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The Staff of SOH
Major I was thinking the same thing only I am talentless! We might ask Jaycee if he would be interested, add ons and paint are his forte. If Jaycee builds it we can easily make it a permanent pylon for a specific night model stand alone. that of course would require a specific night fighter paint scheme. Have not heard from Jaycee in a while, hope he is doing well!
I've made and alternate damage system for the Tigercat that uses all the effects and emmiters. This allows for better looking damage effects when it gets shot up.
Just copy these lines and paste them into your tigercat's .xdp file replacing ALL the code from the "DamageBoxes" section to the "Systems" section.Code:<DamageBoxes> <Box ID="damagebox_fuselage" Parent="damagebox_fuselage"> <BoxMap SystemID="fuselage_structure" Probability="51" Points="995"></BoxMap> <BoxMap SystemID="aileron_right_cable" Probability="1" Points="110"></BoxMap> <BoxMap SystemID="aileron_left_cable" Probability="1" Points="110"></BoxMap> <BoxMap SystemID="elevator_cable" Probability="1" Points="110"></BoxMap> <BoxMap SystemID="rudder_cable" Probability="1" Points="110"></BoxMap> <BoxMap SystemID="hydraulics_reservoir" Probability="8" Points="233"></BoxMap> <BoxMap SystemID="center_fuel_tank" Probability="40" Points="771"></BoxMap> <BoxMap SystemID="left_fuel_tank" Probability="40" Points="771"></BoxMap> <BoxMap SystemID="right_fuel_tank" Probability="40" Points="771"></BoxMap> <BoxMap SystemID="center_gear" Probability="18" Points="253"></BoxMap> <BoxMap SystemID="bomb_release" Probability="2" Points="40"></BoxMap> </Box> <Box ID="damagebox_r_wing" Parent="damagebox_fuselage"> <BoxMap SystemID="right_wing" Probability="53" Points="960"></BoxMap> <BoxMap SystemID="right_flap" Probability="12" Points="228"></BoxMap> <BoxMap SystemID="aileron_right_cable" Probability="1" Points="110"></BoxMap> <BoxMap SystemID="cannons" Probability="5" Points="75"></BoxMap> <BoxMap SystemID="bomb_release" Probability="2" Points="40"></BoxMap> </Box> <Box ID="damagebox_r_wing_tip" Parent="damagebox_r_wing"> <BoxMap SystemID="right_wing_tip" Probability="57" Points="326"></BoxMap> <BoxMap SystemID="aileron_right_cable" Probability="3" Points="110"></BoxMap> <BoxMap SystemID="aileron_right" Probability="43" Points="173"></BoxMap> </Box>
Can you please advise how the probability system works? Not being an aircraft builder I haven't a clue about damagebox probabilities...
Each <Box> entry can have one or more <BoxMap> entries. Each <BoxMap> entry specifies:
Note that the same system can appear in more than one damage box. For example, the rudder_cable system might appear in cockpit, fuselage and tail damage boxes.
- a SystemID from the set of systems defined in the <Systems> section
- a Probability that indicates the probability of the system being damaged when damage is applied to the box
- a Points attribute that indicates how many damage points the system can take
The total number of damage points that the system can take is the sum of the points specified in each box in which it appears.
Here's what I know from the CFS3 SDK:
That's about all I know about it.
I'm wanting to make an P-65 skin, has anyone made one yet?(Since I'm not a good skinner)