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PostPosted: December 16th, 2016, 4:34 am 
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Joined: May 26th, 2009, 1:51 pm
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I've been making a ton of aircraft from fighters to bombers and the class is an excellent choice for ground assault tasks. I also notice that setting the pitchPitch setting fairly low keeps the aircraft level and setting the weaponsPitch fairly high is a good way to make it able to attack ground targets very effectively; clusters bombs work best so far. The canHunt flag works most sweetly at taking out multiple targets on the battlefield. The aircraft class just needs a bit more tweaking to make it an overall useful class. Setting the scan and engage range fairly high is required to engage far off targets though. I've included a sample odf for others to try/tweak. It's just a test odf for now until I get my air factory setup the way I want it, but eventually may release it along with my aircraft models. Cheers, and happy holidays. Edgrr :ymparty:

Code:
[GameObjectClass]
BaseName = "ivbomb"
geometryName = "ivbbbb.xsi" /"plane2.xsi"//
geometryScale = 1
cockpitName = "snipcpit.xsi"
classLabel = "aircraft"
scrapValue = 0
scrapCost = 0//45
customCost = 95
buildTime = 3.0 //.0
DeployOnBuild = -1 //0 //Valid values are: -1(auto), 0(force undeploy), 1(force deploy)
 
customTime = 15
maxHealth = 5000
/addHealth = 5
maxAmmo = 4000 /5000 //
addAmmo = 12
unitName = "X Wing Bomber" /"_Goose"
aiName = "AirCraftFriend" /"MorphTankFriend" /"SAVFriend" 
aiName2 = "AirCraftEnemy" /"MorphTankEnemy" /"AircaftEnemy" /
unitIcon = "icon_ivbbb.tga"
UnitStatus = "wire_ivbbb.tga"

heatSignature = 5.0//10.0
imageSignature = 1.0
radarSignature = 0.1
isAssault = 1 /0
armorClass = H /L

boxCollide = 1

requireCount = 0
//requireName1 = "ibtrnsyd3"
//requireText1 = "Upgd Air Yd to III"

/weaponHard1 = "HP_GUN_1"
/weaponName1 = "gpummel" /"gairchn2"
/weaponAssault1 = 0

/weaponHard2 = "HP_GUN_2"
/weaponName2 = "gpummel" /"gairchn2"
/weaponAssault2 = 0

/weaponHard3 = "HP_ROCKET_2"
/weaponName3 = "glasrkt3a" /"glazem3" /"glsearkt2a" /"glasrkt2a" /
/weaponAssault3 = 0

weaponHard4 = "HP_SPECIAL_1"
weaponName4 = "gclztbmba" /"gshield" /"gartill" // "gzeeker" /
weaponAssault4 = 1


weaponHard5 = "HP_SPECIAL_2"
weaponName5 = "gclztbmba" /"gsquid" /"gicartill" /"gclztbmbi"
weaponAssault5 = 1 /0



lightHard1 = "hp_light_1"
lightName1 = "spotblue"
lightHard2 = "hp_light_2"
lightName2 = "spotblue"
lightHard3 = "hp_light_3"
lightName3 = "spotblue"
lightHard4 = "hp_light_4"
lightName4 = "spotblue"

[CraftClass]
rangeScan = 2500 /450.0f
periodScan = 3.0f
velocJam = 5.0f
engageRange = 2500 /300
weaponPitch = 1.3
canHunt = true

selectWaitMsg = "bombgen07.wav"
selectAttackMsg = "bombgen05.wav"
selectOtherMsg = "bombgen07.wav"
goMsg = "bombgen06.wav"
attackMsg = "bombgen01.wav"
followMeMsg = "bombgen03.wav"
followMsg = "bombgen03.wav"
repairMsg = "bombgen03.wav"
reloadMsg = "bombgen03.wav"
rescueMsg = "bombgen03.wav"
recycleMsg = "bombgen03.wav"
killedMsg = "bombgen04.wav" //"bombgen02.wav"
holdMsg = "ivatank12.wav"

[AirCraftClass]
AircraftAttackMustDeploy = false //true // == true for any Aircraft
//AlwaysDeployed = true //false
AlwaysUndeployed = false
OverWaterFlying = true
OverWaterLanded = true
MaxTakeoffSpeed = 5.0
AltitudeLookahead = 5.0 //2.0 // Parallels BomberClass::AltitudeLookahead.
aiAltitude = 80.0 /110.0 /150.0 /x // default = minAltitude + 25% of dist between min, maxAltitude
LiftSpring = 5.0 /12.5 // all craft/pilots, during takeoff/landing
AILiftSpring = 5.0 /12.0 // AI craft ONLY, when flying to get to aiAltitude.
velocSet(L) = 0.0 //55.0 /35.0 /15.0 // minimum velocity
velocSet(M) = 75.0 /55.0 /25.0 // cruising velocity
velocSet(H) = 95.0 /37.0 // maximum velocity
accelThrust = 95.0 /37.0 /5.0 // thrust acceleration
accelBrake = 5.0 // brake acceleration
accelDrag = 30.0 // drag acceleration
omegaSteer(L) = 0.75 /2.0 /1.0 /0.3 // steer turn rate at minimum
omegaSteer(M) = 0.75 /2.0 /1.0 /0.5 // steer turn rate at cruising
omegaSteer(H) = 0.75 /2.0 /1.0 /0.8 // steer turn rate at maximum

omegaStrafe(L) = 0.75 /1.0 /0.4 /0.1 // airbrake turn rate at minimum
omegaStrafe(M) = 0.75 /2.0 /1.0 /0.4 /0.1 // airbrake turn rate at cruising
omegaStrafe(H) = 0.75 /2.0 /1.0 /0.4 /0.1 // airbrake turn rate at maximum
alphaSteer = 0.5 // steering angular acceleration

alphaStrafe = 0.1 // airbrake angular acceleration
minAltitude = 50 .0 /25.0 /15.0 // minimum altitude
maxAltitude = 110.0 // maximum altitude
alphaLevel = 5 // 10.0 // leveling angular acceleration
alphaDamp = 5.0 // damping angular acceleration
pitchPitch = 0.1 /0.35 // maximum pitch angle
rollSteer = 0.2 // maximum roll angle from steering
rollStrafe = 0.2 // maximum roll angle from airbraking

timeDeploy = 1.0 /3.0 // time to deploy
timeUndeploy = 1.0 /3.0 // time to undeploy

soundThrust = "wind02.wav"//"iapc02.wav"
soundBrake = "avtanke0.wav"  //"ibomb.wav"
soundSteer = "avtanke0.wav"
soundDeploy = "dropleav.wav"
soundUndeploy = "iapc04.wav" //"avapc30.wav"



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BZII Modeling tutorials for model making igits like you?


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