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Author Topic:   Cool OpenPlane breakthough!
Sv
Pilot
posted 12-16- 06:04 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I finaly did it! I knew it could be done

Remember I had the problem with the bi-plane struts and wires? When one wing would detach, the wires would hang in mid-air. What I needed to do was to detach one object when some other object detached. Here is the trick:

Use obFunc and obExec.

These rule! Basicaly you can send a command to any part from any other part, so long as the part recieving the command is a child of the sender-object's ultimate parent object (usualy your fuse, etc.) - which is like almost always the case by the way.

I tested it like this: I created a function on the wooden wing strut that would attach a red smoke trail to the strut when called. Now I added an onDmg to the main SE5a fuse so that when the fuse reached 1 dmg it would call this function (obExec) of the strut object. Also I put a de-bug green smoke trail onto the SE5a fuse so that it would trial green smoke when it hit 1 dmg level - this way I could see what was going on better.

When I shot at the fuse of the SE5a in front of me, the fuse trailed green smoke, and the strut trailed red smoke! Victory!!!

So then I just made the strut detach instead of adding a smoke trail - now when the fuse gets hit, the strut falls off! How Cool!!!

What does this mean? It means that WWI planes will soon have kick-ass damage modeling including such cool things as:

- Shoot of struts and the wings will break off.
- If a wing detaches, all struts and wires will detach
- and many more!!!

Don't forget that you can substitute LODS whenevery you want to as well, strut detaches - replace with a broken looking strut, etc! Fun Fun Fun.

Thanks MH, OpenPlane rules!

Ok guys, what other cool things could we do with this? Heheh

------------------
-Sv =FC=

WWI in SDOE!

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Pete Hawk
Pilot
posted 12-16- 06:43 AM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Great job! Sounds way way cool I just realized something too, that since you can have things happen when "called", it shouldn't be that hard to have your engine send out a small puff of smoke when started! Since smoke length and lifespan can be edited so much, why not tie this in to simply pressing the E key for engine start? I'm only bringing this up because you mentioned smoke trails. I'll work on it, and anyone else who wants to can too.

[This message has been edited by Pete Hawk (edited 12-16-1999).]

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Sv
Pilot
posted 12-16- 06:53 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I know DOFosc's can be tied to a command key, but I don't think any events can be tied to a key press. By events I mean something like "onDmg" or "onDetach" - I know you can assign prop lists to these events, but I don't think we have any events like "onEngineStart"

I bet there is some way though - there always seems to be some way with OpenPlane

-Sv

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ReaperMan
Pilot
posted 12-16- 10:42 PM     Click Here to See the Profile for ReaperMan   Click Here to Email ReaperMan     Edit/Delete Message   Reply w/Quote
I guess we should be expecting a new version of the SE5a soon.
Think you could go ahead and edit the loadout to make it a Brit plane? =)
I know it's simple, a minor detail, which is why you might have overlooked it. Just a thought though.
Can't wait for those other new user-created WWI planes! Looking good.

-=TheReaper=-

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FarmerJoe
Pilot
posted 12-16- 11:16 PM     Click Here to See the Profile for FarmerJoe   Click Here to Email FarmerJoe     Edit/Delete Message   Reply w/Quote
inpToggleEngineState

Try adding a dof that is triggered when
oninpToggleEngineState

try it I don't know if it will work.

take'd easy now
FarmerJoe

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