getting the TDC dials working

Where can I find a list of all the game states? I pulled this line from Page Default Hud.py:

if Game.CurrentGameState == GameWrapper.GameStates.Bunker:

I'd like to know what all the game states are if that's possible. Specifically when you start a campaign. Right at the beginning when you're in your rack and they're telling you to go to the bridge. What game state is that?

also you responded about bringing back the notebook (http://www.subsim.com/radioroom/show...8&postcount=70). I tried most of the day to get this to work to no avail. Is there something that controls the notebook (some kind of trigger? Like I have to have a target locked or something?) I've tried reposition it on screen, in the menu order, I've tried just about everything I can think of to get this to show and can't.

TheDarkWraith
Learn to use the Script Manager. It's your friend . Open it and look for GameWrapper in the Class Definitions tab. You'll see that the GameWrapper.GameStates enum has 2 values: Bunker and Mission (Initial is for internal use only).

As for the notebook with the TDC solution, I don't remember right now, but maybe the C++ code hides it when the patrol starts. But that's not a problem, you know scripts now . Just set the PageUZO_Solution.Visible property to True in the Menu_PageActivated function.

Also, use the Script Manager to view the Globals of the PageUZO script. Look for PageUZO_Solution on the left, click on it to show its properties and just set Visible to True. It's only a runtime value (it won't save when you close the game) but you can have some live fun with the menu items

Mihai
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Old 03-13-10, 03:30 AM   #88
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What am i doing wrong?

I've enabled the modding stuff in the main.cfg. I'm running windowed mode... yet all the items are greyed out. How can i access the script manager?

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Old 03-13-10, 03:40 AM   #89
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@ gutted: You have to edit the main.cfg file in your 'my documents\SH5\data\cfg\' Folder, not in the 'Ubisoft\ Silent Hunter 5\data\cfg' folder.
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Old 03-13-10, 03:41 AM   #90
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Originally Posted by Chebawookee View Post
@ gutted: You have to edit the main.cfg file in your 'my documents\SH5\data\cfg\' Folder, not in the 'Ubisoft\ Silent Hunter 5\data\cfg' folder.
i know which one to edit. i can access the menu editor just fine. also, it's pretty obvious i edited the right one because of all the modding entries in the right click menu... but they are greyed out for some reason.
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