+dtmdragon Posted July 29, 2012 Posted July 29, 2012 Is there a way to make a node disappear in the cockpit using the cockpit.ini file the same way you can for a node on an aircraft lod? eg to do it with an aircraft .lod you add the following to the data.ini file: [AircraftData] Component[xxx]=no_nose_ecm // Mods ------------------------------------------------------ [no_nose_ecm] ParentComponentName=Nose ModelNodeName=nose_ecm DestroyedNodeName=nose_ecm DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE Quote
+RAVEN Posted July 29, 2012 Posted July 29, 2012 (edited) Add to Cockpit.ini Item Move ///--cockpit moves--- Instrument[031]= Instrument[032]= Instrument[033]= Instrument[034]= Instrument[035]= Instrument[036]= Instrument[XXX]=Move1 <---------XXX Next number inline [Move1] Type=AIRSPEED_INDICATOR NodeName=Armored_Glass <---------------Node Name MovementType=POSITION_Y Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 //End of Move----------------------------- If it's a parent node all the children will vanish also. Edited July 29, 2012 by RAVEN Quote
+dtmdragon Posted July 29, 2012 Author Posted July 29, 2012 (edited) Cheers for the help but unfortunately it didn't quite do the trick. It is the joystick I want to remove and doing what you wrote above just made it lay down horizontally pointing forwards?? Here is the original cockpit.ini lines for the joystick I want to remove: [stickRoll] Type=CONTROL_STICK_ROLL NodeName=SideStickBase MovementType=ROTATION_Y Set[01].Position=-15.0 Set[01].Value=-1.0 Set[02].Position=15.0 Set[02].Value=1.0 [stickPitch] Type=CONTROL_STICK_PITCH NodeName=SideStick MovementType=ROTATION_X Set[01].Position=15.0 Set[01].Value=-1.0 Set[02].Position=-15.0 Set[02].Value=1.0 Edited July 29, 2012 by dtmdragon Quote
+Crusader Posted July 29, 2012 Posted July 29, 2012 for SF2, theres a simple function to remove a mesh: [stickRoll] Type=INACTIVE NodeName=SideStickBase [stickPitch] Type=INACTIVE NodeName=SideStick Quote
+dtmdragon Posted July 29, 2012 Author Posted July 29, 2012 That did the trick- Thank you! for SF2, theres a simple function to remove a mesh: [stickRoll] Type=INACTIVE NodeName=SideStickBase [stickPitch] Type=INACTIVE NodeName=SideStick Quote
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