Fly/Land at Airports
Moderator: Moderators
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Fly/Land at Airports
Asked this in the question thread but it got pushed behind by other posts. So I'll ask again:
I've noticed that in BA, for example, the airports have the Fly/Land Button, and that this button determines if the aircraft made will land or continue flying after they're made.
How would I make an airport do this? MoveState doesn't seem to deal with this, and making the airport able to fly sure doesn't either.
I've noticed that in BA, for example, the airports have the Fly/Land Button, and that this button determines if the aircraft made will land or continue flying after they're made.
How would I make an airport do this? MoveState doesn't seem to deal with this, and making the airport able to fly sure doesn't either.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Fly/Land at Airports
You'll need to make a gadget that assigns "idlemode" to a unit based on the factory that built it.SanadaUjiosan wrote:Asked this in the question thread but it got pushed behind by other posts. So I'll ask again:
I've noticed that in BA, for example, the airports have the Fly/Land Button, and that this button determines if the aircraft made will land or continue flying after they're made.
How would I make an airport do this? MoveState doesn't seem to deal with this, and making the airport able to fly sure doesn't either.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Fly/Land at Airports
Awesome. I've avoided dealing with gadgets and the like because I know my script-fu is nowhere good enough for it. That is unfortunate. Guess I'll have to go without for a while...
Re: Fly/Land at Airports
it will be like 10-20 lines of code....
just when a unit is created set it to the state of the factory that built it.
just when a unit is created set it to the state of the factory that built it.
Re: Fly/Land at Airports
His script-fu is no good! He needs to run around in the grass just outside the gym and fight some more Pidgeys and Rattatas.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Re: Fly/Land at Airports
I have been waiting for this for years.
I would love a C&C style land/reload/repair facility so aircraft are not as over powered.
My script-fu is definitly weak, LAU? don't even know what the acronym means...lol
Anyone ever made it work? what about realistic take off and landing? I.E. conventional.
I would love a C&C style land/reload/repair facility so aircraft are not as over powered.
My script-fu is definitly weak, LAU? don't even know what the acronym means...lol
Anyone ever made it work? what about realistic take off and landing? I.E. conventional.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Fly/Land at Airports
Yes
In S44 we had a fully working "airport". Each contained a set number of "parking spots" so the airport could only hold a certian number of planes; planes were built in a "hanger" and then taxi'd to their parking spot. You could select the plane and give it an order - it would then taxi to the runway and take off like a normal plane, running down the runway and ascending gradually for lift-off. Landing was the same, would approach from the end of the runway and touch down (and even had a little tire skid sound when it first touches down XD) and would roll to a stop then taxi back to its parking spot.
However for the entire thing to not look stupid it had to be an enormous fucking building that was like the size of a 1x1 map so we scratched it in favour of the current system where Air Sorties are called in from an Air Control-type building, planes fly in from off-map and have a timer, ie 5 minutes, during which time you can control them and whatnot, and when timer was up they'd return and fly back off the map.
In S44 we had a fully working "airport". Each contained a set number of "parking spots" so the airport could only hold a certian number of planes; planes were built in a "hanger" and then taxi'd to their parking spot. You could select the plane and give it an order - it would then taxi to the runway and take off like a normal plane, running down the runway and ascending gradually for lift-off. Landing was the same, would approach from the end of the runway and touch down (and even had a little tire skid sound when it first touches down XD) and would roll to a stop then taxi back to its parking spot.
However for the entire thing to not look stupid it had to be an enormous fucking building that was like the size of a 1x1 map so we scratched it in favour of the current system where Air Sorties are called in from an Air Control-type building, planes fly in from off-map and have a timer, ie 5 minutes, during which time you can control them and whatnot, and when timer was up they'd return and fly back off the map.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2700
- Joined: 25 Aug 2004, 13:31
Re: Fly/Land at Airports
For modern weapons you really are going to find what scale you want to work with. I'm planning on a modern warfare like game at a large scale 1 elmo = 100m so it will focus on air craft combat radius and ballistic missile ranges, but this will make land base weapon system (infantry and tanks) at a ridiculously point blank scale (less than 100 elmos!!).GrOuNd_ZeRo wrote:I have been waiting for this for years.
So I think, from other WD (TA mods) and the old port for spring that you plan on having a much closer scale of land based units, and therefore a realistic (to scale) air and artillery support would use a lot of 'off map' resources such as s44 has for air support.
Is that correct?
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: Fly/Land at Airports
I like how Xiaohong has reminded the community of how lost I was at the beginning of working on CT.
Re: Fly/Land at Airports
Now if we had people who love there work, they would have taken this masterpiece, put it outside the map, and have a second camera on it, showing the aircraft lift of, everytime a airstrike is called.SpikedHelmet wrote:Yes
In S44 we had a fully working "airport". Each contained a set number of "parking spots" so the airport could only hold a certian number of planes; planes were built in a "hanger" and then taxi'd to their parking spot. You could select the plane and give it an order - it would then taxi to the runway and take off like a normal plane, running down the runway and ascending gradually for lift-off. Landing was the same, would approach from the end of the runway and touch down (and even had a little tire skid sound when it first touches down XD) and would roll to a stop then taxi back to its parking spot.
However for the entire thing to not look stupid it had to be an enormous fucking building that was like the size of a 1x1 map so we scratched it in favour of the current system where Air Sorties are called in from an Air Control-type building, planes fly in from off-map and have a timer, ie 5 minutes, during which time you can control them and whatnot, and when timer was up they'd return and fly back off the map.
Outside the map, there is plenty of space.