Wonder 0 Posted February 2, 2006 The current trend with high-quality aircraft (especially with gunship) addons is to use one version with different pseudo-proxy ordnance that can be mounted through the use of different scripts. These aircraft however have to be armed in the mission editor through typing the required lines in the "init"-field. Some addons like Franz&Nodunit's ones have in-built features that allow you to rearm through the use of ammo trucks, but this is through the already-cluttered action field. What if selecting the rearm action from the action menu would bring up an interface in a form of a stores list diagram showing the available weapons and the weapons loaded. To select the weapons you'd just check the boxes showing which weapons you want loaded where and upon exiting the interface your aircraft is loaded accordingly. Share this post Link to post Share on other sites
codarl 1 Posted February 2, 2006 Possible, maybe that's something for that standardised air weapon addon? Share this post Link to post Share on other sites
Guest RKSL-Rock Posted February 2, 2006 You could only really do this with a model using proxies. Most of the new stuff use the psuedo proxy method (setobject texture) to support what you are suggesting would mean modelling all possible weapons on the same model. That would add alot to the polycounts. More than i think would be practical. Share this post Link to post Share on other sites
ricoadf 0 Posted February 2, 2006 I think he means when the aircraft have change weapon scripts like hawks Mi-28 etc. It's a good idea mate, but some of us were already on it Share this post Link to post Share on other sites
Guest RKSL-Rock Posted February 2, 2006 I think he means when the aircraft have change weapon scripts like hawks Mi-28 etc. It's a good idea mate, but some of us were already on it  Yeah i understood what he meant - but Hawk's version of DKM's Mi28 used proxies which limits your weapons to 1 missile/bomb type, rockets and guns.This mean you would NOT be able to have a proper mixed wepaons loadout. If you use the Pusedo proxy method you can have as many different weapon types as you like but cant dynamically change them unless you make them part of the main model itself. So...if you have a base model @4000 polys. And 3 different loadouts @1500 polys each you model would have to be 8500polys. If you wanted to change weapons around on the pylons and mix different loads you would need ot model each individual weapon on each possible pylon to support every possible combination. eg 4 different weapons @300 polys on 4 pylons.  Thats 4800 polys. Yes, you can do it but it i think you'll find people will bitch about lag etc. Share this post Link to post Share on other sites