FSIC Messageboard
  Tech Talk
  bomb dropped

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   bomb dropped
bjorn
Pilot
posted 03-25- 12:29 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
How can I tell if a bomb has been dropped? onChildDetached for the bomb pod doesn't seem feasible, since you have to tell which child, and it's far from certain that the bomb is even concidered a child of the pod.

Ideas anyone?
_
/Bjorn.

IP: Logged

Jaguar
Pilot
posted 03-25- 02:45 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
My ICQ is 17219346. Contact me, and I can help you out in real time.

So, just to make sure I have this right, you want to say have an indicator in the cockpit that says bomb A was dropped?.......... hhmm....I'm not sure if you can have function from one SM act on another SM.... If you wanted to drop the bomb pod (which is the only way I can think of to do this) you will have to have 1 key deticated to just dropping the pod. I think this part of the ordinance is hard coded.

------------------
Cheers!
Jaguar
The FS Hangar

IP: Logged

bjorn
Pilot
posted 03-25- 02:52 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
You can use cross .sm functions, but that is if, and only if, they're tightly bound and use the same root object (like the cockpit belonging to one plane only.) The bomb .sm's are free, and this functions do not work (that was the first thing I tried.) Darn it, there has to be a way.
_
/Bjorn.

IP: Logged

bjorn
Pilot
posted 03-25- 02:52 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
BTW, Jag, I just knew you'd become an OP guru. Fun to be right for a change :-)
_
/Bjorn.

IP: Logged

Whirlwind
Pilot
posted 03-25- 03:13 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
To get complicated, you can attach the bomb to an object with a vertical spring DOF so that when the bomb is released, the object will move up.

IP: Logged

bjorn
Pilot
posted 03-25- 03:23 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Whirl,

Yeah, I thought about that. It'll work, sort of, but it'll be more of an accelerometer than a bomb-release thingie.
_
/Bjorn.

IP: Logged

Jaguar
Pilot
posted 03-25- 09:53 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
Thanks Bjorn I still have along way to go though.

I think I might have an idea on how to get teh onChildDetach working. Change the bomb mount LOD to that of the Bomb LOD. Make a new bomb with 1 vertex as the LOD. You will have BOMB1 and BOMB2 bombs (mounts). Now they will remain invisiable untill you select bombs on that hard point. Once you select a bomb loadout, the bombs will appear, and the real bomb will be 1 vertex, so it won't look wierd. THen when you hit enter to release the bomb, have the mount break off the plane, and then you can use your onChildDetached function...... The only problem with this, is that.
A- You could still drop the bomb without the "Mount" UNLESS the detach key is the same as the bomb drop key. Then they will both drop.
B- If you have rockets on the plane, and you shoot the rockets before the bombs, the bombs will go with the rockets.

This is probably a way that you don't want to go, but I'm just throwing ideas out.

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Fighter Squadron Information Center

(This site Copyright (c) 1999 Inertia LLC)

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c