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diesel5187

[MELB] Mission Enhanced Little Bird

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10 hours ago, sykocrazy said:

Hi everyone! Update's out on the SW if anyone's still subscribed to that! If not, click here


Note: Due to the addition of the loadout system, we've removed the preset Light, Medium and Heavy AH-6 classes from the editor. So now there's only 1 main AH-6M class to pick from. You can then choose a loadout by either using the dynamic loadout presets(make sure to select whether a gun/rocket is operated by pilot or copilot) or coming up with your own combination. For now the previously used classes are just hidden to avoid breaking any missions that still use them. In a future update we will be remo

+ Added
- Removed
@ Fixed
^ Improved

+ Dynamic Loadout system(please provide feedback either here or on the BI forums about ideas for a better UI Layout for that thing)
+ Ability to have more than 1 type of rocket warhead in the rocket pods(This makes the UI clunky, so let me know if this is at all worth the clunkiness)
+ Flechette Hydra warhead(let me know if this sucks the performance out of servers)
+ Illuminating flare Hydra warhead
+ MPSM Hydra warhead
+ Recoil for Miniguns and GAU19
+ Hydra rocket dispersion
+ Radar altimeter digital readout
+ Radar warning receiver
+ Editor preview images
+ Fire extinguisher
+ Wreck model
+ Tail number selection in attributes menu
+ Nose art is now selectable in the attributes menu
+ Interior/maint rotor/ammo box textures

- Bobblehead from the action menu(You can add it via attributes menu)
- "EXPERIMENTAL" decal.

@ DAGRs and Hellfires should be working again(yay?)
@ Countermeasures also work

^ Optimized textures and models
^ Crosshair on the attack bird is now "better"
^ Flight model

 

SWEET UPDATE! Now I don't have to use RHS for little birds anymore!

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Will the RHS donated birds be updated to this standard?

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58 minutes ago, ski2060 said:

Will the RHS donated birds be updated to this standard?


Yes.

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  • Thanks 1

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1 minute ago, sykocrazy said:


Yes.

You Rock!  
Thanks to you and your team!  We love the MELB's and can't wait to see these new versions.

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@sykocrazy, great mod, i have gutted the pylon system to reduce the amount of pylons needed as we want the weapons system to feel like the cup little bird but much prefer the melb helicopter. I Have made the Cup little bird miniguns default since they are "cooler", and added ace missile guidance for a few weapons the one problem i have left which is a QOL thing is i want to now delete the extra pylons from the menu that i have made never be able to hold anything but empty but it causes all pylons to lose position and be stacked at one location when i delete all the empty pylons, any tips?

 

unknown.png?width=674&height=684 

 

Edit:
Desired look

R2T6XYt.png

 

except it causes the helicopter mounts to go to a singular location:

OTVG7KH.jpg

 

 

 

code block causing the desired outcome with the unexpected sideeffect:

// Melb Heli
class MELB_base : Helicopter_Base_H {
    class Components;
    class Turrets;
};
class MELB_AH6M : MELB_base {
	class Turrets : Turrets {
        class CopilotTurret;
    }
    class Components : Components {
		class TransportPylonsComponent {
			class pylons {
				class R_Rockets_12x;
				class R_Rockets_4x;
				class R_Rockets_3x;
				
				class R_HellfireRack_R_slot;
				class R_HellfireRack_L_slot;
				class L_HellfireRack_R_slot;
				class L_HellfireRack_L_slot;	
						
				class L_Rockets_3x;
				class L_Rockets_4x;
				class L_Rockets_12x;
            };
        };
    };
};
class DRAGONFLY : MELB_AH6M {
	class Components: Components {
		class TransportPylonsComponent {
			UIPicture = "melb\data\ui\melb_eden_ca.paa";
			class pylons {
				class R_Pylon {
					hardpoints[] = {"RightMount_MELB"};
					attachment = "CUP_PylonPod_19Rnd_CRV7_FAT_M";
					maxweight = 200;
					UIposition[] = {0.125,0.4};
				};

				delete R_Rockets_3x;
				delete R_Rockets_4x;
				delete R_Rockets_12x;
				delete R_HellfireRack_R_slot;
				delete R_HellfireRack_L_slot;	

				class R_Minigun: R_Pylon {
					hardpoints[] = {"Right_MinigunMount_MELB"};
					attachment = "Pylon_R_GUN_MELB_CUSTOM";
					priority = 5;
					maxweight = 100;
					UIposition[] = {0.225,0.325};
				};
				class L_Minigun: R_Minigun {
					hardpoints[] = {"Left_MinigunMount_MELB"};
					attachment = "Pylon_L_GUN_MELB_CUSTOM";
					UIposition[] = {0.415,0.325};
				};

				delete L_HellfireRack_R_slot;
				delete L_HellfireRack_L_slot;
				delete L_Rockets_3x;
				delete L_Rockets_4x;
				delete L_Rockets_12x;

				class L_Pylon: R_Pylon {
					hardpoints[] = {"LeftMount_MELB"};
					UIposition[] = {0.4925,0.4};
					mirroredMissilePos = 1;
				};
			};
			class presets {
				class empty {
					displayName = "empty";
					attachment[] = {};
				};
				delete M260HE_M134;
				delete M260HE_M134_GAU;
				delete GAU_M134_DAGR;
				delete Hellfires;
			};
		};
	};
};

it appears that the pylons have relative positions to each other so deleting one causes them to collapse in. I have attempted things like scope = 0; to no effect,

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