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More control over aircraft deaths
Posted: 28 Jul 2007, 10:13
by Guessmyname
Is there any way to script-fire the 'fall out the sky trailing smoke' behaviour in planes? Is it also possible to change the standard smoke trail to something else, and finally, is it possible to have it run a killed() script at the same time? I'm trying to make a plane crash on fire, with bits of it falling off as it crashes
Posted: 28 Jul 2007, 10:18
by AF
Perhaps a little lua trickery will solve the problem.
Posted: 28 Jul 2007, 16:14
by Warlord Zsinj
Perhaps a little lua documentation will solve the problem.
¬_¬
Re: More control over aircraft deaths
Posted: 28 Jul 2007, 20:03
by Peet
Guessmyname wrote:Is there any way to script-fire the 'fall out the sky trailing smoke' behaviour in planes? Is it also possible to change the standard smoke trail to something else, and finally, is it possible to have it run a killed() script at the same time? I'm trying to make a plane crash on fire, with bits of it falling off as it crashes
Currently, no. However....DO WANT
Posted: 28 Jul 2007, 20:06
by Snipawolf
Wait, so if I have a plane it will do the flaming and falling thing regardless? I don't have to do work on it..?
Posted: 28 Jul 2007, 20:10
by Peet
Nope, it's hardcoded and happens occasionally.
Posted: 28 Jul 2007, 20:37
by Snipawolf
Both good and bad, then...
I want more control, though...
Posted: 28 Jul 2007, 22:58
by MR.D
What would be really nice is to have planes and other units with Death animations, to set those units to a NON-TARGET if its killed.
I can't remember how many times that a lead plane in a formation has been killed, the death animation starts, My AA still shoots at it while it stays alive, and seems to get stuck in a loop of the animation which requires massive overkill damage to actually vaporise it and finally making it a NON-target.
All the AA guns would just stay locked onto the falling/dead aircraft and ignore all the other valid targets, and my base and the AA would usually get raped in the process, when it should not have.
Posted: 28 Jul 2007, 23:05
by Peet
Enemy units ignore falling aircraft in .75
Posted: 28 Jul 2007, 23:46
by smoth
Peet wrote:Enemy units ignore falling aircraft in .75
ORLY!
It's about time!
Posted: 28 Jul 2007, 23:49
by Snipawolf
lawl... Thats a nice pic...
Posted: 29 Jul 2007, 00:00
by Guessmyname
Shame the cigar looks like it was photoshopped in
Posted: 29 Jul 2007, 00:02
by Snipawolf
Yeah, give it a more oily and black outlined form

Posted: 29 Jul 2007, 13:40
by yuritch
Actually, adding script control over plane crashing would be quite easy. We'll need a new COB get/set constant that will expose crashing property (bool crashing) from the Unit class. That should do nicely. I can make a patch for this, but I'm not sure it will really be needed by someone.
Posted: 29 Jul 2007, 13:40
by yuritch
Actually, adding script control over plane crashing would be quite easy. We'll need a new COB get/set constant that will expose crashing property (bool crashing) from the Unit class. That should do nicely. I can make a patch for this, but I'm not sure it will really be needed by anyone.
Posted: 29 Jul 2007, 14:21
by Guessmyname
I'd use it (And I can imagine smoth not wanting the 'fall out of sky' behaviour for his flying commanders). Can we also change the effects emitted by the plane as it crashes? (Replacing the default smoke with a custom fire effect for example)
EDIT: And if we could controll how fast it falls and spins, that would be quite awesome
EDIT: On a slightly random note, I've just discovered a 'break' command in scriptor (or at least, I've discovered that if you type 'break' into it it colours it blue like it does all the other commands). Anyone what that command does?
Posted: 29 Jul 2007, 14:39
by Snipawolf
Not an idea.
This is quite useful, I want some control, too...
Posted: 29 Jul 2007, 15:16
by smoth
Posted: 29 Jul 2007, 15:24
by Guessmyname
Hmm. Sounds useful
Posted: 29 Jul 2007, 15:37
by Snipawolf
Son of a bitch, I have been looking for something like that...