#4254266 - 04/29/16 04:32 PM
Parachutist and droptanks
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MrJelly
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Taking off from a discussion elsewhere This is the crux of it all: In the SPAW "weapons.dat" file some are coded 7. 7 = 1+2+4 so this weapon has the properties of a bomb(1), a rocket(2) and a drop tank(4) All sorts of conditional routines are triggered by these properties. I suppose we could have a new one: #define WI_PARACHUTE 0X40 //64 However, a whole lot of new routines would need to be written to check if the loadout has parachutes, and if so how many, and then for what happens when they are released, and then for what happens when they hit the ground. Furthermore these properties are linked to others WI_FUEL is also linked to BO_FUEL, and these need to be followed up. To be honest the only missions that would interest me as a player would be escorting a parachute drop, or intercepting one. Effectively that is no different from escorting or intercepting bombers, except that as the parachute aircraft had little if any armament, they would make easier targets.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4254279 - 04/29/16 05:01 PM
Re: Parachutist and droptanks
[Re: MrJelly]
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MrJelly
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Checking a version that might not be up to date, but it serves the purpose The binary system has to work here and it is based on powers of 2. I sttll believe that anything coded 7 will have bomb, rocket and drop tank properties. That does not necessarily mean that it will look or behave like a normal rocket. The parafrag is coded 7 but it has an initial velocity of zero, and no acceleration, unlike the traditional rocket. Compare it with the 5" HVAR with an initial velocity of 45 and an acceleration of 3. In the game they both behave very differently
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4254287 - 04/29/16 05:24 PM
Re: Parachutist and droptanks
[Re: MrJelly]
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MrJelly
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There is little reference to it in the code. Back to SPAW I just gave both the HVARs (your L1 and L3) initial velocities and accelerations of zero. They just dropped from the Hellcat: I will make a few other changes to see what effect they have, but I will not be using a hexeditor LOL
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4254459 - 04/30/16 05:47 AM
Re: Parachutist and droptanks
[Re: MrJelly]
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Brit44 'Aldo'
Every Human is Unique
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Ray, I was looking into the code after reading the other thread, before reading this one. Jell is right. They are bit flags. The code uses IF and ELSE statements. Whom ever triggers the IF first wins. It all depends on the order the loop is checked, and how it is checked. There are times when the code checks if the type contains a value. In that case, 7 is true for all 3 types. If there is no ELSE statement then the last IF that is TRUE wins. If the entire IF/ELSE is one case, the first IF wins. There are also cases where an absolute value is checked. In this case you will only get a TRUE returned if the value is exact, so 7 would be ignored. As Jell said, there is a lot of nested code. The only reasonable way would be to define a flag above any existing flags and write new routines, even if they are copies of existing routines. This would insure that none of the existing routines will run if this flag is found. But, if you start mixing and matching numbers like you do with 7, you will corrupt the isolation. Clear as mud?
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#4254474 - 04/30/16 08:33 AM
Re: Parachutist and droptanks
[Re: MrJelly]
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Posts: 13,341
Col. Gibbon
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Hi Allen. Thanks for taking a look at the code, and confirming that it's not a simple job to do, even if it would be nice to have. Hi Tony. That Cargo entry, what is it for? Can you drop cargo? Does cargo explode at ground zero? If it's truly cargo, it should land and not explode, if you see what I mean.
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#4254483 - 04/30/16 09:20 AM
Re: Parachutist and droptanks
[Re: MrJelly]
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MrJelly
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Not a cross post, but I replied to your earlier question in one of my previous posts. There is little reference to it in the code. Which is true. There is no code relating to the behaviour or events that happen when cargo is dropped. There is code flagging that an aircraft is carrying cargo, and a count of how many items, but no more.
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4254518 - 04/30/16 01:30 PM
Re: Parachutist and droptanks
[Re: Rotton50]
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Col. Gibbon
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Say you're a C-47 pilot. You take off, fly in formation to your target, drop you guys and fly home. You have no guns, you have no armament of any kind and you're flying a bus. That statement was what I was replying too, Ray. Not weather it was a waste of time to have it in the game. This all started because Moggy wanted to drop paras, which do not explode, and as I thought it's a load of code work. But, when I saw cargo, I thought cargo dropped should not explode, but as the code is not complete, to allow cargo to drop, that is yet another dead end. Over the years many good and bad ideas have been explored, with varying results, but it has always lead to an expansion of our knowledge.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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