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
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
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
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
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
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