Support #11475

G-Forces (again)

Added by Salah over 4 years ago. Updated over 4 years ago.

Status:Closed Start date:06/26/2010
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:-
Target version:-
Component: Affected Version:
Close Reason:

Description

Hi,

I would like to know how exactly ACE determines whether a player has a pilot class or not. While I do not experience blackouts anymore when flying ACE2 planes, it seems the script does not work for other mods.

Specifically, I placed an F4 from the Iranian Forces Mod in the editor, with player as Pilot and previewed it. Blackouts occurred during moderate banking. I then changed the plane to the ACE2 A10 and no more blackouts happened.

Is this something the mod makers must do (make their mod ACE2 compatible) or can you change the script so it generically recognizes whether someone is a pilot?

History

Updated by Sickboy over 4 years ago

  • Status changed from New to Feedback

If the player is a pilot, is determined by the config value "ACE_CrewProtection", see coding notes of http://ace.dev-heaven.net/wagn/G_Forces

What pilot class were you? I suppose a custom unit from the Iranian Forces mod?

Updated by Salah over 4 years ago

I tried several combinations. First the Iranian F4 with Player as Pilot, then an empty F4, with an Iranian Air Crew or a USMC Pilot. Same combination with an ACE2 F35 (changed it from the A10, cause it's time consuming to produce large G-Forces with an A10)

loaded F4 = blackouts (this one includes a Mod Pilot)
empty F4 + Mod Pilot = blackouts
empty F4 + ACE2 Pilot = no blackouts

loaded F35 = no blackouts (this one includes an ACE2 Pilot)
empty F35 + Mod Pilot = blackouts
empty F35 + ACE2 Pilot = no blackouts

So, apparently the Mod Pilot does not get recognized as a Pilot.

EDITED: Ok, just read that again. The mod makers simply have to add ace_crewprotection = 1; to THEIR config files, right?

Do I assume correctly that these files are packed into the Addon .pbo files?

Updated by Xeno over 4 years ago

Salah wrote:

Is this something the mod makers must do (make their mod ACE2 compatible)

Exactly.
ACE_CrewProtection = 1; has to be in the class config of the unit if the new unit class doesn't inherit from existing pilot classes like USMC_Soldier_Pilot or RU_Soldier_Pilot for example.

or can you change the script so it generically recognizes whether someone is a pilot?

No, not possible. Simply because you can't check if a unit isKindOf "blapilot" if inheritance isn't correct and the addon maker inherits from one of the normal SoldierXB or whatever classes. If the inheritance is ok, crew protection will be available as we define ACE_CrewProtection allready for the existing USMC_Soldier_Pilot, CDF_Soldier_Pilot, RU_Soldier_Pilot, GUE_Soldier_Pilot and Ins_Soldier_Pilot classes.

Updated by Xeno over 4 years ago

  • Status changed from Feedback to Closed

Updated by Sickboy over 4 years ago

Additionally, you can create yourself a so called 'override' config, that will add the ACE_CrewProtection config property.
Though it's probably even easier to put yourself in the plane as a US/RU/CDF etc pilot perhaps.

Also available in: Atom PDF