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O.o i did not change nothing!

how can i define a canopy animation?

wich line??

 

Tell you what, I will try to write a tutorial on this and post it here tonight (assuming time permits). Its very easy to set up but requires a few steps. Also, you can't toggle any animation that the modeller did not build into the aircraft, so you are at the mercy of what the modeler provided.

Edited by column5

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Oops

sorry man ^^

i found a way!

 

OK, well we need a tutorial on it anyway so this is as good a time as any.

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Thanks!

but now, i found a way, the game looks more funny with animations setted.

 

for who want make it too

 

in Kfir data

// commandes <- note this

 

[Canopy]

SystemType=ANIMATION

InputName=ANIMATION_10

DeploymentMethod=MANUAL

AnimationTime=6.0

AnimationID=10

 

c10ah7.jpg

hehe thats it, you just need to press the selected bottom... in my case, i set a Joystick hotas bottom...

 

PS: does MF F-18 have a wing folding animation?

 

an Column5, ts possible to do thid in other aircrafts? i try to do this in the Su-27, but i have no sucess hehehe

if you made in your tutorial how to do this in any aircraft, i will be very glad :D

Edited by Silverbolt

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PS: does MF F-18 have a wing folding animation?

 

I can't remember, but I will check. There is a new Hornet version coming out after the next patch, so at the very least we can include it then.

 

an Column5, ts possible to do thid in other aircrafts? i try to do this in the Su-27, but i have no sucess hehehe

if you made in your tutorial how to do this in any aircraft, i will be very glad :D

 

Yes. You can assign any animation to one of the animation keys, but if a particular model does not have the animation you want, you are out of luck. For example, if the Su-27 has no canopy animation defined in the model, you will not be able to use this method.

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hehe one more think...

i tryed to do with SUE, but withou sucess

 

[Canopy]

SystemType=ANIMATION

DeploymentMethod=ANIMATION_10

DeploymentMethod=MANUAL

ModelNodeName=Main_Canopy

Setting[1].Angle=45.00

Setting[1].DeployValue=5.0

Setting[1].RetractValue=3.0

MaxDeflection=45.0

MinDeflection=0.0

ControlRate=0.3

AnimationID=9

 

[WingFold]

SystemType=ANIMATION

DeploymentMethod=ANIMATION_9

DeploymentMethod=MANUAL

Setting[1].Angle=60.0

Setting[1].DeployValue=3.0

Setting[1].RetractValue=1.0

MaxDeflection=60.0

MinDeflection=0.0

ControlRate=0.1

AnimationID=10

 

:(

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hehe one more think...

i tryed to do with SUE, but withou sucess

:(

 

 

Make sure that WingFold and Canopy appear as subsystems on one of the major components (fuselage, nose, etc.). Also the animation ID will differ from plane to plane, so you may have to experiement with all animation IDs 0-9.

Edited by column5

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The tutorial has been posted. A moderator has to approve it before it will show up.

 

Done...

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I read the tutorial and I was wondering how do you know if the aircraft's developer gave an animation to things such as wingfold or canopy?

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The same way I did it 3 years ago.....

 

Experimentation

 

Wrench

kevin stein

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I read the tutorial and I was wondering how do you know if the aircraft's developer gave an animation to things such as wingfold or canopy?

 

im trying until now... with the Sue, no sucess until now, but im trying...

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I read the tutorial and I was wondering how do you know if the aircraft's developer gave an animation to things such as wingfold or canopy?

 

Only way to know is to PM him and ask, if he is still active. Or, you can run through each of the animations and see what each one does. You don;t have to test all of them, because you can go through the data INI and find any lines starting with AnimationID= and see what the ID is assigned to. For example, if the landing gear has animation ID 3 assigned, you can scratch that off your list.

 

It would be nice if everyone could standardize, but I think that is impossible. The next best thing is just to include them in the readme, or as Mirage Factory is doing, go ahead and set all the animations up when the plane is released.

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