=KG76=flyus747 Posted April 15, 2024 Posted April 15, 2024 Wanted to spawn aircraft at "takeoff" speeds with damage, wondering if this is possible Very Respectfully, flyus747
Jaegermeister Posted April 16, 2024 Posted April 16, 2024 You can apply damage to a single spawned aircraft a few milliseconds after it spawns, but you will only see the damage if you apply "complete" damage. In that case it will crash. If you apply "major" damage, it will return to base if "AI return to base decision" is checked in the advanced properties dialogue box. Minor damage does not appear to do anything. If you trigger a Command Damage MCU to a plane in a linked flight that is activated instead of spawned, the damage will apply to all aircraft in the flight
=KG76=flyus747 Posted April 16, 2024 Author Posted April 16, 2024 2 hours ago, Jaegermeister said: You can apply damage to a single spawned aircraft a few milliseconds after it spawns, but you will only see the damage if you apply "complete" damage. In that case it will crash. If you apply "major" damage, it will return to base if "AI return to base decision" is checked in the advanced properties dialogue box. Minor damage does not appear to do anything. If you trigger a Command Damage MCU to a plane in a linked flight that is activated instead of spawned, the damage will apply to all aircraft in the flight Yeah that's not quite what I am looking for. Major and Minor do nothing but complete blows up the aircraft. I guess no ability to do partial damage?
AEthelraedUnraed Posted April 16, 2024 Posted April 16, 2024 13 hours ago, 2024.YearOfTheBomber said: Yeah that's not quite what I am looking for. Major and Minor do nothing but complete blows up the aircraft. I guess no ability to do partial damage? No. Although depending on your usecase, you could give the aircraft a custom damaged skin, of course. Regarding spawning velocity; I'm pretty sure I did see it specified somewhere, although I can't quite remember where exactly. Depending on the location, you might get away with using custom files that you distribute along with the mission. This would take some effort to figure out and test, however.
=KG76=flyus747 Posted April 16, 2024 Author Posted April 16, 2024 1 hour ago, AEthelraedUnraed said: No. Although depending on your usecase, you could give the aircraft a custom damaged skin, of course. Regarding spawning velocity; I'm pretty sure I did see it specified somewhere, although I can't quite remember where exactly. Depending on the location, you might get away with using custom files that you distribute along with the mission. This would take some effort to figure out and test, however. Custom files? Can you shed some light on how to go about that?
AEthelraedUnraed Posted April 16, 2024 Posted April 16, 2024 5 minutes ago, 2024.YearOfTheBomber said: Custom files? Can you shed some light on how to go about that? Basically speaking, the "Mods On" mode only counts for stuff that actually overwrites in-game things. If something doesn't overwrite anything - in other words, if it has a different filename - you don't need "Mods On". There are hence some files that you can make your own version of, as well as distribute alongside your missions, without requiring "Mods On" from whomever plays your mission. Of course, depending on your use case, requiring "Mods On" might not be a problem at all. On the other hand, there are some files that you cannot edit or create new versions of, no matter if you have or have not enabled "Mods On". Think stuff like heightmaps or flight models. As I said, I'm pretty sure I saw something similar to "spawn speed" or "initial speed" or something similar specified somewhere, although I can't remember where exactly. Most likely in the Luascripts directory. Packed in a .gtp file of course. I don't know how comfortable you are with the IL2 file system, or with modding in general. If you've already got some experience, my pointers should be enough to figure out what to do, although it remains to be seen if those files can actually be modified. If what I said here sounds like Greek to you, then it's really not worth the effort to dig into.
IckyATLAS Posted July 24, 2024 Posted July 24, 2024 (edited) On 4/16/2024 at 6:42 AM, 2024.YearOfTheBomber said: Yeah that's not quite what I am looking for. Major and Minor do nothing but complete blows up the aircraft. I guess no ability to do partial damage? There is a way to do this but it needs a lot of tries before you can make it work reliably and properly. I do this in one of my Kuban campaign missions. The only way to have real damaged plane in flight is to have an enemy plane shooting at it and damaging it. The plane is an AI plane, that will be damaged flying straight level and not doing evasive maneuvers. Then you choose an attacking plane positioned straight behind at a certain distance and above, how much has to be tried for optimal results. Here you must choose the enemy plane and its armament depending on which type of airplane you want to damage and how much damage. You spawn both planes as intended in flight and then you let the attacking plane firing on the plane to be damaged and after a given period you delete the attacking plane. How long you let the firing go before deleting the attacking plane will be found through trial and error. You end up with a flying really damaged airplane, that you can then adapt to whatever scenario you are designing. To be realistic this should happen outside the visible reach of the player so that when he sees it he does not see all the damage creation action. Edited July 24, 2024 by IckyATLAS
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