Posted by: PPPownage - Friday, August 5, 2011 11:53:19 PM
I've never really done this before so I kinda need some help. How can you make an A10 buildable and commandable just like a normal jet? I know this involves modding so...yeah...what do I do? Edit: I've already got Final Big and XCC in order to view the BIG and INI files.

Posted by: Annihilationzh - Saturday, August 6, 2011 10:01:14 AM
What have you tried so far?

Posted by: NewNightmare - Wednesday, August 17, 2011 8:51:34 AM
Ok, Here it is: an A10 capable of firing the gun, with a minimal range set so that it doesnt circle above its target like an idiot... with an upgrade triggered by Rocket Pods upgrade, gives the A10 6 high-damage rockets with long reload times: For AmericaAir.ini Add at the end: [code]Object AmericaJetA10Thunderbolt2 ; *** ART Parameters *** SelectPortrait = SAWarthog_L ButtonImage = SAWarthog UpgradeCameo1 = Upgrade_ComancheRocketPods UpgradeCameo2 = Upgrade_AmericaAdvancedTraining UpgradeCameo3 = Upgrade_AmericaCountermeasures ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin WeaponMuzzleFlash = SECONDARY WeaponA WeaponFireFXBone = SECONDARY WeaponA End ConditionState = REALLYDAMAGED Model = AVWarthog_D WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponMuzzleFlash = SECONDARY WeaponA WeaponFireFXBone = SECONDARY WeaponA End AliasConditionState = RUBBLE ParticlesAttachedToAnimatedBones = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:A10Thunderbolt EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 450 Prerequisites Object = AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY A10ThunderboltVulcan2 End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY A10ThunderboltVulcan3 PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = SECONDARY A10ThunderboltMissileWeapon2 PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End BuildCost = 2500 BuildTime = 25 ExperienceValue = 100 200 300 400 ;Experience point value at each level ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaJetA10Thunderbolt2 ; *** AUDIO Parameters *** VoiceSelect = RaptorVoiceSelect VoiceMove = RaptorVoiceMove VoiceAttack = RaptorVoiceAttack VoiceAttackAir = RaptorVoiceAttackAir VoiceGuard = RaptorVoiceAirPatrol SoundAmbient = RaptorAmbientLoop SoundAmbientRubble = NoSound ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield ; SoundAmbient = NoSound UnitSpecificSounds VoiceCreate = RaptorVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = RaptorVoiceLowFuel VoiceGarrison = RaptorVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED Body = ActiveBody ModuleTag_31 MaxHealth = 400.0 InitialHealth = 400.0 End Behavior = WeaponSetUpgrade ModuleTag_02 TriggeredBy = Upgrade_ComancheRocketPods End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_10 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 3 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. DelayBetweenVolleys = 1000 ; Time between flare volleys NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. EvasionRate = 30% ; With active flares, the specified percentage will be diverted. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_03 DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetDeathInitial OCLInitialDeath = None DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = None FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_A10DeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_A10DeathFinalBlowUp End Behavior = EjectPilotDie ModuleTag_06 ExemptStatus = HIJACKED GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_NORMAL RaptorJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 ;;;;;;;; End Geometry = Cylinder GeometryIsSmall = Yes GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End [/code] For CommandSet.ini Add at the end: [code]CommandSet AmericaJetA10Thunderbolt2 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End[/code] Replace the original: [code]CommandSet AmericaAirfieldCommandSet 1 = Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 5 = Command_ConstructAmericaA10Thunderbolt 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End[/code] CommandButton.ini Add at the end [code]CommandButton Command_ConstructAmericaA10Thunderbolt Command = UNIT_BUILD UnitSpecificSound = MoneyWithdraw Object = AmericaJetA10Thunderbolt2 ButtonImage = SAWarthog ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is End[/code] Weapons.ini Add at the end [code] Weapon A10ThunderboltVulcan2 PrimaryDamage = 15.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 450.0 MinimumAttackRange = 30.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 60 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End ;--------------------------------------------------------------------- Weapon A10ThunderboltVulcan3 PrimaryDamage = 30.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 600.0 MinimumAttackRange = 30.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_Comanche20mmCannonFire FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 60 ; time between shots, msec ClipSize = 15 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7500 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE End ;------------------------------------------------------------------------------ Weapon A10ThunderboltMissileWeapon2 PrimaryDamage = 200.0 ;GS changed to what it was secretly doing pending review PrimaryDamageRadius = 20.0 AttackRange = 450.0 MinimumAttackRange = 100.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 800.0 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR DelayBetweenShots = 200 ; time between shots, msec ClipSize = 6 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 7500 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ShowsAmmoPips = Yes ProjectileCollidesWith = STRUCTURES End[/code] What I would like to ask some experienced forum users about is: How to make the A10 fire Missiles from it's wings? (Bones called WeaponA01 to 06 throw an error when set as a SECONDARY Muzzle, it fires them like raptor so far...) How can I remove the trails once the unit has landed? EDIT: Code updated - 18/08 2:00am

