texture_canopy
If you look in a damagebox section you'll see:
<Box ID="damagebox_canopy" Parent="damagebox_fuselage">
<BoxMap SystemID="texture_canopy" Probability="72" Points="82"/>
<BoxMap SystemID="pilot" Probability="10" Points="100"/>
<BoxMap SystemID="radio" Probability="10" Points="50"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
</Box>
The first entry is
<BoxMap SystemID="texture_canopy" Probability="72" Points="82"/>
so, the game requires that you define a system called texture_canopy which when defined will accumulated damage according to how it is defined in the damagebox section. So in this model the designer has a damagebox called damagebox_canopy which would be place around the cockpit and when bullets strike this area the part of the palne most likely to be hit is the canopy. Now, in CFS2 bullet holes appeared on the canopy glass, while in our game they do not. I guess there could be a way to do this, but I do not know how. You certainly could add different thresholds and put some type of effect or make a new one. Of course you knew this already.
