+The Trooper Posted August 21, 2016 Posted August 21, 2016 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. Quote
+Wrench Posted August 21, 2016 Posted August 21, 2016 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 Quote
+The Trooper Posted August 21, 2016 Author Posted August 21, 2016 (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... Edited August 21, 2016 by The Trooper Quote
+Wrench Posted August 21, 2016 Posted August 21, 2016 then what you need is an entirely new lod, that's set up the way you require Quote
+yakarov79 Posted August 21, 2016 Posted August 21, 2016 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. Quote
Gunrunner Posted August 22, 2016 Posted August 22, 2016 (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 August 22, 2016 by Gunrunner Quote
+yakarov79 Posted August 22, 2016 Posted August 22, 2016 Well.. if this is so important i can edit in max here and there to make other version armed with gunners.. Quote
+The Trooper Posted August 22, 2016 Author Posted August 22, 2016 (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. Edited August 22, 2016 by The Trooper Quote
+yakarov79 Posted September 20, 2016 Posted September 20, 2016 (edited) here is lod file with doors rearranged. IN weapon station entry for gunners put: HideNodeName=HideDoors and tell me if this works, new82GazelleHA1_LOD.rar edit: And, can add this with L7 Edited September 20, 2016 by yakarov79 3 Quote
+denissoliveira Posted September 20, 2016 Posted September 20, 2016 (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_STATIONStationID=1StationGroupID=3StationType=EXTERNALGunGroup=7AttachmentPosition=0.85,0.8,0.85AttachmentAngles=0.0,0.0,0.0DiameterLimit=0.35LengthLimit=3.0LoadLimit=250.0AllowedWeaponClass=GPAttachmentType=USAF,USN,NATO,UK,USMCPylonMass=2SpecificStationCode=GUNNER_RShowFromCockpit=FALSE[RemoveDoorR]SystemType=WEAPON_STATIONStationID=2StationGroupID=3StationType=EXTERNALGunGroup=7AttachmentPosition=-0.85,0.9,0.85AttachmentAngles=0.0,0.0,0.0DiameterLimit=0.35LengthLimit=3.0LoadLimit=250.0AllowedWeaponClass=EPAttachmentType=USAF,USN,NATO,UK,USMCPylonMass=0SpecificStationCode=RemoveDoorHideNodeName=RightDoor Edited September 20, 2016 by denissoliveira 1 Quote
+yakarov79 Posted September 20, 2016 Posted September 20, 2016 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_STATIONStationID=1StationGroupID=3StationType=EXTERNALGunGroup=7AttachmentPosition=0.85,0.8,0.85AttachmentAngles=0.0,0.0,0.0DiameterLimit=0.35LengthLimit=3.0LoadLimit=250.0AllowedWeaponClass=GPAttachmentType=USAF,USN,NATO,UK,USMCPylonMass=2SpecificStationCode=GUNNER_RShowFromCockpit=FALSE add this : HideNodeName=HideDoors So: As The Trooper said in RH-53D topic... No need to add fake "no gun" weapon. 1 Quote
+The Trooper Posted September 20, 2016 Author Posted September 20, 2016 Thanks mate! This is exactly what I was looking for. Quote
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