Posted by: brncao - Thursday, August 18, 2011 6:31:51 PM
I'm also working on this too! I have a question. If you create a new projectile object in WeaponObjects.ini, will it be invisible to you? For some odd reason, I cloned RaptorJetMissile and called it RaptorJetMissile2. Everything is exactly the same, only the Object name is different. Now the projectile is invisible. wtf? Putting it back to RaptorJetMissile, it's back to normal. I don't understand... It's just a name or an ID for this object. It shouldn't turn invisible... Unless there's "something else" associated with the name. btw I changed ProjectileObject in Weapons.ini to match it. About the missiles being fired under the wings, do you want it fired from the weapon bone with the missiles remaining intact (it looks kinda unrealistic), or do you want it to actually launch the projectile under its wings? I'm asking because it's awkward to see a raptor missile being launched out of an A10 missile if you know what I mean. I'm currently working on this problem. Secondly, would you like to see the A10 perform strafing runs from its gatling cannon as opposed to directly shooting at single targets? It's possible. I haven't figured out how yet. I've only been modding for about a month, but I'll do my best to help. Edit: I used a blank model and the WeaponLaunchBone (no WeaponFireFXBone needed) was a success (it shoots straight at its target). All I can conclude from this is that it's beyond ini editing. The model AVWarthog requires editing itself (W3D file). That's where I'm stuck. I don't know where to find such tutorial for this advanced stuff.

Posted by: NewNightmare - Friday, August 19, 2011 4:25:21 AM
Hey, well I never created the new weapon in weaponobjects for the a10, but just in weapon.ini and gave it specific projectile. Weapon object is mainly for OCL-designed weapons i think.. e.g. I used it to create my napalm strike, which is all good except it doesn't change it's icon like daisy cutter-to-moab upgrade... everything else works well though. EDIT: I'd like to make it as realistic as it looks.. the actual projectile bit would probably the best ;P + I'm not sure about the strafing...Shockwave's Deert fly doesn't dive during it's strafing attacks EDIT 2: what do you mean by 'blank' model ?

Posted by: brncao - Friday, August 19, 2011 2:04:43 PM
Alright this is what I found. Using Shockwave mod as reference, this is what I did for the "A10 Warthog" (that's what I called mine). Under Art Parameters [code]Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = SECONDARY WeaponA End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin End ConditionState = REALLYDAMAGED Model = WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = EXHAUST01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = EXHAUST01 JetEngineDamagedSmoke End AliasConditionState = RUBBLE End [/code] *Note: SECONDARY are the A10 missiles and PRIMARY is its gatling cannon. I've also added the smoke for when it's damaged as well. There's also EXHAUST02 and Smoke02 within the model if you want to add more smoke at different areas. This code should work in and of itself. Everything else has to be done outside of these parameters (ie the W3D model). It's pointless trying to alter this code any further. The SECONDARY weapon are the raptor missiles for testing purposes. For Model = AVWarthog, everything looked fine except when it fires its missiles. 1. The projectile under its wings never really disappeared, and 2. the aim was horrible as you've mentioned. Next I've replaced AVWarthog with NVMig37 (Mig Bomber). It's a good reference because those bombs under its wings do disappear upon firing its SECONDARY (Note the code ProjectileBoneFeedbackEnabledSlots = SECONDARY). The bad news was that the missiles shot straight down and not at its target; it was different from AVWarthog. The good news was that the projectiles under its wings did disappear. Lastly Model = NVMig_37 (it was a typo). You should get a blank invisible model. The bad news was that you couldn't see anything (of course), and the good news was that the missile shot at the target as intended. In conclusion, I believe it's highly dependent on the paramters within the W3D model. You'll need RenX and Gmax to edit it. If it's not that, then it's "something" from outside. Slightly off-topic. I've renamed MigBombDummyProjectile to MigBombDummyProjectile2 in WeaponObjects.ini (as well as ProjectileObject = MigBombDummyProjectile2 in Weapons.ini); it's the EMP Bomb released by the EMP Mig Bomber. What I got was an invisible projectile that never released its EMP effect. Just a thud. What's wrong? Edit: ah wait. try testing the Desert Fly as a reference. I noticed it's a lot different from the Mig Bomber. Maybe you can get something out of it. Edit2: aw, it didnt work. Try this http://forums.swr-productions.com/index.php?showtopic=597

