new air behaviour. - Page 2

new air behaviour.

Requests for features in the spring code.

Moderator: Moderators

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: new air behaviour.

Post by KDR_11k »

As I said before it makes no goddamn sense to implement deliberate stupidity and if a mod really wants that it should lua it.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: new air behaviour.

Post by Pxtl »

What's funny is how many ways he re-phrases it. This time it's "Gunships that keep flying forwards after attacking" (whut? Isn't that the definition of a fighter or bomber?).
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: new air behaviour.

Post by Gota »

why not break the air behavior into several steps.one for general movement and one for attack sequence?
Why cant we have fighters that strafe attack?Spring is not about realistic movement lets face it...so why cant a modder have the option to create a totally unrealistic mod if it still ends up being fun.and I dont mean myself only i mean in general.
Wouldn't you agree with that?
I have been told it would be quit hard to lua compared to making this an engine option.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: new air behaviour.

Post by lurker »

You misunderstood. It would be just about the same difficulty to lua as to make an engine option. Maybe you think engine code is somehow easy?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: new air behaviour.

Post by Gota »

No but both of the sequances are already programmed...the way the fighter attacks and the way the gunship moves..
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: new air behaviour.

Post by lurker »

The way the fighter attacks is a part of how it moves, not something you can pull out easily.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: new air behaviour.

Post by Argh »

The way the fighter attacks is a part of how it moves, not something you can pull out easily.
What he said. I know, I read that source, and some of it would be a real pain to untangle.

I guess we need to have a MoveCtrl-based solution for these problems. Maybe I'll get to that in a month or so. Maybe.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: new air behaviour.

Post by Gota »

OK.
how about a gadget that prevents aircraft to engage air targets unless they are at a minimal range from them?
what i want to do is make fighters very very agile but than i need them to not engage othere fighters if they are really clsoe to them to avoid them just all gathering in a small ball of fighters cause they can turn so sharp..
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: new air behaviour.

Post by Neddie »

Then make a lua script, or ask somebody else to. This feature request is hereby closed.

In response to your earlier questions in lobby, we never see enough aircraft in S44 to test it. Generally, however, aircraft with large - that is realistic - turn arcs tend neither to clump nor to decide battles quickly.
Locked

Return to “Feature Requests”