Limited fuel
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Limited fuel
I heard somewhere there was a new tag for aircraft for this, if so hows it work?
Here some piece of code I've seen :
Not that weapon can use fuel too.[/quote]
Code: Select all
float maxFuel; //max flight time in seconds before the aircraft needs to return to a air repair bay to refuel
float refuelTime; //time to fully refuel unit
float minAirBasePower; //min buildpower for airbases that this aircraft can land on
Awesome, so is there more than one time of 'fuel', ie one you can use as a sort of ammo?Torrasque wrote:Here some piece of code I've seen :
Not that weapon can use fuel too.Code: Select all
float maxFuel; //max flight time in seconds before the aircraft needs to return to a air repair bay to refuel float refuelTime; //time to fully refuel unit float minAirBasePower; //min buildpower for airbases that this aircraft can land on
- unpossible
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- Forboding Angel
- Evolution RTS Developer
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am I the only one who thinks its a horrible idea? Sure, put it in the engine for the mods, but for god's sake don't implement it in AA or XTA. limited fuel is a C&C thing, not a TA thing. It would make aircraft laughably useless, and would completley change the way the game is played. One of the things I liked most about OTA was the way it handled aircraft, and that included unlimited fuel.
- Drone_Fragger
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It was also the way that you could build nothing BUT aircraft and get away with it. Porc porc porc then build Hawks like theres no tommorow and blow everyhitn up.Theotherguy wrote:am I the only one who thinks its a horrible idea? Sure, put it in the engine for the mods, but for god's sake don't implement it in AA or XTA. limited fuel is a C&C thing, not a TA thing. It would make aircraft laughably useless, and would completley change the way the game is played. One of the things I liked most about OTA was the way it handled aircraft, and that included unlimited fuel.
- Guessmyname
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you don't just porc and build hawks in TA...
you've got to expand and nab all the metal patches, and keep pressure upon your opponent to prevent him doing the same. You need to know what the enemy is doing. Mass hawks are used because most players built forests of MTs, and to take out take out MTs with Hawks without sustaining damage takes a lot of skill
you've got to expand and nab all the metal patches, and keep pressure upon your opponent to prevent him doing the same. You need to know what the enemy is doing. Mass hawks are used because most players built forests of MTs, and to take out take out MTs with Hawks without sustaining damage takes a lot of skill
Now you just need STOL!
Perhaps code a way so runways have a designated startpoint and endpoint:
(of course, doing it that way would also allow you to configure multiple runways per airport)
Then have aircraft loop around to line up with the startnum then decrease in altitude and speed steadily until it touches down, and have it move until endnum (while still slowing down). Then the unit would be attached to the attachpiece (which could again be toggled like a current transport) and moved into a hangar or otherwise off the runway by the modder.
Planes taking off could be handled however for takeoff. Perhaps a QueryRunwayTakeoff() function that works like queryrunway. The airport should define when it lets the plane go (un-attaches it after moving it into position on the runway).
Doing it this way could also allow aircraft to "measure" runways (the distance between startnum and endnum) and define a minrunwaylength, which would make it so a B-52 can't land on an aircraft carrier or whatever the modder wants.
Perhaps code a way so runways have a designated startpoint and endpoint:
Code: Select all
QueryRunway(startnum,endnum,attachpiece)
{
startnum = piecename_of_runway_start_point;
endnum = piecename_of_end;
attachpiece = blah1;
}
Then have aircraft loop around to line up with the startnum then decrease in altitude and speed steadily until it touches down, and have it move until endnum (while still slowing down). Then the unit would be attached to the attachpiece (which could again be toggled like a current transport) and moved into a hangar or otherwise off the runway by the modder.
Planes taking off could be handled however for takeoff. Perhaps a QueryRunwayTakeoff() function that works like queryrunway. The airport should define when it lets the plane go (un-attaches it after moving it into position on the runway).
Doing it this way could also allow aircraft to "measure" runways (the distance between startnum and endnum) and define a minrunwaylength, which would make it so a B-52 can't land on an aircraft carrier or whatever the modder wants.
STOL would be cool.. with airstrips and such.. And why in the hell do people always thing that just cause a new feature gets added to the "Engine" that this feature will now be blanketly applied to all mods.. the point of a feature is that you can use it or not use it.. GOOD GREIF PEOPLE PAY ATTENTION...
+1 for Fang from Noruas, not a spam response or means to lock the thread now, but i think Fang has a very good point that new things should never EVER be bashed, anyone who is stupid enough to insult a new feature is insulting what spring is being built and on and all the people who work on it making patches t0 help make life easier on others, such as modders, if you dont understand or dont like it, then you dont have to post PERIOD.
iirc original C&C planes returned for ammo, not fuel.Theotherguy wrote:am I the only one who thinks its a horrible idea? Sure, put it in the engine for the mods, but for god's sake don't implement it in AA or XTA. limited fuel is a C&C thing, not a TA thing. It would make aircraft laughably useless, and would completley change the way the game is played. One of the things I liked most about OTA was the way it handled aircraft, and that included unlimited fuel.
Curious: is this aircraft-only?