Posted by: NewNightmare - Saturday, August 20, 2011 1:09:07 AM
well, I have both, the renx and gmax... but how the hell can I import the damn w3ds? its easy to make one...

Posted by: brncao - Saturday, August 20, 2011 7:21:41 PM
Tutorial on importing W3D. http://www.the3rdage.net/item-48 I'll be away for a while, and I won't be working on this for some time. I hope you can figure it out [smile]

Posted by: NewNightmare - Sunday, August 21, 2011 6:34:09 AM
Ok, here are the files for A10 with partly fixed bones... I mean he gets the missiles right now... but the MG fire FX has a black border around... any ideas how to make it look normally ? + How to make each missile under the wings disappear once they are fired ? + Weird bug... the plane goes to 'damaged' (when its below 30%) ONLY if on airfield.. wtf? Update: it just doesn't change its state from normal to damaged... + it doesn't react on any conditionstate changes if damaged.... I have made it so that the missiles appear only after weaponset upgrade, and if the A10 gets below the 30%, the missile suddenly dissappear... so it forces defaulconditionstate upon being damaged wtf2? Update 2: there is no sound once the A10 is damaged (no engine loop) Here is my code for the conditionstates: [code] DefaultConditionState Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponMuzzleFlash = SECONDARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA HideSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 End ConditionState = WEAPONSET_PLAYER_UPGRADE Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponMuzzleFlash = SECONDARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 End ConditionState = JETEXHAUST ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin End ConditionState = JETEXHAUST REALLYDAMAGED ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = AVWarthog_D WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponMuzzleFlash = SECONDARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke End ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE Model = AVWarthog_D WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponMuzzleFlash = SECONDARY WeaponA WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ShowSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 End[/code] + The unit only dies properly while in air.. disappears if it is destroyed on airfield PARTLY FIXED: now there's an effect of stuff flying when A10 dies (like in all jets) but there's no hulk after it [code](added FXOnGroundDeath = FX_JetOnGroundDeath [/code] to death behavior added new OCL: [code]ObjectCreationList OCL_A10DeathOnGround ;wings that rips off CreateDebris ModelNames = AVWarthog_D1 Offset = X:0 Y:0 Z:0 Mass = 3 Count = 1 Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE DispositionIntensity = 1 MinForcePitch = 0.0 MaxForcePitch = 20.0 MinLifetime = 4000 MaxLifetime = 6000 End[/code] As well as another line to death behavior.. should do [code] OCLOnGroundDeath = OCL_A10DeathOnGround[/code] ** for newbies ** Paste the Art folder into main ZH directory the JPG shows the error I think also affected the spectre gunship will update the solutions to the errors as soon as I find one [ATTACH]876[/Attach] [ATTACH]877[/Attach]

Posted by: brncao - Saturday, October 1, 2011 10:59:06 PM
Good news. I got everything working except for the fins on the missiles (they won't disappear upon firing). The missiles disappear, but not the fins.

