HMS Drake WIP part 2
Here are some updates on the HMS Drake.
I went ahead and made the anchor state an animation instead of two different visibility states. Seems the sim wouldn't recognize the ship being in a "parked" state. I used the "spoiler" animation because you can give it a really long playback time by making an edit in the cfg file. When you press the "spoiler" key "/" the boat booms swing down and out, 3 anchors drop and 4 boats lower and move into position under the booms. Doesn't look perfect running backwards, but it's acceptable.
When I tried to attach an explosion effect to the end of the gun barrel to simulate the firing of a gun, I could get the effect to play properly once, but when I tried to have the effect play a second time, the sound refused to play. The effect would play properly if the effect was located using a light in the cfg file, but that method meant the effect would only play in a specific location. Since I couldn't get the effect to follow the barrel, I had the barrel follow the effect by creating an "AIM" animation. So when the player presses the starboard salvo AIM button, all the guns move into proper position, then when the fire button is pressed, the effects go off and they're in the proper position.
There seems to be a limit to the number of light effects that can be listed in the cfg file.
The next step is to develop an AI version so that a model can be sailed using AIcarriers2. That will require developing a custom effect that has both wake and smoke.