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Author Topic:   Can proplists override proplists?
Maury Markowitz
Pilot
posted 11-09- 02:40 PM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
One of the things I don't like about the engine right now is that the ord has to be described in the loadout every time. What I mean is that you should be able to simply put the number of rounds into the ppf and have the rest of the "fixed" numbers (bullet weight etc.) be inside the model itself.

But then I started thinking, maybe it does this already? I'm not at home now, but would that work? If I have a gun in the .sm and define most of the gunInit properties there, will the ones in the ppf be "added" to it? Or will they replace them outright?

Maury

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ArgonV
JAG
posted 11-09- 02:56 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Believe it or not most ground units with any type of gun, work this way. They have all the gun properties defined within the SM file itself. Any value in the ppf file (If there is one) over rides the SM file value.

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Maury Markowitz
Pilot
posted 11-10- 10:52 AM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by ArgonV:
Believe it or not most ground units with any type of gun, work this way. They have all the gun properties defined within the SM file itself. Any value in the ppf file (If there is one) over rides the SM file value.

Well sheesh! In that case the loadouts are about to get a crapload simpler. Jeeves, you reading this?

Maury

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jedi
Pilot
posted 11-10- 01:00 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Yep, the loadout file overrides the .sm file. You can even specify a "bomb" model and have it behave as a "rocket" if you put that in the loadout, even though it has a "bomb" .sm

I think the highest number "wins" on the explosive strength tho. Seems like when I was working on the dam buster bomb, I had to adjust both the .sm and the .ppf to actually decrease the weapon's "yield."

Not sure how the new patch treats this tho.

------------------
--jedi--

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Maury Markowitz
Pilot
posted 11-11- 03:59 PM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by jedi:
I think the highest number "wins" on the explosive strength tho. Seems like when I was working on the dam buster bomb, I had to adjust both the .sm and the .ppf to actually decrease the weapon's "yield."

Well I'm interested in the guns actually. I want to introduce new numbers to make the drag system work, but that would require all of the planes to be modified. In reality there's only maybe 10 guns in the entire game, so it seems odd that we have to do it this way. But if the guns can be in a weapons .sm file somewhere I can define these numbers there, and then people can just import the model into their file.

I can't get to the OPS page to download OPS, so I don't have it on this new machine. I'd like to play with this.

I have a new guy getting into the game now, he's a co-worker who's really into 3D modelling. He's mostly into tanks, but I have him excited about this game. Maybe we should start with making a bunch of gun models?

Hmmm, what about the flexible guns? I assume it's just a DOF attached to the model right? Can this be done if the model is an external reference? IE, can I load up an external part and then add a DOF to it?

Maury

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