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Old 08-20-12, 10:41 AM   #11
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
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Quote:
Originally Posted by Hans Witteman View Post
Hi Rubini,

Nice work on this and i remember i was testing some way to have torpedoes drop and disappear from the plane via statemachines but this was last winter and i didn't have time to test it.

Currently too busy to play with it but after release i will have a look at it.

Best regards Hans
I also tried annimations (via statemachines) but I could not succesfully make all things work synchronized as it must be. As it is now the torpedo launch follow this sequence:

1. A virtual AI AA Gun (to avoid the premature launch as it must occur if we use cannons) fire a controled number of virtual shells with negative velocity (what garantee that it will always be fired)
2. until we reach another shell time (again with negative velocity) fire moment (that will garantee the always before target release, with these two shells type proccess we can control totally the moment of the torpedo drop )
3.that will then generate a particle (the 3D falling Torpedo). As a Particle we can control all its falling aspects, including weigh, spin, velocity, waterinteration, etc.. That´s is it!

So, the fixed torpedo on plane body is just a 3D object attached to the loadout rack. It´s there just for eye candy. But I can´t figure a way to attach it to the above process to be "deleted" at same time that the particle above is generated. I really guess that another drop approach must be find to solve this, an annimation is a serious candidate...perhaps attaching a annimation directly over the second unique shell (and not use particles then). I tried it a bit without success. More brains need to enter on the matter!
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