Posted by: NewNightmare - Sunday, October 2, 2011 7:59:18 AM
You have to make sure you have the fins attached to missiles (hiarchy of the model)it works like this: when the missiles dissappear, every object below the stack gets removed as well :) Or: here's how my defaultconditionstate looks like [code] DefaultConditionState Model = AVWarthog WeaponMuzzleFlash = PRIMARY MuzzleFX01 WeaponFireFXBone = PRIMARY Muzzle01 WeaponMuzzleFlash = SECONDARY MISSILE WeaponFireFXBone = SECONDARY MISSILE WeaponLaunchBone = SECONDARY MISSILE HideSubObject = Missile01 Missile02 Missile03 Missile04 Missile05 Missile06 HOUSECOLOR07 HOUSECOLOR02 HOUSECOLOR03 HOUSECOLOR04 HOUSECOLOR05 HOUSECOLOR06 End[/code] + I have this just above the defaultconditionstate: [code] ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset[/code]

Posted by: brncao - Sunday, October 2, 2011 9:16:51 AM
I have something that's similar to that code. In RenX I've linked the HOUSECOLOR (fins) to the missile itself (didn't work for some reason). Can I ask you something? Isn't it unnecessary to add HideSubObject? That would make the objects invisible when it comes out of the hangar. Take a look at the Mig Bomber (NVMIG37). The bomb and the fins both disappear upon firing. The bomb is named 'WEAPONA' and the fins are named 'HOUSECOLOR' [code]DefaultConditionState Model = NVMig37 HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WEAPONA End [/code] I think there's more to it than simply linking each housecolors under each missiles respectively. Here's something from the Mig Bomber. A10 puts all the housecolors and missiles as one type. So I think I'll have to separate them out for the A10. [ATTACH]928[/Attach]

Posted by: NewNightmare - Sunday, October 2, 2011 2:58:10 PM
I don't remember how the A10 original model looks like, since Ive done it like a month ago, and for the HideSubObject, I use is coz I have an upgrade that adds the rockets to the plane - it's MG only without it :) In order to make missiles disappaer the moment they are fired there is an additional line to be put above the conditionastates and thats the one I;ve already mentioned [code] ProjectileBoneFeedbackEnabledSlots = SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset[/code] I have this just below conditionstates, but I don't think it matters [code] ParticlesAttachedToAnimatedBones = Yes [/code] My most annoying problem is the damaged model not appearing when in-flight P.S do you have Model specified in the 'JETEXHAUST REALLYDAMAGED' conditionstate?

Posted by: brncao - Monday, October 3, 2011 10:47:36 AM
I was just gonna say. I too added an upgrade feature to it. Obviously you put ShowSubObject for that condition after upgrade right? I made it micromanagable. Instead of firing all 6 missiles at once, it fires only 2 anti-tank missiles at a time via the command button (once it's used up, it returns to the airbase to reload). Even if it runs out of missiles, it can still use its gattling cannon (unlimited ammo). Just a food for thought[smile] You must put AVWarthog_D as the model for all REALLYDAMAGED conditions. It tells the game to switch to this model when it's damaged, otherwise it will use the default model (specified in the DefaultConditionstate).

Posted by: NewNightmare - Tuesday, October 4, 2011 3:06:49 AM
I've messed up the whole thing (or at least the code) in the morning... So, I'll have to re-write all conditionstates (will copy from raptor), What I have now is Just the fins that appear from the missile part (i.e. once upgraded, only fins appear, missiles are invisible untill fired, when the actual projectile appears). I have the model right, I think it might be problem with some of the material channel blending stuff in renx, since I just made a plain black texture (Black = transparent on Alpha) I have everything else working though - JETEXHAUST REALLYDAMAGED is responsible for damaged model in air I think. are ur rockets scattering? coz I am thinking on adding some, since the radius of the explosion itself is more or less same as aurora's, and I wanna make it a Good vs. Groups aircraft ;P. + have you managed to get the plane dive when attacking ? I think copying some of the Tomahawk or SCUD Launcher rockets' Loco might work (there's something set to 0.7 if my memo is right)... but these are just guesses from a school PC :) P.S. I know how to get the damaged model on, just wasn't sure which conditionstate did I miss :P