View Full Version : creating a flight simulator

27th Jan 2006, 06:32 AM
hi all.

as the forum title suggests, i would like to create a basic flight simulator, for use as a training tool for flying model aeroplanes and helicopters. the basis of this would be to:

fly around maps and gain points by negotiating obstacles.

i have downloaded the svehicle support files and will have no problem getting models into the runtime

what i need is someone who can help me to write a basic script(s) that places a small scoreboard on the screen and ticks over one point for each obstacle passed, and loads the next map after enough points have been accumulated.

scripts so that the aircraft are affected by different weather conditions i.e. wind and rain, although that would be a bit harder.

-just for laughs-
targets that can be destroyed by aircraft mounted guns/rockets to accumulate points in the same manner as navigating obstacles. that would probably be the hardest part of it all, but like i said, it isn't really necessary but something to pass the time on lazy days. but i can see an upside as far as fine control, especially on helicopters is concerned.

so if anyone can help me with my main priority of setting up a scoreboard that ticks over by passing through certain zones in the map i would be most grateful.


27th Jan 2006, 06:56 PM
hmm..I'm pretty sure what you are describing falls under the catrgory of GAMES. The EULA forbids GAMES to be made from their UE2RT.

I suggest you buy UT2004 (only $14.99 last time I checked) and mod that.

...or if you wanna be slick about it, you can make your flightsim game with RT, but never ever EVER EVER EVER EVER release it - or you risk facing the wrath of Epic's lawyers.

27th Jan 2006, 07:43 PM
i was looking for advice on how i could make a educational/training tool for my own personal use and at the same time learn unrealscript. i chose the runtime because it gives the rare opportunity for people to learn unrealscript from scratch and all that is involved in creating a piece of software and doesn't have all the other crap that gets included with ut2004 code (which i have by the way).

so the question i have is what is the point of these forums or the runtime, if any request for help is going to be shot down by the runtime eula cops with a "you can't do that". i was under the deluded impression that forums like this were for people to share information and experiences for the benefit of the whole community.

[SAS]Solid Snake
27th Jan 2006, 08:10 PM
The point is, is that a lot of people run around thinking they can make games or whatever else with the RunTime when its obviously stated in the EULA that you can't. If you have trouble understanding the EULA, then its time to seek legal advice, and if you can't be bothered with that then don't bother.

There is a fine line between what is a game and what is a simulation (which can also be games). The point of the UE2Runtime is for educational purposes in that you learn how to use the engine.

i chose the runtime because it gives the rare opportunity for people to learn unrealscript from scratchThats incorrect. Just base all of your classes of Engine and nothing from xGame or whatever else. You can code everything from scratch in UT2004 if you wanted to, your just giving yourself false reasons.

The primary reason why I would choose UE2Runtime over anything else, is the fact that its small, and that would be about it. There are pros and cons to using the UERuntime, but saying that UT2004 has 'crap' code in it is far more delusional than what you thought these forums did, isn't true nor a good reason. That is because Unrealscript is OOP. I don't need you to tell me that you know what OOP is, and if you do, I couldn't care less.

Anyways, ... a lot of programmers who deal with Unrealscript often find their own answers and the point of these forums is to ask when your stuck. Its not a place to simply demand answers.