This example was something I made to test keyboard control of a ship. The system hasn't been implemented into anything yet because of the lag inherant to the fact that it uses unit building for control, and the fact that making it turn when it's not moving is a pain (so I didn't bother with it). To test this example, hotkey the starport within the first few seconds of the game. Then press D to toggle the throttle on/off and V and B to turn counter-clockwise and clockwise respectively. Also, don't fly over the shipyard because BCs are used for both the grid and as a control key. Weapons haven't been implemented in this test, so you can just use the BC's guns and yamato (you have to do it manually though, and face towards the enemy ship).
It uses an 8-piece mobile grid system based on the principle of Millenium's grid system, but with the grid itself always being made and removed around the unit being controlled, the unit can be moved to any point. The grid itself is removed so quickly that when playing the map, it is not even visible except when one of the above glitches occurs, but feel free to look in the triggers to see how it works.
Flying_System_Test.scm ( 28.1k )
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I was playng your test and it all seemed quite logical, the thing i didnt understand is how the mouse would just lock onto the bc