Fuel system
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- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Fuel system
Could someone please explain how the new fuel system for planes will work?
Like, I can guess that an fbi tag controls the maximum fuel a plane can carry, but how quickly does it go down? Once a second or once a tick? What happens to planes that run out of fuel? Do they crash or simply land? What about over water? Do they fly to the nearest landmass? (Space mods obviously can't have their space-fighters simply land). If on patrol, will their AI compensate for lack of fuel and make sure it always has enough fuel?
What defines the refueling places? Do they have to be air repair pads? Can they refuel without repairing? Can they be mobile? Can they be airbourne? (A bug in TA was that airbourne air repair pads would try to repair themselves when they were low on health and on patrol)
EDIT: Oh, and can we control what planes can land where? (Using the transportmass and mass stuff would be the best way to do this)
Lot of questions. Not all need answering, but they're my main concerns.
Like, I can guess that an fbi tag controls the maximum fuel a plane can carry, but how quickly does it go down? Once a second or once a tick? What happens to planes that run out of fuel? Do they crash or simply land? What about over water? Do they fly to the nearest landmass? (Space mods obviously can't have their space-fighters simply land). If on patrol, will their AI compensate for lack of fuel and make sure it always has enough fuel?
What defines the refueling places? Do they have to be air repair pads? Can they refuel without repairing? Can they be mobile? Can they be airbourne? (A bug in TA was that airbourne air repair pads would try to repair themselves when they were low on health and on patrol)
EDIT: Oh, and can we control what planes can land where? (Using the transportmass and mass stuff would be the best way to do this)
Lot of questions. Not all need answering, but they're my main concerns.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
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- Posts: 501
- Joined: 18 May 2006, 21:19
you could use this to avoid known AA... but yeah, its not worth it unnless its a Liche or something... (and Liches suck!)Nemo wrote:It will never crash, it will just start flying towards the nearest airfield and ignore all orders. You can still fly them around in FPS mode, but not fire, so its a bit pointless.
You can do that via script, just keep count of ammo and fuel (the latter by having a function run while the unit is moving and decrementing fuel regularly) and disable the weapons or set MAX_SPEED to 0, refill the values if the unit is close to an ammo or fuel depot. That's what I'm doing in GINTA. Minus the fuel for now.