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AI & MP Dogfighting now working! Bombable ships, aircraft...

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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby GeneralScott » Fri Nov 20, 2009 5:25 pm

Thanks for answering! I was starting to lose hope. If there was a command line, where would it be (What file or menu is it under?)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby F22-killed-you » Fri Nov 20, 2009 5:30 pm

Seeing as you dont know where your command line is, you dont use it. Somewhere, in FGRun, there is the scenario chooser, maybe you should look for your scenarios in there. Maybe you just started FG normally without the Bombable ferry scenario.
Google it!
Results 1 - 10 of about 351,000 for MSFS. (0.41 seconds)
Results 1 - 10 of about 6,480,000 for FlightGear. (0.07 seconds)
Results 1 - 10 of about 137,000 for Flightprosim. (0.31 seconds)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby GeneralScott » Fri Nov 20, 2009 7:13 pm

Oh, I found the command line! Duh... What do you put into it again. (sorry I'm a clueless noob)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby F22-killed-you » Fri Nov 20, 2009 8:11 pm

GeneralScott wrote:Oh, I found the command line! Duh... What do you put into it again. (sorry I'm a clueless noob)


Don't worry, you'll learn. Have you heard of the wiki? (wiki.fligthgear.org)

It's VERY useful, you should check there for even more command line options and all your other questions before posting in the forum.

So i'll just shorten the wiki a little bit and tell you this, to bomb ferries with the bombable script, you must enter:

fgfs --aircraft=A-10 --ai-scenario=SanFranBayFerryInvasion

some nice other option is

--enable-game-mode (this gives you fullscreen)
Google it!
Results 1 - 10 of about 351,000 for MSFS. (0.41 seconds)
Results 1 - 10 of about 6,480,000 for FlightGear. (0.07 seconds)
Results 1 - 10 of about 137,000 for Flightprosim. (0.31 seconds)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby GeneralScott » Fri Nov 20, 2009 8:48 pm

Thank You!! :D Got it working! I guess I'll check out the wiki now, as to spare smart people the burden of answering my stupid questions!
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby zakharov » Sat Dec 05, 2009 6:08 pm

Hi, I discovered just yesterday bombable, it is really a great work, thank you very much for this.

Indeed, I've installed bombable3h.zip in my CVS copy, and discovered that the copy was not really clean after that :D ... anyway, I've cleaned it up, and I let here a bash script to automagically clean the CVS tree, keeping bombable installed.

To use it, it is very simple, just put the bombable's archive you used in the root of $FGROOT and the script. Execute it, this may take some time because of a "cvs update", and it will ask you a question when patching some files. The question is "have you been asked by `patch' to assume -R at least one time", if it is the case please press y, any other key otherwise. The process need to be repeated until patch doesn't ask anything. I haven't really searched why there is this "problem" of reversed patch question, anyway it works...

Code: Select all
#!/bin/bash

archivename='bombable3h.zip'

[ -e bombable3h.zip ] || {
  echo "error: $archivename needed in `pwd`
  exit
}

#first rm all files from bombable3h.zip
for f in `unzip -l $archivename|awk '{print $4}'`; do
  [ -f $f ] && rm -f $f
done

#correct these altered CVS conf files
list="Aircraft/SPAD-VII/Dialogs
Aircraft/SPAD-VII/Models/Interior/Panel
Aircraft/sopwithCamel/Models/Textures
Aircraft/sopwithCamel/Models/uiuc
Aircraft/sopwithCamel/Sounds/uiuc
Aircraft/sopwithCamel/Sounds/yasim
Aircraft/sopwithCamel/Models/uiuc/sopwithCamel"
for l in $list; do
  echo data/$l > $l/CVS/Repository
  echo ':pserver:cvsguest@cvs.flightgear.org:/var/cvs/FlightGear-0.9' > $l/CVS/Root
done

#get a clean new base
cvs update -dP

#then patch all files already existing in CVS, and modified in bombable3h.zip
#this may need to be processed several times
echo "now we want to patch some files..."
echo "you may be asked if you assume -R, answer y (yes)"
echo "I'll ask you at the end of the process if you had to answer to \`patch\'"
echo "if you've had to answer to patch we'll need to do the process again"
echo "ready ?"
read
answer="y"
while [ $answer -eq "y" ]; do
  for f in `unzip -l $archivename|awk '{print $4}'`; do
    [ -f $f ] && {
      unzip -q $archivename $f -d bombable
      diff -EbwBa bombable/$f $f > bombdiff
      [ "$?" -eq "1" ] && patch $f bombdiff
    }
  done
  rm -fr bombdiff bombable
  echo "have you been asked to assume -R at least once ? (y or n)"
  read answer
}


