View Full Version : Launchable Planes In Playable IJN taiho?
hey guyz, this should my 1st post ,
when i found out SH4 has playable surface ships i was shocked:o
my eyes went wide and stuff
now i downloaded Littorio,bismarck,admiralscheer,taiho,yamato,and blah blah blah
now is it possible to launch or AI launch the planes in the playable IJN TaihO?:up:
Hi!
This thread was moved from the ATO forum since its topic (Taiho) seems better aligned with the Fleet Boat Mods than the Atlantic U-boat mods.
Pablo
Sledgehammer427
10-30-08, 06:58 AM
well people were thinking about making an airfield follow your ship, so those with launchable aircraft will be able to take off...even though there are no takeoff anims.
Whoa, looks like an interesting idea:up:
Also useful for IJN Sub mod, I have always wanted to have launchable planes here:)
keltos01
10-30-08, 08:04 AM
well people were thinking about making an airfield follow your ship, so those with launchable aircraft will be able to take off...even though there are no takeoff anims.
I want it !!!
why doesn't anyone ever tell me about these things ? I got two subs waiting to sent out patrol aircrafts now ! the Jyusen B and the Type AM....
Keltos
peabody
10-30-08, 12:45 PM
well people were thinking about making an airfield follow your ship, so those with launchable aircraft will be able to take off...even though there are no takeoff anims.
Well, to get it done you will need to overcome two problems in the game I spent a little time trying different stuff.
1. The flyable planes are not the same planes you see on the ships. Same with the one that you see landed in the water. If a flyable plane touches ground, water, or a ship it blows up. So they can't land or take off. So you need to figure a way around that. Not saying it can't be done, just something to work out. And you could make a plane start flying just above the surface of the ship to simulate a takeoff but it won't spawn within 20 miles of the player unit, so you will never see it.
2. A Airbase will not follow waypoints so it won't follow the ship. Again not saying it can't be done, you just have to figure out how.
But those are the main reasons why we don't already have planes taking off from ships and subs.
Peabody
I wanted that in TSWSM but the things mentioned above stopped me, as well as a super virus that deleted everything:damn::nope::cry:
peabody
10-30-08, 02:59 PM
I wanted that in TSWSM but the things mentioned above stopped me, as well as a super virus that deleted everything:damn::nope::cry:
Just a suggestion, but if you got a virus, you may want to d/l your stuff from filefront and check it out so you don't spread it.
Sorry you lost your stuff, that must be a real pain!!
Peabody
tomhugill
10-30-08, 03:18 PM
Ive had a thought about this , would it be possible to spawn an airbase in real time > 20km away from you so would give the illusion of moving with you?
peabody
10-30-08, 03:42 PM
Ive had a thought about this , would it be possible to spawn an airbase in real time > 20km away from you so would give the illusion of moving with you?
There are so many planes in the game I don't see the value. Carriers appear to generate planes wherever they go anyway, they were just trying to see if they could get them to launch so you could see it.
I have not tested it but even if you could generate an airbase, you would need to create a 'zone' that when you enter it, it would create the airbase. And once a zone is used, you can't use it again. So you would have zones all over the Pacific. (not to mention airbases all over the Pacific)
For example on zones. Say you put two zones in the channel into Pearl Harbor. You start inside the harbor and as you pass through zone one it spawns a Task Force attacking Pearl. So you go attack it. Now zone two is set to welcome you back and give you a pat on the back if you sank a carrier. Well, it will never happen. Why you ask. Because you passed through the zone leaving the harbor, even though it did nothing because you didn't sink the carrier yet. When you sink the carrier you have met the conditions of zone 2 and it will welcome you back to Pearl, even though you are in the middle of the Pacific 500 miles away. But when you return to Pearl it will do nothing, it has already been "triggered" when you left.
Your idea may be useful for other things so keep coming up with ideas. I am not trying to discourage you, I have bumped into some things while trying other things and got an unexpected result and then :hmm::hmm: wonder how I could use that? So don't give up on ideas, you may find something you didn't expect.
Peabody
tomhugill
10-30-08, 04:02 PM
This idea would be for simulating your bb (or stupidly large sub) having scout aircraft , regarding zones , as your probably not going to recross previous zones too much setting others off wouldnt be a problem , and would it not be possible to have a trigger such that spawning the next zone despawns the previous one?
peabody
10-30-08, 05:08 PM
This idea would be for simulating your bb (or stupidly large sub) having scout aircraft , regarding zones , as your probably not going to recross previous zones too much setting others off wouldnt be a problem , and would it not be possible to have a trigger such that spawning the next zone despawns the previous one?
Yes, you could have a zone spawn scout aircraft as long as it's 20 miles away. But you don't need an airbase to do it. And a carrier can't trigger a zone, it has to be a players sub. Now having said that, if you are using the playable surface ship, that has to be converted to a sub to be playable so it does become the playable sub and will trigger zones. So you could have a BB or carrier trigger a zone as long as it's the players one that does it. (you may already know that, but for those who do not)
And you don't need to despawn a zone. It doesn't show, and like I commented it doesn't work a second time so it really doesn't do anything except take up some memory to keep track of it. But it is there for the one mission, and when you return to base and do another mission it no longer exists. (of course depending on how you script the campaign). All that is assuming of course that you write it properly so it does not show a big yellow star in it!! Otherwise you would have a map full of stars with flags and binoculars.:rotfl:.
