30.06.2017, 17:46
Hmm I've tried around with RC Planes and rotation on Paths, it's quite easy.
Y rotation can be ignored if the curves are limited to a decent degree. Calculating the X and Z Rotation is either easily possible by euler -> quat conversion or use Gamer_Z's QuaternionStuff Plugin (that also allows correct x,y,z rot but didn't mess with that yet).
The path isn't too hard either, I tried writing a "brute-force" random path generator and it generates nice routes which look good when the NPCs fly them. Plus they never crash into Buildings or whatever, using ColAndreas (they even find little holes and fly through 2km long Tubes I mapped in the Map Editor). This is of course not doing what you wanted, but it could be adjusted to that (adding a target shouldn't be too hard).
It's already dangerous if they are rapid-firing, given the auto-aim that they have. So if you let these fly somewhere near the Player you can be sure he will die eventually.
So, if you are seriously interested in doing this, this could serve as proof that it's possible (without much complexity).
Y rotation can be ignored if the curves are limited to a decent degree. Calculating the X and Z Rotation is either easily possible by euler -> quat conversion or use Gamer_Z's QuaternionStuff Plugin (that also allows correct x,y,z rot but didn't mess with that yet).
The path isn't too hard either, I tried writing a "brute-force" random path generator and it generates nice routes which look good when the NPCs fly them. Plus they never crash into Buildings or whatever, using ColAndreas (they even find little holes and fly through 2km long Tubes I mapped in the Map Editor). This is of course not doing what you wanted, but it could be adjusted to that (adding a target shouldn't be too hard).
It's already dangerous if they are rapid-firing, given the auto-aim that they have. So if you let these fly somewhere near the Player you can be sure he will die eventually.
So, if you are seriously interested in doing this, this could serve as proof that it's possible (without much complexity).

