WingNuts and BoltsThis section details the enemy craft creator
Enemy craft represent all flying enemies except for Helicopters, Bosses and Rogues. An enemy craft is very similar to player crafts, except the AI drives it instead of you.
Your standard Enemy Craft window.
Before we detail the diffrent sections, take notice of the lower left of this screen. You'll notice several buttons.
This is the viewing area of the Enemy Craft section. This area should look famaliar, it is featured in most sections of the editor. However, the player ship's section has several buttons and controls at the bottom.
Zoom - This lets you zoom into the ship. You can zoom in 2, 3 and 4 times the image.
Normal - This is the standard top down view of the plane. It is flying straight ahead.
Bank - This is the plane playing the banking animation. You can find more information about this in the banking section of player ships under Graphics.
Roll - This is the plane playing the roll animation. You can find more information about this in the rolling section of player ships under Graphics.
Loop - This is the plane playing the loop animation. You can find more information about this in the looping section of player ships under Graphics.
Collision - This displays the collision circles for the ship. This will be detailed in another section.
Shield - This displays the ship with the shield effect.
Weapon - This displays the plane firing it's primary weapon.
Impact - Each time you press this button, the plane will be "hit" by a weapon and play it's impact sequence.
Explode - When you press this button, the plane will explode.
Trail - Pressing this will draw the plane with it's contrails drawn.
AI - This lets a simple computer AI fly the plane. Due to no planes to join formations with or enemies to fight it is very simple.
At the top of the screen to the right of the "New" "Delete" "Rename" and "Duplicate" buttons there is a smaller button named "Save". When you make a change in the enemy craft screen it is not instant. You need to press the "Save" button before your changes will draw in the view area.
Aircraft image - This is the base image for the enemy aircraft. This can be animated if you want. The image comes from graphics.
Banking images - When this is checked the plane will have a banking image. Banking images are used when the plan banks to the left or right. This will need to be an animated loop of the plane banking left to right.
Rolling images - When this is checked, the banking image continues into a full roll. This image is dependant on the banking image.
Looping images - This is a loop image (head over heals). It will need to animate.
Has a weapon - This will let you assign a primary weapon to the enemy craft. The weapons are created in the weapons section.
Aimimg method - An enemy can aim and fire 3 different ways:
Has a bomb weapon - This lets you choose a bomb weapon to assign to an enemy.
Fraction of time spent bombing player's carrier during game - This lets you tell the game how much of the enemies time should be spent bombing the carrier during normal gameplay.
Fraction of time spent bombing once player battles bosses - This lets you tell the game how much of the enemies time should be spent bombing the carrier during boss battles.
Fraction of time spent bombimg one player escorts carrier - This lets you tell the game how much of the enemies time should be spent bombing the carrier during the escort phase.
Has impact explosion - This is the explosion that will be played when the enemy craft receives damage.
Has death explosion - This is the explosion that will be played when the enemy craft is destroyed.
Has particle trail - This option lets you assign a particle trail to be drawn when the enemy craft is damaged. You choose a particle from the list.
Particle rate - This is the rate in particles per second that the trail will be drawn.
Primary offsets - These are the X and Y cordinates of the particle trail.
Secondary - These are the X and Y cordinates of a 2nd trail.
Teritary - These are the X and Y cordinates of the 3rd trail.
Has engine glow - This lets you assign a glowing image to the enemy plane. Select an image from the list.
Glow offsets - This lets you assign the X and Y cordinates of the engine glow.
Glow color - These values let you change the color of the image. Values of 1 will have 100% of the color, 0 will have 0% of the color.
Aircraft manufacturer - This string lets you assign the Aircraft manufacturer, this is used in the mission breifing screen.
Aircraft model - This string lets you assign the aircraft model. This is used in the mission breifing screen.
Year - This string lets you fill in the year for the plane. This is used in the mission breifing screen.
Your standard Enemy Craft Properties window.
