Doomenate
  • Doomenate
  • 50.25% (Neutral)
  • Private Topic Starter
10 years ago
I'm trying to add the ability to choose the direction a plane turns after it bombs a target. I've traced the function to RETURN_TO_BASE under the weapons ini but I don't know where to edit it. Here's the context in which it is used (line 17):



Weapon SupW_AuroraFuelBombWeapon
  PrimaryDamage           = 400.0            
  PrimaryDamageRadius     = 20.0      
  AttackRange             = 300.0       ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta      = 45          ; we don't really need to be aimed directly at the target.
  DamageType              = AURORA_BOMB
  DeathType               = EXPLODED
  WeaponSpeed             = 99999
  ProjectileObject        = SupW_AuroraFuelAirBomb

 ; FireFX                  = FX_AuroraBombLaunch
;  ProjectileDetonationFX  = FX_AuroraBombDetonate
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ClipSize                = 1                        ; how many shots in a Clip (0 == infinite)
  ClipReloadTime          = 5000              ; how long to reload a Clip, msec
  AutoReloadsClip         = RETURN_TO_BASE                 ; must return to base to reload this weapon
  ShowsAmmoPips           = Yes

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith  = STRUCTURES
End


I'm fairly confident that's what I have to edit because when I change it to 'No' the plane stands by at the target instead of flying back.

So my question is, where are these functions defined? I've looked and i'm fairly confident it's not in the INIZH files. There's a whole underlying structure to the game that is missing that must interpret these function and files and i'm guessing that's where it is defined but I don't know where to find it.

If the functionality i'm trying to add isn't that possible, that's okay but I'd still like to know where/how to edit the game engine

Thank you for your time
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Zatsupachi
10 years ago
To give you a short answer... No. Because its hard-coded into the game.

You'll have to open the game itself to do that.
"It's precision_bomber."
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Doomenate
  • Doomenate
  • 50.25% (Neutral)
  • Private Topic Starter
10 years ago
So how does one do that? This is the level of abstraction I want to work in. I'm not just looking to add new content, I'm looking to add functionality.
acidbrain
10 years ago
You cant adjust the engine because it´s not open source, just use a waypointpath back to the base after the attack
Panem et kirkinses
rey
  • rey
  • 52.5% (Neutral)
  • Major
10 years ago
and how about a way to make USA pilots run to base after landing?
Gameanater
10 years ago

and how about a way to make USA pilots run to base after landing?

Originally Posted by: rey 



I think the AI already does that, but it can't be by a script because they do it regardless on even an entirely unscripted custom map.

You should check the Pilot's modules.

Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.
rey
  • rey
  • 52.5% (Neutral)
  • Major
10 years ago
Pilots have only AutoFindHealingUpdate and PilotFindVehicleUpdate that are kinda relevant.. besides if AI does that for himself doesn't mean it can be same for player./
Gameanater
10 years ago

Pilots have only AutoFindHealingUpdate and PilotFindVehicleUpdate that are kinda relevant.. besides if AI does that for himself doesn't mean it can be same for player./

Originally Posted by: rey 



Maybe try scripting it? A subroutine that evaluates every couple of seconds?
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there.