Hard Light Productions Forums

Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: Phaserbank on July 19, 2010, 11:31:54 pm

Title: turn time
Post by: Phaserbank on July 19, 2010, 11:31:54 pm
hate to bug you guys with a simple question, but i would like to make the turn time of fighters and bombers given by an equation such as T = 2*PIE*V/a where a is an acceleration defined for each species. one of the main things i could realy use is a list of scripting intrinsic functions. just so you know im used to coding in fortran.
Title: Re: turn time
Post by: Nuke on July 20, 2010, 12:43:32 am
im not sure you can, i always hit road blocks when trying to integrate new physics model. i did a newtonian + atmospheric flight model which kinda sucks in that it breaks collision detection and ai. theres no way around it that i can find. it would probibly take a physics code overhaul to make all this stuff possible.
Title: Re: turn time
Post by: Aardwolf on July 20, 2010, 08:56:32 am
The scripting language is Lua, you can find documentation on how the language works online.

As for the functions available to you, just check the option to generate scripting.html in the launcher, run FSO, and voila! It'll output all of the functions and stuff.
Title: Re: turn time
Post by: Phaserbank on July 20, 2010, 10:54:22 am
thanks, I'll do that.