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Posted

Currently I have this:

[GunnerL]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=3
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=-0.85,0.8,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=GP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=2
SpecificStationCode=GUNNER_L
HideNodeName=LeftDoor
ShowFromCockpit=FALSE

I want to add some more nodes to the "HideNodeName" entry. I've tried:

HideNodeName[001]=LeftDoor
HideNodeName[002]=LeftDoor_Rear
HideNodeName[003]=RightDoor
HideNodeName[004]=RightDoor_Rear
HideNodeName[000]=LeftDoor
HideNodeName[001]=LeftDoor_Rear
HideNodeName[002]=RightDoor
HideNodeName[003]=RightDoor_Rear
HideNodeName=LeftDoor, LeftDoor_Rear, RightDoor, RightDoor_Rear

...but no joy. I guess it doesn't accept arrays. Is it possible to hide more than one node, when I load something in the weapon station?

 

Currently I am using this workaround:

[GunnerL]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=3
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=-0.85,0.8,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=GP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=2
SpecificStationCode=GUNNER_L
ShowFromCockpit=FALSE

[GunnerR]
SystemType=WEAPON_STATION
StationID=7
StationGroupID=3
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=0.85,0.8,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=GP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=2
SpecificStationCode=GUNNER_R
ShowFromCockpit=FALSE

[RemoveDoorL]
SystemType=WEAPON_STATION
StationID=8
StationGroupID=5
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=-0.85,0.9,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=EP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=0
SpecificStationCode=RemoveDoor
HideNodeName=LeftDoor

[RemoveDoorLR]
SystemType=WEAPON_STATION
StationID=9
StationGroupID=5
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=-0.85,0.9,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=EP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=0
SpecificStationCode=RemoveDoor
HideNodeName=LeftDoor_Rear

[RemoveDoorR]
SystemType=WEAPON_STATION
StationID=10
StationGroupID=5
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=0.85,0.9,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=EP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=0
SpecificStationCode=RemoveDoor
HideNodeName=RightDoor

[RemoveDoorRR]
SystemType=WEAPON_STATION
StationID=11
StationGroupID=5
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=0.85,0.9,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=EP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=0
SpecificStationCode=RemoveDoor
HideNodeName=RightDoor_Rear

but I am looking for a more elegant solution.

 

post-26374-0-72710000-1471738586_thumb.jpg

Posted

have you tried doing it the 'regular way", as a "remove component' in the AircraftData section?

 

fer example.....

 

 

[AircraftData]

DestroyedModel=IL-28_Destroyed.LOD
DestroyedEffect=VehicleFireEffect
EmptyMass=9072.0
EmptyInertia=38556.0,43545.6,74390.4
ReferenceArea=56.67
ReferenceSpan=20.60
ReferenceChord=2.751
CGPosition=0.00,0.60,0.00
Component[001]=Fuselage
Component[002]=Nose
Component[003]=LeftWing
Component[004]=RightWing
Component[005]=LeftStab
Component[006]=RightStab
Component[007]=VertTailL
Component[008]=LeftOuterWing
Component[009]=RightOuterWing
Component[010]=EngineNacelle1
Component[011]=EngineNacelle2
Component[012]=VertTailR
 
//removes//
 
Component[013]=Hide1
Component[014]=Hide2
Component[015]=Hide3
Component[016]=Hide4
Component[017]=Hide5
Component[018]=Hide6
Component[019]=Hide7
Component[020]=Hide8
Component[021]=Hide9
Component[022]=Hide10
 
[Hide1]
ParentComponentName=Fuselage
ModelNodeName=MGPods_R
DestroyedNodeName=MGPods_R
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide2]
ParentComponentName=Fuselage
ModelNodeName=MGPods_L
DestroyedNodeName=MGPods_L
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide3]
ParentComponentName=Fuselage
ModelNodeName=TopTurret
DestroyedNodeName=TopTurret
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide4]
ParentComponentName=Fuselage
ModelNodeName=TGun1
DestroyedNodeName=TGun1
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide5]
ParentComponentName=Fuselage
ModelNodeName=TGun2
DestroyedNodeName=TGun2
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide6]
ParentComponentName=Fuselage
ModelNodeName=SMGun_L
DestroyedNodeName=SMGun_L
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide7]
ParentComponentName=Fuselage
ModelNodeName=SMGun_R
DestroyedNodeName=SMGun_R
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
 
