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LizardX

Air combat maneuvers

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Yo,

I wonder if there's a way to set the object's own "geometric vector". What do I mean? If I control the planes by joystick I can do some useful maneuvers like looping, Immelmann, etc. But how could I make the AI planes to do the same? The answer would be that we should set the angle-of-attack, the bank/pitch angles and so - it would work in the form of one vector. Maybe I'm wrong but the "setVelocity" differs only the speed vector not more - you can make a plane to take off VTOL but that's not what I want. And the "setDir" is not enough either. Just imagine: in air combat, "incomingmissile" EH would start a script: make a looping or something like that - not a real ace-solution but it would be more realistic than the current "blind man"-AI.

Does anyone have a tip?

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A bit complex I'm afraid, since OFP wasn't designed as a combat aircraft game. I'm afraid I wouldn't know of any ways to make the AI use evasive actions, etc. but I do know that you can get them to do offensive actions if the weapons are setup correctly.

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Yeah, I think this question is hard-coded somewhere in the game engine. It could be a request to BIS: maybe in the next patch they could introduce a new command for this action, something like "setVelocity". Will you, BIS?

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Yes ...pitch and bank functions are needed.

Currently no way to set the bank/pitch but I have seen a formula to get the bank/pitch

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