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Post by keepitsimple on Jan 30, 2021 22:23:42 GMT 1
I wanted to give the player a scout plane but limited the time the scoutplane is scouting. One simple solution I found was to select the scoutplane as bomber. Now if player send bombers to specific point on the map. The scout plane makes one straight flight to this point and then fly's straight back again. Drawback you can't give the player now a real bomber.
Want to know if player is using his scout plane in game? Then you have to check GetNUnitsOfType("avia_scout",0); This command is link to type of plane and not its given roll in game. In this example as bomber (with no bombs).
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Grot
General
J-23 znowu nadaje
Posts: 4,049
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Post by Grot on Jan 30, 2021 23:15:05 GMT 1
I wouldn't give up my bomber for scout , how about swapping paradrop plane for scout
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Post by keepitsimple on Jan 31, 2021 12:10:20 GMT 1
Hi Grot The only trouble with this solution is that your reconplane will drop a paratroper(s). Even if you set the number of paratroop squad count at zero. Screenshot Piper L4 "Grasshopper" model GZM coming soon to Frankreich 44 mod.
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Post by [BMG]Neutro on Jan 31, 2021 17:49:52 GMT 1
Bomber Button = Scout
Ground Attack Plane Button = Bomber ?
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Post by keepitsimple on Jan 31, 2021 19:22:18 GMT 1
Hi [BMG]Neutro, Using a bomber as ground attack doesn't work well, expect possible a bomber like JU88 which can preform a ground attack . The otherway around use a ground attackplane as bomber works well.
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Post by Squire James on Jan 31, 2021 20:45:53 GMT 1
Hi [BMG]Neutro , Using a bomber as ground attack doesn't work well, expect possible a bomber like JU88 which can preform a ground attack . The otherway around use a ground attackplane as bomber works well. I have tried to remove my presence here but, I figure perhaps my input will be helpful and welcomed, as this is an area I have some knowledge in. As Neutro says, a bomber in ground attack doesn't really function well. There are some exceptions, this is mainly for aircraft such as the Junkers Ju87 Stuka. The game actually has this functionality in stock; Ju87s are programmed to be used in either the bomber or ground attack slots, performing the same attacks in either. This is because their attacking angle is defined in their XML, and then a variable set in the const file that determines that any plane with an attacking angle over this variable will be a dive bomber when called in the bomber slot. This therefore will affect any other aircraft with an attacking angle over this variable as well. In unit XMLs, this is defined under the DivingAngle="" variable. In the const file, it's defined under the variable MinDiveAngleForDiveBombers="". In CFCS, I have this changed to 50. I am not sure what it is for stock BK, but basically lets say your aircraft has a DivingAngle of 50, and the MinDiveAngleForDiveBombers is 50, given as they are equal, it will perform diving attacks, even if called as a bomber. (if called as ground attack, aircraft always perform diving/strafing attacks). This can be a handy thing to remember with certain multi-role aircraft. For example, a B-25H Mitchell. You might want that to perform as a level bomber or doing strafing runs with it's 50 cals and 75mm. So, you can set the dive angle to something lower than the MinDiveAngle setting in the const file. That way, when called as a bomber, it will level bomb, when called as ground attack, it will strafe. Conversely, you might want something to always attack in diving attacks, even if you call them as bombers, for example the stock Ju87s. Just set the dive angle to higher than the MinDiveAngle setting in the const (OR alter the Const setting BUT remember this will alter ALL aircraft behaviour in your mod/game, so). Also, you don't need to set the climb angle (also in aircraft XMLs) to be equal to dive. I have them set differently so dive bombers swoop in, but climb slowly out. Looks better that way. As for Scout Planes, I would try altering these two settings in the const file. ScoutFreePoint="1024" ScoutPointsPerMap="6"
(These may be changed from Stock, again its been a while)
The first is a bit strange. The comments only mention something to do with a "generals unit" *shrug* but the second is basically that if you tell the scout to go to a single point on the map, it actually creates 6 hidden points and flies through them. Altering this number will alter the number of points a scout flies through. It should in theory alter how long the scout hangs around for. (if the first number does not). Worth experimenting with
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Post by keepitsimple on Feb 1, 2021 0:17:24 GMT 1
Hi Squire James , This really, very interesting and useful info. To all. My original suggestion was not change scoutplane behaviour general. But as mappers you might not always like it that the scout plane stay to long in the air. And if don't have a need for bomber in a map then you can select your scoutplane as bomber. You have now a scout plane that fly's only to one spot ("drop it bombs") and then returns. The only thing you as mapper has to explain to the player is that in this map if you select a bomber there will not fly a bomber but a scout plane instead. This is mapper solution not a modder.
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Post by Squire James on Feb 1, 2021 0:24:23 GMT 1
Hi Squire James , This really, very interesting and useful info. To all. My original suggestion was not change scoutplane behaviour general. But as mappers you might not always like it that the scout plane stay to long in the air. And if don't have a need for bomber in a map then you can select your scoutplane as bomber. You have now a scout plane that fly's only to one spot and then returns. The only thing you as mapper has to explain to the player is that in this map if you select a bomber there will not fly a bomber but a scout plane instead. This mapper solution not a modder. Ah I see, sorry my mistake
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