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Posted

yup! that was it. and i'd extracted that one, and just didn't see 'em. Cool.

 

only asking cause ezlead requested a fix for the A-4L's hump. Seeing if I can convert to use the newer lods, otherwise folks'll have to extract the original lods from 1st Gen games. Which, unfortunatley, can't be be uploaded

 

wrench

kevin stein

Posted

True I was trying to fix a Scooter myself but for some reason the hump won't show, so not sure what the deelio is, may need the "FakePilot" setup in order for it to work.

Posted (edited)

Hey Wrench:

Check your PM.

 

I found it in KB. It's easier when you know where to look.

 

Scooter bits are in objectdata003.cat.

 

This is with Killerbee's weapons pack.

 

This is what I did: This is A-4F in game:

A-4F_data.ini

 

[fuselage]

.....

......

SystemName[009]=ALQ100 (change to)SystemName[009]=A4K

 

//Weapon Stations-------

 

.......

.......

[ALQ100]

SystemType=ECM_JAMMER

JammerType=DECEPTIVE_JAMMER

JammerStrength=35.0

MinFreq=2.0

MaxFreq=6.0

CanJamCW=FALSE

 

(Change to)

//Weapon Stations-------

.......

......

 

[A4K]

SystemType=ECM_JAMMER

JammerType=DECEPTIVE_JAMMER

JammerStrength=35.0

MinFreq=2.0

MaxFreq=6.0

CanJamCW=FALSE

AttachmentPosition=0.00,0.00,0.90

 

I did this and I now have A-4 hump plus ALQ-100 jammer.

I can edit A-4F to make A-4L and A-4M.

A big old "Thank You" for pointing me in the right direction.

 

ezlead

Edited by ezlead
Posted (edited)

Boy do I feel dumb!!

I was using old A-4's from WOV. They worked for hump.

I took a look at new A-4C_65,A-4E_65,A-4E_67,and A-4F and they have hump built in. :oops:

All I have to do is add ECM if I want.

That's what I get for thinking too much :rolleyes:

Thanks for the help anyway!!!

Edited by ezlead
Posted

it's good to know the C-65 has the hump already ... now, all we need are the templates to add the stripe and UX tail code. Decals can be adapted, with some work.

 

For to be switching the hump on the original A-4L to a fake pilot, do this:

 

remove/comment out the Hump statement in the /Weapons section, renumber the hardponts back to stock

 

in the /Fuselage statement, make sure the SystemName= says Hump

 

in the /Pilot section add this:

 

///hump as fake pilot seat///

 

[Hump]

SystemType=PILOT_COCKPIT

PilotModelName=FakePilot

Position=0,0,0

SeatModelName=A4L

SeatPosition=-0.0,3.82,0.82

SeatID=2

 

you'll not the positions are different than when used as a weapon; it's a meter lower to fit the fues properly.

 

btw, if you want a manual canopy, add this:

 

[Canopy]

SystemType=ANIMATION

InputName=ANIMATION_10

AnimationTime=3.0

AnimationID=5

 

then, take the A-4L folder out of the /Weapons folder, drop it into the /Pilots folder. Open the A4L.ini, and comment out the statements for weapons data ini and whatever . Should look like this:

 

//[WeaponData]

//ObjectFullName=ALQ-100 RHAW

//ObjectDataFile=A4L_data.INI

 

[LOD001]

Filename=A4L.LOD

Distance=2000

 

[shadow]

CastShadow=TRUE

ShadowCastDist=2000

MaxVisibleDistance=100

 

that'll permantly add it as a seat. Don't forget to have FCs fake pilot folder too.

 

also, on all the SF2 stock Scooters, at least the USN/USMC ones, the gun round counts are WAYYYY off... it should be 100 rpg, NOT a piddling 20 rpg as TK got there.

 

as for the ECM statmemnts, you can just use the ones from the A-4C_65; not be forgetting to fix the ]DetectSystem[ statememnts to match

 

Also for those bringing this original version A-4L into SF2, you MUST have the original A-4C lods from the SF/WoV/WoE, otherwise you ain't got no plane. Don't forget the skin bmps as well!!

 

wrench

kevin stein

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