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Author
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Topic: Q on assigning other SM files into an exhisting one
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Nat Pilot
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posted 04-07- 10:39 PM
OK, here's how it will work (hopefully) To stop all the gund dying at once on the Yamato, I was thinking of building each type of gun that will be used as it's own SM file, and then importing that into the SM file for the ship. This would been that the individual gun posistions can be killed/destroyed, but the remainder will carry on fighting until they get taken out. I really want to do this with the Yamato to make good historic missions, because otherwise it would be just too easy to sink.. what 1 hit and it can't fight back no more.. I don't think so.I tinkered with the Akizuki, and imported a bofors gun sm into the Akizuki and positioned it, set off into a mission and it worked perfectly, I took out the bofors with a burst or two from the F4U and the other shipguns carried on shooting. OK, the question is.... Is there a limit to how maney times a single SM file can be imported, hopefully I can use 1 gun SM for each type of gun fitted and just import it a number of times till I have the amount I want. 2, will this mean large FR hits as more sm files need to be setup per individual ship. None related questions are probably easier.. lol in the Properties for an object in OPS, what units does the weight work in (.1 of what?) And basicaly the same Q about warhead size.. what is say 1 equal to? Thanks for any input guys, the Yam is moving along nicely.. took a break from it today.. didn't get much sleep last night, but I'm learning alot more about Max now that I've really dug my nails into it, and OPS is relatively easy compared to Max (only relative to what I can do anyway) LOL Thanks ~Nat~ ------------------ JV~44 "Naturlich" If you can't beat em.... out run em! there again, you could go buy a shiny new F4U, and kick some butt!!! <b>Nats FS-SDOE Site</b>
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ReaperMan Pilot
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posted 04-08- 01:41 AM
Great work, Nat. I really hope we can figure out a way around the gun thing. Once that happens, we can roll it back into the Akagi.------------------ -=TheReaper=-
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Nat Pilot
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posted 04-08- 03:14 AM
What I'll do, is later tonight I'll strip the Akizuki of guns, and instead place onboard mulitple Bofors guns, imported as SM file refs. Doing this I'll see if it'll work, the bonuses if it works are:1. A gun wont die just because one somewhere else took enough damage to kill it, thereby killing all... more realistic. 2. The ship will be able to engage multiple targets at once, as each bofors gun will engage it's own target, rather than the one target the ship itself has picked. If it works, not only could the Akagi and Akizuki be reworked, this could be carried across to the bombers aswell, letting the other gunners engage seperate targets. Fingers crossed.. hhhmmm... soon we'll have a full Jap fleet for the Dauntless, P47D and F4U to play with.. not to mention the Beaufighter.. wicked  ~Nat~ oh, another thought... it might be possible in this way to add a working "airbase" to the deck of a carrier..... edit an airfield sm file, and place it ontop of the deck, maybe then the AI will recognise it as an airstrip and take off from it. things to make the mind tick or?  IP: Logged |
Spanky the Mad Dog Pilot
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posted 04-08- 08:31 AM
Spanky here.. So right now a bomber only trys to take out one plane at a time? hmm that sucks glad to see someone is working on it! 
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Nat Pilot
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posted 04-08- 08:40 AM
well, unless someone proves me wrong, I've never seen any multiple gunned a/c or ship take on more than one target at a time, which seems to make sence cause I don't see anyway for the guns to work indepedantly, other than getting this to work. I'm pretty sure that there's only 1 AI per object, so only 1 target at a time. Damn I hope this works..IP: Logged |
charmstar Pilot
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posted 04-08- 12:31 PM
Yes, the AI only engages one target at a time. The weight of a model is determined by phyLBS, which is in pounds. You can also determine it as a relative density, which gives it a weight based on the aircraft's total weight and the size and reldensity of the model in comparison to the rest of the aircraft.I think your idea of importing as seperate .SM files is good, but I'm curious how that would allow AI to engage multiple targets? I thought it is just 1 target per vehicle, and that would be regardless of .sm files... well, if it works that would be sweet! charm IP: Logged |
Sv Pilot
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posted 04-11- 01:39 PM
Might you make the ship out of more than one unit? Maybe a sperate placed "vehicle" for each gun... then position these in the mission editor to be on the ship. They would then have a mind of their own...Just a wild and crazy idea  ------------------ -Sv =FC= WWI in SDOE!
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Nat Pilot
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posted 04-11- 05:14 PM
well, I did tinker with adding 37mm flak sm file refs to the ship, and a Bofors gun, and atleast 1 of the 2 hopefuls worked, I could kill the bofors, and but the other guns carried on firing.. but I had problems.. ghost objects appearing across the terrain with their own view ports.. wierd.. right now I'm not sure if the bofors was acting independently from the ship, but I'll keep on plugin away and see what comes out the other end.SV, thats not a bad idea by placeing guns as their own object vehicle.. but getting them placed acurately would be almost impossible  IP: Logged |
Tailslide Pilot
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posted 04-11- 06:58 PM
If someone wrote a new mission editor to handle all the new ground objects like carriers, hangars, klaxons it would be easy. Some of the automatic mission generators that are out already handle placement of some of this stuff. TS
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charmstar Pilot
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posted 04-11- 07:26 PM
Yes, I've seen missions where there's a flak unit parked on a carrier for AAA support. The down side is that you have to add all the units everytime you make a new mission, and you have to know where they go too.charm IP: Logged | |