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Looking for the impossible...

Blood_Hawk23

Charter Member
So I working on some Italian weapons by or good friend Manuele Villa / MVG3D. I want to add the chute to a couple of them. They are GMax models.

Now here is where the impossible starts. This is for CFS2...

It was suggested at one point in time that a SCASM edit might be possible to add the chute. So that after the model has been dropped that it will be displayed. I haven't the knowledge to try it on my own so any ideas would be helpful.

I do know the only animation that will work is the TICK18. This would be on a loop and not work right.

I realize that this might not be do able. I still want to try. So please any thoughts or suggestions would be appreciated.
 
Hi John,

Ping Baldy, he tried to do this with his air-dropped mine weapon but in the end gave up.

I don't think the weapons accept complex animations (or any?).

I'm pretty sure he uploaded the FSC files along with the mine in the hope that someone could find a way.
 
I was looking at exactly that.

I'm wondering if there is away for it to call up another object after its no longer attached to the AC. I've been looking at the SCASM commands. I know very little about them. I think actual animations are out. So we are looking at the old bait and switch approach.

I'll PM Baldy to see what direction he was going in. If anyone thinks of anything please chime in.
 
John,

Go to Simviation & download Jim Jacobsens MH53. He had 2 different Mk44 torps, one with & one without chute. They could be used to try switcheroo methods & techniques, without having to start from scratch?
 
The TICK18 animation dose work on weapons but it is a looping set up. I did it for the Lancaster Bouncing Bomb I did.
 
The TICK18 animation dose work on weapons but it is a looping set up. I did it for the Lancaster Bouncing Bomb I did.

I'll have to keep looking. I'll open up a bgl and see what is there. I guess it will come down to what is called in the bgl and what the triggers are. I don't think there are enough triggers built into CFS2.
 
The CFS2 bailing pilots ja_jumper.mdl and us_jumper.mdl have chutes that open and I think if I'm looking at the SCASM right use userdefined0 and userdefined1 but munting them as a weapon don't cause the chute to open.
 
I know about the bailing pilot being JA_Pilot but both models use the same animate code.
 
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