[Hide8]
ParentComponentName=Fuselage
ModelNodeName=NoseGun1
DestroyedNodeName=NoseGun1
DetachWhenDestroyed=false
HasAeroCoefficients=FALSE
Posted (edited)

Not exactly what I want. I need the doors removed only when the door gunners are loaded in the weapon station, but I want the doors installed back at their places if the gunner station is empty. HideNodeName does exactly what I need, but accepts only one node entry and I need to remove 4 doors. What I did was adding a weapon station for each door and loading a dummy "remove door" weapon each time I wanted to use a door gunner. It works, but... I kinda don't like that you have to manually remove the doors...

post-26374-0-46693200-1471748535_thumb.jpg

Edited by The Trooper
Posted

Only way to remove doors while gunners onboard is making doors as pylon for "No gun" weapon - then when "no gun" is loaded doors will apear.

Gunners on board - doors removed as gunners can be pylon. But tis requires messing with lod.

Same as on H-53 series helicopter.

Posted (edited)

You had the right idea with your pylons trick, now... just put the gunner and your doors in the same weapons group... (and make sure your dummy weapons have the same SpecificStationCode as your gunner).

 

That should do the trick...

 

Alternatively you could use dummy, empty, lodless, non-jettissonable fuel tanks for the doors, it's way less messy than fake pylons and inert, invisible weapons.

Edited by Gunrunner
Posted (edited)

Thanks guys! I've set the the doors as pylons for a "no gun" weapon using the same StationID as the gunners. Now it takes only one slot in the loading screen and you can't forget to remove the doors, when loading a gunner. The only drawback is, that the Gazelle has no doors, when parked on the airfield.

Yakarov, it's not really that important, just trying too keep my mind busy by messing with the game engine.

post-26374-0-21820800-1471903387.jpg

Edited by The Trooper
  • 4 weeks later...
Posted (edited)
place the gun and the door in the same WEAPON_STATION, the door should one type of weapon (example an EP) and the gun another.
Gun model-GP (Gun POD)
Door-EP (ECM POD)
This in the same StationGroupID

[GunnerR]
SystemType=WEAPON_STATION
StationID=1
StationGroupID=3
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=0.85,0.8,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=GP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=2
SpecificStationCode=GUNNER_R
ShowFromCockpit=FALSE

[RemoveDoorR]
SystemType=WEAPON_STATION
StationID=2
StationGroupID=3
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=-0.85,0.9,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=EP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=0
SpecificStationCode=RemoveDoor
HideNodeName=RightDoor

Edited by denissoliveira
  • Like 1
Posted

Well I think The Trooper wants it without adding fake "weapon"

Ive changed hierarchy in lod file, so HideNodeName=Hide Doors will remove ALL doors when loaded gunners. Either right or left side gunner.

If you want i can change and make it as left pair and right pair seperatly.

 

If you will place gunner like you stated:

 

 

[GunnerR]
SystemType=WEAPON_STATION
StationID=1
StationGroupID=3
StationType=EXTERNAL
GunGroup=7
AttachmentPosition=0.85,0.8,0.85
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.35
LengthLimit=3.0
LoadLimit=250.0
AllowedWeaponClass=GP
AttachmentType=USAF,USN,NATO,UK,USMC
PylonMass=2
SpecificStationCode=GUNNER_R
ShowFromCockpit=FALSE

 

add this :

 

HideNodeName=HideDoors

 

So:

As The Trooper said in RH-53D topic...

No need to add fake "no gun" weapon.

  • Like 1

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