posted 03-22- 02:15 AM
I've been thinking about Openplane, and SOS etc. and thought I'd share a quick list of properties I wish Openplane currently supported. I got tired of writing them all, didn't even cover engine, plane materials, and a zillion other things, but its a start of a list at least :-)Let me preface this by saying that this is just my brainstorm... maybe some of this stuff is already available.
Weapons:
qryAmmo ('gun) This would return the number of rounds remaining available for 'gun
qryBomb ('bomb) This returns 1 if 'bomb has not been launched, else 0
qryRocket ('rocket) This returns 1 if 'rocket has not been launched, else 0
qryArmed ('model) This returns 1 if 'model (gun,bomb or rocket) is armed, else 0
For each 'gun object:
obGunJam n% This takes a base percent n likelihood of gun jams to occur (maybe modified by damage etc.)
onGunJam (proplist) Execute proplist when a gunjam occurs for a particular 'gun object
obTracernumber n 'gun will fire tracer every 1 in n rounds
For each 'bomb object:
ordExplodeDelay n 'bomb will explode n seconds after impact
ordRetarded 'bomb will be retarded by a parachute
ordSupplies 'bomb is actually supplies (could be useful for a sim where dropping a package in an area is a goal)
ordBomblet n,h 'model 'bomb will break into n bomblets with model 'model at altitude h above ground
ordNapalm 'bomb is of type napalm (useful if sim supports it)
ordHE 'bomb is of type high explosive (default)
ordAP 'bomb is of type armor piercing (useful if sim supports it)
ordFlare 'bomb is of type flare (for distracting rockets if supported)
ordChafe 'bomb is of type chaffe (for distracting rockets if supported)
ordTorpedo n,t 'bomb is a torpedo with engine capable of n horsepower for t runtime, activated on first impact (with water usually)
For each 'rocket object:
ordBurnTime n 'rocket will burn for n seconds
ordThrust n 'rocket generates n pounds of thrust
ordDiameter n 'rocket has exhaust flame with diameter n (and flame length proportional)
ordHeatSeek 'rocket is heatseeking (useful for sims with heatseeking AI routines)
ordRadarGuided 'rocket is radar guided (useful for sims with radar guided AI routines)
Degrees of Freedom:
DOFMin 'name n DOF 'name will have new minimum value n
DOFMax 'name n DOF 'name will have new maximum value n
DOFRuntime 'name n DOF 'name will have new runtime length n
DOFRun 'name DOF 'name will be run immediately
DOFDisable 'name (n) DOF 'name will be disabled: frozen in position immediately. Optionally, DOF will run to position n then freeze.
DOFEnable 'name DOF 'name will be enabled
DOFSpring 'name n DOF 'name will have new Spring force n
DOFDamp 'name n DOF 'name will have new Damp force n
DOFBreak 'name n DOF 'name will have new Break number n
Airfoils:
for each airfoil object:
obDisableControl Disables control surfaces attached to the object
onDisableControl (proplist) Execute proplist when control surfaces disabled
obDrag n multiply drag of airfoil by n, airfoil recalculated when receive new obDrag value
Crew:
obNoBail 'model1 'model2 Crew (model1, model2, etc.) will not bail when AI controls
obBail 'model1 'model2 Crew (model1, model2, etc.) will bail immediately
obWounded 'model Crew is wounded
onWounded (proplist) Crew will execute proplist upon being wounded
obAim 'model n Crew member 'model has n + default% gun accuracy (0-100% range, Default determined in mission editor, n can be pos or negative)
obSkill 'model n Copilot has default - n% skill level where default is skill of pilot (n pos or neg)
Sound:
playSound 'name n Play sound 'name n times consecutively
Plane:
aircDestroyed (a,b,c,d),(a1,b1,c1,d1),(...)... Aircraft is considered unflyable when a vert stabilizers AND b horiz stabilizers AND c leftwings AND d rightwings are gone, OR when a1 vert AND b1...