The Properties screen lets you assign different settings for the enemy craft, such as collisions and flight velocity.
Sustainable damage - This is the minimum and maximum allowed damage values.
Collision damage - This is how much damage this craft will cause when it runs into you. Enemy craft cannot take collision damage, but they can dish it out.
Flight velocity - These are the minimum and maximum values for the speed of the enemy craft. These values are measured in pixel per second.
Maximum yaw rate - This is the yaw, or turn rate of the enemy craft. This is measured in degrees per second.
Yaw rate acceleration - This is the rate that the plane will accelerate when making a turn, this value is is in degrees per second squared, it is exponential.
Base score for destruction - This is how many points you get for destroying this craft.
Level score multiplier - These are extra points added to the base score depending on what level you are on.
Colission detection circles - The following check boxes define the collison of the ship. If the ship has no circles, then it cannot be hit and will fly through objects. It's best to keep the circles constrained to the plane. To make a collision circle, click the check box next to it. You can have 16 different circles. To see the circle, you'll need to click "Collison" on the bottom left of the window. You can position the circle with the following commands:
Collision circles can overlap, and should. To adjust a circlue, use the "Edit Circle" option at the bottom right of the window. Each numbered button corrosponds to that collision circle.
Your standard Enemy Craft Behavior window.
These values affect the behaviors of the enemy craft. These include the AI for the craft.
Player awareness distance - This is how far the enemy craft can see. This value is measured in pixels.
Invisible on radar - This option will make the enemy craft invisible on the player's radar.
Invisible to carrier - This option will make the carrier ignore enemy craft and not shoot at it.
Can follow player - This option gives the enemy craft the AI to follow the player.
Can ignore player - This option gives the enemy craft the AI to ignore the player.
Can attack player - This option gives the enemy craft the AI to attack the player.
Can evade player - This option gives the enemy craft the AI to evade the player.
Rolling maneuver - This option lets you assign the Rolling maneuver to the enemy craft. You can define how long it takes to execute aand how long the craft can hold the maneuver.
Looping maneuver - This option lets you assign the Looping maneuver to the enemy craft. You can define how long it takes to execute aand how long the craft can hold the maneuver.
Inverted pass - This option lets you assign the Inverted pass maneuver to the enemy craft. You can define how long it takes to execute aand how long the craft can hold the maneuver.
Knife-edge pass - This option lets you assign the Knife-edge pass maneuver to the enemy craft. You can define how long it takes to execute aand how long the craft can hold the maneuver.
Executes evasive velocity modulation - This ability lets the enemy craft speed up and slow down to evade player shots.
BIG BLOCK FOR EVASIVE MANUVERS
Minimum rest time between special maneuvers - This specifies how long an enemy must wait between maneuvers.
Can create formations - When this option is selected, the enemy aircraft will have the ability to form a formation with other aircraft.
Creation probability - This is the percent chance the enemy craft has to join a formation.
Can only join formations of same type - When this is selected only the same type of planes will join together. For example with this checked a P-51 Mustang will only join up with other P-51 Mustangs ignoring a Spitfire.
Require formation leader to have velocity within - A formation is formed by a leader, destroying the leader causes the formation to break up. This value details how close in velocity the other planes must be to join up. This is a percentage of the leader's velocity.
Time taken to decelerate after destruction - Enemy craft have a chance to fall to the ground when destroyed (the type of death if purely random). If that happens, this value determines how long it takes to fall to the ground.
Has looped engine sound - This option lets you assign a looping sound for the engine.
Has damage received sound - This option lets you assign a sound to be played when the craft takes damage.
Has explosion sound - This option lets you assign a sound to be played when the craft is destroyed.
Has roll maneuver sound - This option lets you assign a sound to be played when the craft performs the roll maneuver.
Has loop maneuver sound - This option lets you assign a sound to be played when the craft perform the loop maneuver.
Has falling sound - This is a sound to be played when the plane falls to the ground after being shot down.