Peabody
tomhugill
10-30-08, 05:29 PM
So if im understanding you correctly you could put these zones all over the map and they would spawn a scout that would work like the ones from the jap air bases?
peabody
10-30-08, 07:25 PM
So if im understanding you correctly you could put these zones all over the map and they would spawn a scout that would work like the ones from the jap air bases?
Entering the zone 'triggers' the spawn and you put the planes in to do what you want and go exactly where you want, but it doesn't happen until you enter the 'zone'. Like ships or subs you create a random group with "air" instead of "naval" and create waypoints for the planes. The trouble with the whole thing is the 20 miles, you may never see the planes unless you can make the player go to a specific location, a bay or harbor and make the planes fly over them.
From an airbase the game spawns them and they go where ever the game is programmed to make them go.
The other problem is putting zones all over means every one will have to have a scout spawned and fly a route.
And how many times have you been on the surface with a sub and got a contact in the air that is about to drop bombs on you and you can't see it?
So in a Campaign setting it is better to have the enemy in a specific location, you go to a specific location and the planes fly over and attack. You don't have to be 20 miles from the target, just 20 miles from the 'spawn' location. That way you can see what is happening. Two examples are the Battle off Sumar and the Battle of Midway single missions. But for just randomly going around the Pacific triggering zones is not going to do much, since you won't see the planes and you won't know where the enemy is to control the flight path.
Peabody
i gotta idea :D
what if the "planes" that you launch can be a special ability ?
like 1 crew member is a pilot or something and 5 min cooldown and 30 min duration for the planes am i right?
anyway thats just an idea :arrgh!:
gimpy117
10-31-08, 12:15 PM
I dunno about the zones....what we should look into is how the aircraft seem to emminate from carrier groups then see if we can reverse engineer it for player units.
tomhugill
11-03-08, 11:39 AM
Ok guys , you can get an airbase to move by altering the cfg file so maybe it would be possible to get it to follow you. Also has anyone obtained the rank 8 in the uboar campaign? I modded my saves and it allows you to control german cruiser groups , german aux cruisers , jap heavy cruiser groups , jap bb broups and what i think are either carrier or just scouter groups
http://i32.photobucket.com/albums/d15/team_shrewsbury/SH4Img2008-11-03_164434_049.jpg
U can move these groups anywhere within a certain radius , the ones with a plane on move on their own.
There must be some way to alter this to simulate our ship/sub mounted scout
peabody
11-03-08, 02:48 PM
Ok guys , you can get an airbase to move by altering the cfg file so maybe it would be possible to get it to follow you. Also has anyone obtained the rank 8 in the uboar campaign? I modded my saves and it allows you to control german cruiser groups , german aux cruisers , jap heavy cruiser groups , jap bb broups and what i think are either carrier or just scouter groups
U can move these groups anywhere within a certain radius , the ones with a plane on move on their own.
There must be some way to alter this to simulate our ship/sub mounted scout
Good info tomhugill. Very interesting.
Peabody
tomhugill
11-03-08, 02:54 PM
Ive thus far not been able to find where any info relating to these groups are within the data folder , Im hoping theyre not hard coded into the game as this could be rather problematic. Edit they can also engage and destroy enemy ships and in turn be destroyed (note the red cross over the german cruiser group) you are notified if either of these events happens
peabody
11-03-08, 03:21 PM
Ive thus far not been able to find where any info relating to these groups are within the data folder , Im hoping theyre not hard coded into the game as this could be rather problematic. Edit they can also engage and destroy enemy ships and in turn be destroyed (note the red cross over the german cruiser group) you are notified if either of these events happens
I have never played a Uboat Career so I don't know how the groups are put into the game. Maybe someone else has an answer where they come from.
I will ask in another thread, maybe we can get an answer.
Peabody
chrysanthos
04-30-12, 06:05 AM
because she aint no deckguns for defence i just thinking if we could add 2 or 3...can you show me how? i can make it if you tell
jhapprich
04-30-12, 06:59 AM
one could make torpedo animations e.g. a torpedobomber that takes of the flight deck and attacks the target. i dont know if one could disable the impact effect and attach secondary weapons to a torpedo(=airplane,tried that some time ago,but i do not remember if it worked,it was a minor project...),otherwise one would always have Kamikazes.but it can be done,one has a combat-capable carrier.
Senf-Man82
03-14-16, 02:42 PM
Could it be possible to add to your own map symbol the launch abbility for a reconn plane?
about 9 min in shows sub launch ,,https://search.yahoo.com/yhs/search;_ylt=A0LEVviDB.hWIxMAdP8PxQt.;_ylc=X1MDMjEx NDcwMDU1OQRfcgMyBGZyA3locy1hdHQtYXR0XzAwMQRncHJpZA NjQjNZbW83Z1JONlZDYkFicXpCcjhBBG5fcnNsdAMwBG5fc3Vn ZwMxMARvcmlnaW4Dc2VhcmNoLnlhaG9vLmNvbQRwb3MDMQRwcX N0cgN5b3V0dWJlIGlsLTIEcHFzdHJsAzEyBHFzdHJsAzI3BHF1 ZXJ5A3lvdXR1YmUgaWwtMiBzYXMgY3VwIHBsYW5lcwR0X3N0bX ADMTQ1ODA0NjkyOA--?p=youtube+il-2+sas+cup+planes&fr2=sa-gp-search&hspart=att&hsimp=yhs-att_001&type=att_pc_homerun_portal
Senf-Man82
03-15-16, 05:17 PM
What I meant was, in game sh4 1.5 - how to adjust the contact for your own boat/ship on the nautical chart, that you could launch a reconn plane like you can by klicking on certain japanese map symbols? How could this be done?
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