#then add all files not included in CVS
for f in `unzip -l $archivename|awk '{print $4}'|grep -v '/CVS/'`; do
  [ -f $f ] || unzip $archivename $f
done

exit 0


[edit: hope this helps some of you, and I've done all of this with separated command lines, and put together on the script, so I haven't tested it yet]

best regards,
zakh
Callsign: zakh Immat: F-ZAKH
System: Intel i3 2GHz (hyperthreaded), 4Go RAM, Nvidia GeForce GT 330M (256MB VRAM), Debian unstable
FG 2016.4 from Debian packages + next (compiled)
in dev: zkv1000 PFD/MFD
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby hellcat » Sun Dec 06, 2009 7:43 pm

I have managed to make every aircraft carrier in FG with bombable effects. I will make them available soon along with a few bombable AI aircraft and new scenarios, including a few planes I modified to use in those scenarios
Current Project: Yorktown Class, Essex Class, Light & Escort carrier package
Recent Release: X-Wing (Test)
http://hhfgfs.weebly.com/index.html
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby 2011futuremarine » Thu Dec 10, 2009 12:52 am

can't wait, though I'm not sure what the difference will be :)
Aircraft: primarily military
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby ethan3391 » Mon Dec 14, 2009 3:10 am

hellcat wrote:I have managed to make every aircraft carrier in FG with bombable effects. I will make them available soon along with a few bombable AI aircraft and new scenarios, including a few planes I modified to use in those scenarios

Can't wait, I know I can hit those. I used to play with the weapons by shooting them. A couple of rockets even blew up right in my face once when I fired them from the AD-6.
What one fool can do, another can. (simian proverb published in the book, Calculus Made Easy by, Silvanus P. Thompson)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby hellcat » Fri Dec 18, 2009 2:14 am

It mat not be perfect right now, but I will try to get the bugs out. All I know is that it will be hard to kill once you leave the carrier. Try some dive bombing once I make it available.
Current Project: Yorktown Class, Essex Class, Light & Escort carrier package
Recent Release: X-Wing (Test)
http://hhfgfs.weebly.com/index.html
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Canseco » Mon Jan 18, 2010 1:17 pm

Any news about development?
I want to make a event, but i need carriers to be sink on MP, ;)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby hellcat » Mon Jan 18, 2010 10:30 pm

Canseco wrote:Any news about development?
I want to make a event, but i need carriers to be sink on MP, ;)

Thanks for reminding me. Recently I was all caught up in my schoolwork, but other than that, its done. I am also including a few bombable AI scenarios and some of the planes I modified to give it bullet effects. I am still trying to figure out how to get hellijah's stuka to drop a bomb. Just to be of help, the aircraft I modified all have the "e" key as the trigger exept for the J7W, who uses the spacebar. When you are on the carriers, they will move up or down a bit, but editing the .xml file will help only slightly. The carriers won't be as easy to sink, though it takes a lot to damage it slightly. Dive bombing will probably be recommended if you hope to sink it. I will also try to make more targets soon, but I don't know how long that will take.

Download link here:http://www.4shared.com/file/200613811/6390bdba/carrier_bombable.html
Current Project: Yorktown Class, Essex Class, Light & Escort carrier package
Recent Release: X-Wing (Test)
http://hhfgfs.weebly.com/index.html
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Canseco » Mon Jan 18, 2010 11:49 pm

Thx, i will take a look to see how it works.

About planes able to fire bombs, i made a list of planes able to fire weapons
here viewtopic.php?f=10&t=6713#p58859
Maybe it helps, ;)
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby planetacancun » Mon Feb 15, 2010 4:56 am

Hey good work! I haven't tried yet but I'm about to. Does it work good on 2.0? Is there any chance that this could be included on CVS so it's part of FlightGear? Maybe the ones that don't want it enabled could just disable it right?
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Re: AI & MP Dogfighting now working! Bombable ships, aircraft...

Postby Canseco » Mon Feb 15, 2010 11:53 am

I use 2.00 cvs and it works. If you want bombable aircrafts, take a look here: viewtopic.php?f=4&t=6797#p60293
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