Home   Help Search Login Register  

Author Topic: Idea for a better after-burner  (Read 506 times)

0 Members and 1 Guest are viewing this topic.

Ball Zack

  • Guest
Idea for a better after-burner
« on: 29 Oct 2003, 05:17:02 »
I posted this on the official forum, but they are down at the moment, so I will post it here as well.  I'm pretty sure that this should work.  I know that there is a way that a script can request the total thrust of the user's aircraft, because otherwise the HUD in the DKM Bronco would not be able to display the total engine power.  So I'm pretty sure that this will work.  The idea is that the script would request the total power of the aircraft, and once your power exceeds say 98%, then the after-burner would activate automatically.  Once your power goes below 98%, the after-burner would shut off automatically.  This would be much easier than hunting through the action menu when you are in a dog fight.

Another idea that I had several months ago, but no one seemed to notice, you could write a script that would spawn a static object "above ground" crater wherever a bomb impacts the ground.  The crater wouldn't have to be anything fancy, and it would not indent into the ground (this isn't possible in OFP anyway), it would simply be a pile of dirt in a ring shape made into a static object (the same way that the GFX bunker pack trench was made).  This way if you drop a bomb on a runway, one of these craters would appear, and no one would be able to use the runway without crashing their aircraft into the crater (essentially disabling the runway).

Offline Roni

  • Members
  • *
  • Play the Game !
Re:Idea for a better after-burner
« Reply #1 on: 29 Oct 2003, 09:42:18 »
Hi Ball

Not sure about the afterburner but I like the crater idea.

Simple idea idea for now - how about creating two objects - the standard "Crater" texture and a "Fire" object (inflame = true).  That should stuff up the runway good enough and the fire is an added bonus.

Just a thought . . .



Roni

Offline KTottE

  • Former Staff
  • ****
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

Ball Zack

  • Guest
Re:Idea for a better after-burner
« Reply #3 on: 30 Oct 2003, 03:03:27 »
Yes I have seen the after-burner that is activated by the run key, but I'm not sure that it is compatible with my joystick.  The idea for this afterburner was that once you approach full power, the afterburner turns on automatically, and turns off automatically when power is reduced.

Offline Colonel_Klink

  • Members
  • *
  • Independent Addon Creator
    • DC3D Game Modelling Zone
Re:Idea for a better after-burner
« Reply #4 on: 11 Nov 2003, 09:36:09 »
The Falklands mod will have about 10 random sizes of these that will be setpos'd  according to the shell that has been fired.
Rebel without a pause...D.I.L.L.I.G.A.F.