23.06.2012, 12:13
Version is 2.4.6, released on Saturday, June 23, 2012
Changes for version 2.4.6
Bug Fixes and new features:
1, Added prop splash to boats and submarines.
2, Added friend foe functionality to vehicle war mode, to ground weapons and to scripts.
3, When vehicle or weapon has "axis_allied" = 0 it will attack or be attacked by any side.
4, When vehicle or weapon has "axis_allied" > 0 it will attack or be attacked by vehicles with different side.
5, Boresight position on hud shows true boresight when free hud is used.
6, Improved bump on roads and runways.
7, Ground weapons can be added in scenery design mode.
8, Ground weapons are aimed better if guided weapons are used.
9, Added joystick axes for flaps and air brakes.
10, Saving and loading of joystick schemes.
11, Reverse mode detected correctly in boat when throttle set to reverse.
12, Increased number of weapons, smokes, pilots to maximum of 24.
13, Increase number of components, cargo items, view points to maximum 64.
14, Added barrel animation to weapons, using barrel_a.x file with 30 frames animation.
15, Support added for png files loading with transparency.
16, Cargo dialog checks vehicle changes and updates itself.
Please report any bugs here in this thread.
Deutschmark
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EDIT;
Hi John,
Ok, this is really so simple - and please quote me on the forum so everyone knows.
Each weapon ( look at the aa_gun i attached with the update ) has a value of "axis_allied"
this value is zero if not set, and any value you set if you wish on the weapon.cfg
1 [axis_allied]
Each vehicle has a value of "axis_allied" this value is zero if not set,
and any value you set if you wish on the vehicle.cfg
2 [axis_allied]
Now, for each situation where there is one side attacking another side, like one boat shooting another,
one boat being shot at, ground weapon shooting a plane, scrip engaging other target, etc..
There is a simple rule, take the value of "axis_allied" of one side, and compare to the value of the other side,
if one of these is zero then - attack is ok, war is ok, engagement is ok,
if one is not equal to the other then - attack is ok, war is ok, engagement is ok,
if both are equal and not zero - no war or shooting allowed between sides, you will see a message
[name of vehicle] stop shooting we are on the same side.
===============
barrel_a.x
actually it can be any number of frames, as you can see this is a looping animation of the barrel recoiling including one shell expelled.
This animation loops once per shot, and can be controlled by a value of
120 [barrel_fps]
Which is the rate in frames per second of this animation which loops when weapon fires.
The animation can include the barrel, the hammer, shells, anything really, you can use it
instead of barrel.x or in addition to it, showing only the parts that move.
--------------------------------------------------------------------
So in short its this;
0 [axis_allied] not set will shoot at all.
1 [axis_allied] axis will shoot at allied
2 [axis_allied] allied will shoot at axis
---------------------------------------------------
barrel_a.x is made in max like a gear X file or a engine X file with any number of frames and parts.
--------------------------------------------------------------------
I have made a EDIT to explain a little better axis_allied and barrel_a.x file.
Changes for version 2.4.6
Bug Fixes and new features:
1, Added prop splash to boats and submarines.
2, Added friend foe functionality to vehicle war mode, to ground weapons and to scripts.
3, When vehicle or weapon has "axis_allied" = 0 it will attack or be attacked by any side.
4, When vehicle or weapon has "axis_allied" > 0 it will attack or be attacked by vehicles with different side.
5, Boresight position on hud shows true boresight when free hud is used.
6, Improved bump on roads and runways.
7, Ground weapons can be added in scenery design mode.
8, Ground weapons are aimed better if guided weapons are used.
9, Added joystick axes for flaps and air brakes.
10, Saving and loading of joystick schemes.
11, Reverse mode detected correctly in boat when throttle set to reverse.
12, Increased number of weapons, smokes, pilots to maximum of 24.
13, Increase number of components, cargo items, view points to maximum 64.
14, Added barrel animation to weapons, using barrel_a.x file with 30 frames animation.
15, Support added for png files loading with transparency.
16, Cargo dialog checks vehicle changes and updates itself.
Please report any bugs here in this thread.
Deutschmark
--------------------------------------------------------------------
EDIT;
Hi John,
Ok, this is really so simple - and please quote me on the forum so everyone knows.
Each weapon ( look at the aa_gun i attached with the update ) has a value of "axis_allied"
this value is zero if not set, and any value you set if you wish on the weapon.cfg
1 [axis_allied]
Each vehicle has a value of "axis_allied" this value is zero if not set,
and any value you set if you wish on the vehicle.cfg
2 [axis_allied]
Now, for each situation where there is one side attacking another side, like one boat shooting another,
one boat being shot at, ground weapon shooting a plane, scrip engaging other target, etc..
There is a simple rule, take the value of "axis_allied" of one side, and compare to the value of the other side,
if one of these is zero then - attack is ok, war is ok, engagement is ok,
if one is not equal to the other then - attack is ok, war is ok, engagement is ok,
if both are equal and not zero - no war or shooting allowed between sides, you will see a message
[name of vehicle] stop shooting we are on the same side.
===============
barrel_a.x
actually it can be any number of frames, as you can see this is a looping animation of the barrel recoiling including one shell expelled.
This animation loops once per shot, and can be controlled by a value of
120 [barrel_fps]
Which is the rate in frames per second of this animation which loops when weapon fires.
The animation can include the barrel, the hammer, shells, anything really, you can use it
instead of barrel.x or in addition to it, showing only the parts that move.
--------------------------------------------------------------------
So in short its this;
0 [axis_allied] not set will shoot at all.
1 [axis_allied] axis will shoot at allied
2 [axis_allied] allied will shoot at axis
---------------------------------------------------
barrel_a.x is made in max like a gear X file or a engine X file with any number of frames and parts.
--------------------------------------------------------------------
I have made a EDIT to explain a little better axis_allied and barrel_a.x file.