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Hello,

If I need to separate a part of a rocket to make it get separated from the main body after launching, do I need to do this by animating the part in 3D Max only? Or is there something I need to add to the data file?

Thanks

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You must add animation ID in weapons editor.

2T8us.jpg

Edited by guuruu
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One more question please,  to animat the missile fins they are 4 I need them to swing 90 degree.  So do I link them to the main missile body as children only or do I need to do it in the weapons editor too.

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Link them only in max.  Then set animation ID in weapon editor as guuruu showed. 

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Thanks a lot for your help, you're very kind yakarov79.

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Just what I was looking for....if I want fins to open just after launch do I set  animid=anim slot obviously...and Time= how long after its fired the animation starts ?

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In ini file there is entry release delay. So animstion will start with delay. Also you can delay animation in max by seting animation from late frames...like 3 or 4,  anim time sets how long animation is taking to full 10 frames..

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pissing me off now....in max its fine...in game comes out back invisible and just goes nuts  more like flare  any ideas ?...base it on aim 9L smaller so fits the launcher the angel has...in tv show it was just a shell like rocket.

im missing summat but aint seeing it.. selection and country etc works ok

[WeaponData001]
TypeName=Angel-AA1
FullName=Angel-AA1_Wraith
ModelName=AA1
Mass=12.450000
Diameter=0.800000
Length=1.416000
SubsonicDragCoeff=0.724000
SupersonicDragCoeff=2.136000
AttachmentType=UK
SpecificStationCode=Angel-AA1
NationName=WAAF
StartYear=1978
EndYear=0
Availability=2
BaseQuantity=40
Exported=FALSE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=0
WeaponDataType=1
RailLaunched=TRUE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=FALSE
HasGrowl=TRUE
EffectClassName=SmallMissileEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=9.400000
FusingDistance=0.500000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=10
Accuracy=90
MaxTurnRate=32.000000
MaxLaunchG=9.000000
LockonChance=85
LaunchReliability=95
ArmingTime=0.500000
SeekerFOV=4.000000
SeekerGimbleLimit=45.000000
SeekerTrackRate=20.000000
SeekerRange=18000.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
MinLaunchRange=400.000000
MaxLaunchRange=18000.000000
Duration=60.000000
CounterCountermeasure=80.000000
NoiseRejection=80.000000
CapabilityFlags=0x000004c0
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
BoosterStart=0.000000
BoosterDuration=4.700000
BoosterAccel=19.000000
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-0.75,-0.000000
SustainerDuration=0.000000
SustainerAccel=0.000000
SustainerEffectName=
SustainerSoundName=
SustainerPosition=0.000000,-0.75,-0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=1
ReleaseAnimationTime=0.000000
ReleaseAnimationDelay=0.000000
EODisplayFlags=0
CEP=0.000000

miss.jpg

img00026.JPG

Edited by russouk2004

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Maybe nothing but if you give it a bit more releaseanimation time. 

ReleaseAnimationTime=3.000000
ReleaseAnimationDelay=0.500000

Alternative, might be adding a sustainer entry to see if changes anything.

SustainerDuration=5.000000
SustainerAccel=19.000000

For testing purpose you can also set up an external pylon on the wing to see how it is loading - position, facing,etc and look at launching behavior. That might give some additional clue for you about what is happening.

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Thnx m8...im thinking of adding a launch booster thats invisible,then it fires up as its left tubes...I was thinking after that the missiles might be set off by hitting the launch tube

cheers m8 will try that

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