2. Aircraft files to FG/data/AI/Aircraft:
Copy the entire Fire-Particles directory to the FlightGear/data/AI/Aircraft. Do the same with all the aircraft subdirectories, including M1-Abrams, jeep-bombable, ferry-bombable, c172-bombable, A-10-bombable, etc.
Student_Pilot_Noob wrote:I suggest making a template directory structure and putting the files where they belong, that way all the user has to do is extract everything to the root directory of FlightGear and click YES when the warning that the folders already exist and that some files may be overwritten pops up.
Also, why don't the scenerios have descriptions? How do I actually use the scenerios?
Student_Pilot_Noob wrote:As well, I don't understand what you mean by:2. Aircraft files to FG/data/AI/Aircraft:
Copy the entire Fire-Particles directory to the FlightGear/data/AI/Aircraft. Do the same with all the aircraft subdirectories, including M1-Abrams, jeep-bombable, ferry-bombable, c172-bombable, A-10-bombable, etc.
Am I supposed to just add the folders to ai/aircraft or am I supposed to find the folder for the plane named in the folder and extract it inside the plane's AI folder.
Example: Place the CONTENTS of c172_bombable inside the c172 folder inside ai/aircraft, or just place c172_bombable inside ai/aircraft?
asdfasdf wrote:Can you add the lines of code to make and object bombable to a regular aircraft to make them bombable?
What I'm thinking about as a very simple solution to multi-player, is this:
AndersG wrote:I think $FG_ROOT/Nasal/mp_broadcast.nas might cover your communication needs. If the attacker broadcasts a message containing callsign of target and hit details when a local hit is detected the target will receive this and can take appropriate action.
See Nasal/wildfire.nas for an example of how to use mp_broadcast.
The problem that what appears as a clear hit on the attacker's end may look like a clear miss on the target's side remains, however.
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