+Veltro2k Posted March 3, 2009 Posted March 3, 2009 when fired I would like to make the animation. that the bay would open, missile fires and then bay closes..all automatic this is what i am trying, but its not working. [LeftFrontMissileStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=INTERNAL AttachmentPosition=-0.279,1.199,-0.591 AttachmentAngles= EjectVelocity=0.0,0.0,-2.0 LoadLimit=226.8 LoadLimit=650 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=Pylon1 MovingPylon=TRUE AutomaticDoors=TRUE BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 PylonMass=55 PylonDragArea=0.02 Quote
FastCargo Posted March 3, 2009 Posted March 3, 2009 Do you have any other bays that use that animation. If you do, it won't work consistently. FC Quote
+Veltro2k Posted March 3, 2009 Author Posted March 3, 2009 Do you have any other bays that use that animation. If you do, it won't work consistently. FC This is the whole weapons line....do I have to merge them all into one ? if so. how ? // Weapon Stations -------------------------------------------------------- [WeaponsBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL NumWeapons=1 AttachmentPosition001=-0.270,3.57,0.04 AttachmentAngles=0.0,0.0,0.0 LoadLimit=800 AllowedWeaponClass=AHM DiameterLimit=0.5 LengthLimit=3.0 BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 AttachmentType=USAF ModelNodeName= MovingPylon=TRUE AutomaticDoors=TRUE PylonMass=10 PylonDragArea=0.06 [LeftFrontMissileStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=2 StationType=INTERNAL AttachmentPosition=-0.279,1.199,-0.591 AttachmentAngles= EjectVelocity=0.0,0.0,-2.0 LoadLimit=226.8 LoadLimit=650 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=Pylon1 MovingPylon=TRUE AutomaticDoors=TRUE BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 PylonMass=55 PylonDragArea=0.02 [RightFrontMissileStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.247,1.199,-0.658 AttachmentAngles= LoadLimit=650 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName=Pylon3 MovingPylon=TRUE AutomaticDoors=TRUE BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 PylonMass=55 PylonDragArea=0.02 [LeftRearMissileStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=INTERNAL AttachmentPosition=-0.269,-1.083,-0.6 AttachmentAngles=0 LoadLimit=650 AllowedWeaponClass=SAHM AttachmentType=USAF ModelNodeName=Pylon2 MovingPylon=TRUE AutomaticDoors=TRUE BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 PylonMass=55 PylonDragArea=0.02 [RightRearMissileStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=INTERNAL AttachmentPosition=0.25,-1.083,-0.647 AttachmentAngles= LoadLimit=650 AllowedWeaponClass=SAHM AttachmentType=USAF ModelNodeName=Pylon4 MovingPylon=TRUE AutomaticDoors=TRUE BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 PylonMass=55 PylonDragArea=0.02 [LeftWingStation] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=-3.466,-4.31,-1.017 AttachmentAngles= LoadLimit=650 AllowedWeaponClass=FT AttachmentType=USAF ModelNodeName=Pylon_L PylonMass=55 PylonDragArea=0.02 FuelTankName=Tank360_F102 NoJettisionTank=TRUE [RightWingStation] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=3.488,-4.31,-1.017 AttachmentAngles= LoadLimit=650 AllowedWeaponClass=FT AttachmentType=USAF ModelNodeName=Pylon_R PylonMass=55 PylonDragArea=0.02 FuelTankName=Tank360_F102 NoJettisionTank=TRUE [RocketTray] SystemType=WEAPON_STATION StationID=8 StationGroupID=5 StationType=INTERNAL NumWeapons=12 AttachmentPosition012=-0.549,1.802,-0.343 AttachmentPosition011=-0.473,1.802,-0.371 AttachmentPosition010=-0.394,1.802,-0.384 AttachmentPosition009=-0.279,1.802,-0.41 AttachmentPosition008=-0.21,1.802,-0.439 AttachmentPosition007=-0.125,1.802,-0.443 AttachmentPosition006=0.105,1.763,-0.454 AttachmentPosition005=0.185,1.763,-0.434 AttachmentPosition004=0.258,1.763,-0.416 AttachmentPosition003=0.381,1.802,-0.378 AttachmentPosition002=0.46,1.802,-0.361 AttachmentPosition001=0.533,1.802,-0.329 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1700.0 AllowedWeaponClass=RCKT AttachmentType=NATO,USAF DiameterLimit=0.5 LengthLimit=3.2 BombBayAnimationID=7 BombBayOpenTime=4.0 BombBayCloseTime=4.0 BombBayOpenTime=.5 BombBayCloseTime=.9 MovingPylon=TRUE AutomaticDoors=TRUE ModelNodeName= Quote
FastCargo Posted March 3, 2009 Posted March 3, 2009 Got some bad news for ya V2K...each one of those bays needs it's OWN animation slot if you want Auto bays to work properly on each of them. Which means you need 6 available animation slots. Other options include making some of them manual bays so you can combine slots. Or, if you can find a way to combine some of the slots (have multiple AttachmentPositions for a single weapon station). If you're still at a loss...give me til tonite and I'll send you my XF-103 as an example. FC Quote
+Veltro2k Posted March 4, 2009 Author Posted March 4, 2009 Got some bad news for ya V2K...each one of those bays needs it's OWN animation slot if you want Auto bays to work properly on each of them. Which means you need 6 available animation slots. Other options include making some of them manual bays so you can combine slots. Or, if you can find a way to combine some of the slots (have multiple AttachmentPositions for a single weapon station). If you're still at a loss...give me til tonite and I'll send you my XF-103 as an example. FC you mean each bay door ? Quote
FastCargo Posted March 4, 2009 Posted March 4, 2009 Specifically, you need each weapon station to have it's own animation. If 2 weapon types share the same bay, you have to have them on the same weapon station entry...with it's own animation. More than one weapon can share a moving pylon (like a rocket pod), but again, it's own weapon station entry is needed). FC Quote
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