Aircraft and Weapons: Difference between revisions
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===Outcome 2=== | ===Outcome 2=== | ||
The weapon is fired in a strafing run pattern. The weapon is hard-coded to be fired five times at its target, unless the target is destroyed before, in which case it will also stop firing. The aircraft will be locked on its flight path until | The weapon is fired in a strafing run pattern. The weapon is hard-coded to be fired five times at its target per unit of <tt>[[Ammo]]</tt> it carries, unless the target is destroyed before, in which case it will also stop firing. The aircraft will be locked on its flight path until one unit of ammo has been depleted. The weapon's ROF will NOT be ignored; in case the aircraft moved further away from its target than the weapon's Range, the weapon will still fire and the projectiles will fly into their targets regardless of the distance between aircraft and target. | ||
When given an attack command, the aircraft will NOT slow down if the target of the attack is within <tt>[[SlowdownDistance]]</tt>. After depleting its ammuntion, the aircraft will consider wether it is within <tt>[[SlowdownDistance]]</tt> of its destination (docking structure) and if it is, it will slow down (hence it would work for [[Remaking the Aurora Bomber in RA2/YR]]). | |||
[[Category:General Editing Information]] | [[Category:General Editing Information]] |
Revision as of 10:35, 23 March 2011
As many of you have propably noticed already, an aircraft's behaviour is strongly influenced by the weapon it carries. As there seems to be no other place to plug this in, the following article should serve as an overview of how aircraft behaviour is influenced by certain characteristics of the weapons they carry.
The first column says wether the AircraftType is a Fighter, the second column says wether its weapon has OmniFire, the third column what ROF its weapon has, the fourth column says what ROT the projectile has - these are the only factors influencing aircraft behaviour in RA2, AFAIK. In TS, OmniFire and Fighter tags do not exist. In YR, the behaviour is further affected by FlyBy and FlyBack. A special case is for aircraft using the spawned missile locomotor. The last column describes the resulting behaviour.
AircraftType: Fighter | AircraftType: FlyBy | AircraftType: FlyBack | Weapon: OmniFire | Weapon: ROF | Projectile: Inviso | Projectile: ROT | Outcome |
---|---|---|---|---|---|---|---|
no | N/A | N/A | no | 0 | 0 | ||
yes | N/A | N/A | yes | any | no | 1 | 2 |
yes | N/A | N/A | no | any | no | 1 | 2 |
yes | yes | 0 | 0 |
Outcome 2
The weapon is fired in a strafing run pattern. The weapon is hard-coded to be fired five times at its target per unit of Ammo it carries, unless the target is destroyed before, in which case it will also stop firing. The aircraft will be locked on its flight path until one unit of ammo has been depleted. The weapon's ROF will NOT be ignored; in case the aircraft moved further away from its target than the weapon's Range, the weapon will still fire and the projectiles will fly into their targets regardless of the distance between aircraft and target. When given an attack command, the aircraft will NOT slow down if the target of the attack is within SlowdownDistance. After depleting its ammuntion, the aircraft will consider wether it is within SlowdownDistance of its destination (docking structure) and if it is, it will slow down (hence it would work for Remaking the Aurora Bomber in RA2/YR).