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#136 Posted at 2012-01-02 16:52        
     
And once again, still being totally awesome with your project Feint!
Have you some kind of underwater vehicle in mind? (except the submarine)


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#137 Posted at 2012-01-04 02:32        
     
FYI, The subs all belong to Gnat and have already been released. I'm just adding some scripts that can be run from their init boxes in the editor.

I don't have any vehicles that I can create from scratch because I haven't done 3d modeling in a long time and I'm not super motivated to start it up again because of the time committment involved. But if someone wanted to volunteer and make a dry deck shelter and a SDV, that would be awesome. Eightball was really close to delivering some awesome stuff but neither he nor I know how to get stuff in game from the 3d editors.

Added 1 hour 47 minutes later:

New video update. In this video, I demonstrate the mockup Dry Deck Shelter, how to deploy, get in and release a CRRC from the DDS. I also demonstrate the different locking out procedures for the different subs that Gnat has made. And finally I demonstrate the D.E.A.D or Diver Emergency Ascent Device.


This post was edited by Feint (2012-01-04 04:20, ago)


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#138 Posted at 2012-01-08 07:46        
     
UPDATE UPDATE UPDATE!
NEW FEATURE: 7 different dive gases. Each has a different effect on your dive time, the depths you can safely reach, etc.
NEW FEATURE: Cylinder recharge script can be applied to any object or multiple objects across a map to allow refilling of dive tanks with 7 different gases (the old gas is drained out first).

I've also made a ton of progress through the help of the community on the underwater satchels. The new method I'm using removes satchels from your inventory and is more reliable and closer to what players are used to when it comes to using satchels.

I also did some work on Sam the shark but after a few hours of work, I seem to have run into a tar pit with what it will do.


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#139 Posted at 2012-01-08 08:13        
     
I am really impressed with this mod and I think that you should release an early version of this mod just to have something to play around with wile I wait for the full version to come out.


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#140 Posted at 2012-01-10 05:09        
     
Haha, you think so, huh? :-D

Thanks for the suggestion, but I think I'll finish it first.


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#141 Posted at 2012-01-10 18:21        
     
Hey sorry to wait so long again to post, do you need any help with the dive physiology (O2 toxicity, DCS etc.)?
EDIT
Totally missed the changelog, you've got narcosis left, if you want my suggestion, make actions take longer to simulate it, such as planting and arming explosives, etc. although the effects of narcosis vary from diver to diver, a time delay is the best way to simulate it, perhaps a slight screen blur, but don't go overboard on that


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#142 Posted at 2012-01-11 14:48        
     
This would be very cool feint.Can't wait till the release!


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#143 Posted at 2012-01-11 19:35        
     
Great! This script? And addon? What is that?


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#144 Posted at 2012-01-13 05:51        
     
# Peopleonfire : Hey sorry to wait so long again to post, do you need any help with the dive physiology (O2 toxicity, DCS etc.)?
EDIT
Totally missed the changelog, you've got narcosis left, if you want my suggestion, make actions take longer to simulate it, such as planting and arming explosives, etc. although the effects of narcosis vary from diver to diver, a time delay is the best way to simulate it, perhaps a slight screen blur, but don't go overboard on that

Thanks, that is good to know. I'll stick with a screen blur that comes on and off every other minute or so.


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#145 Posted at 2012-01-13 09:37        
     
feint good lock in work. I wait you're work.


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#146 Posted at 2012-01-15 01:01        
     
Thanks Kamikadze. And to answer your earlier question, this will be a module that you add in the editor (F7).

UPDATE! I'm pretty excited about this update. I've figured out how to make the AI dive down on their own if you set a depth for them. I might still have to work out the timing a little, and I have to launch a script that makes sure the AI don't float up into the air above the surface, but this is a big step in the right direction. The player is able to control the different AI's depth separately by special order (similar to ordering an AI to eject from a plane). *BYE*




This post was edited by Feint (2012-01-15 03:53, ago)


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#147 Posted at 2012-01-15 06:21        
     
Hey fient, can you please release a beta as soon as you can, or just a script for mission makers, can't wait till the real thing :-) :-) :-) :-) :-)


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#148 Posted at 2012-01-15 23:13        
     
Sorry, but if I release it before I've worked out the problems, it will create more work for myself with people complaining that it's broken. So per usual, it will be released when it's ready to be released. :)

UPDATE! I've FINALLY finished the AI diving script. I've streamlined it so it's down to one script which keeps the AI divers swimming at the same depth (they update their depth every 3.5 seconds). It also ejects them from the invisible pond when they reach 0 depth, something which took me ALL DAY today to get to work correctly. In the end, I had to rig it rather than do it correctly, but it seems like it's reliable. Now, to get AI to dive at your command, make sure you out-rank them, and just synchronize the Module with the AI and yourself. Easy!


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#149 Posted at 2012-01-17 14:47        
     
Ok, but please try to tell the progress as much as you can :-)


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#150 Posted at 2012-01-17 15:14        
     
It' soldiers too has in you'r project?

Added 1 second later:

It' soldiers too has in you'r project?