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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

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Do you have any other bays that use that animation. If you do, it won't work consistently.

 

FC

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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=

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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

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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 ?

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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

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