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odyseus

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Posts posted by odyseus


  1.  

    first basic texture for the intake filter

     

    65902DD0ACB88ADBC6D5DBA8E97D223EC49143F0

    One more update as far as textures. Here it is hope u guys like this is an initial texture for the exhaust something basic. Will start working on a basic normal map and material tonight. I hope to have something by the end of this month. Have a great day!

    CE015D5B45F653870D7770CE97BF401701C69151

     

    Already looking like a Phrog 😄

     

    78E8A4B3D27F0437F2CCA486F2BC0EA4939FFE68

    • Like 4

  2. Thank you! 

    @Dedmen I try that already. Did not work. But I will give it another try.

     

    @Jackal326 None of the weapons are showing in the 3d editor. I will post an image. BTW I was not complaining, maybe you have confused my comment as passive aggressive. For yall information I was surprise  that maybe no one had experience this kind of problem before,  such a "simple" yet pain in the @$$ problem. Anyways I apologize if I came across as passive aggressive. 

     

    Anyways so let me try to explain it better. I have this "weapons mod" prior the 3d editor. So naturally it never worked. Now I m trying to have it display under its "class"  for example assault rifle, or lauchers and etc... https://steamcommunity.com/sharedfiles/filedetails/?id=1743395307

     

    Thank you again. 


  3.  

    Hi everyone,

    I have some weapons that are not being listed in the editor. What am I doing wrong?

     

    Thank you

    Spoiler
    
    #include "BIS_AddonInfo.hpp"
    	// BRAF_WEAPONS //
    	
    	class CfgPatches
    	{
    		class BRAF_Weapons
    		{
    			units[] = {};
    			weapons[] = {};
    			requiredVersion = 0.1;
    			requiredAddons[] = {"A3_weapons_f", "A3_weapons_f_beta","A3_weapons_f_epb","A3_weapons_f_gamma","A3_weapons_f_epa"};
    		};
    	};
    	//*extern*//
    	class Default;
    	class Pistol_Base_F;
    	class BulletCore: Default {};
    	class BulletBase: BulletCore {};
    	class B_556x45_Ball: BulletBase{};
    	class CA_Magazine;
    	class RifleCore: Default{};
    	class Rifle: RifleCore{};
        class Rifle_Base_F: Rifle{};
        class Rifle_Long_Base_F: Rifle_Base_F{};
        class Mode_SemiAuto;
        class Mode_FullAuto;
        class CowsSlot;
        class WeaponSlotsInfo;
    	class RocketBase;
    	class MissileBase;
    	class CA_LauncherMagazine;
        class Launcher;
    	class LauncherCore;
        class Launcher_Base_F;
    	class UGL_F;
    	class PointerSlot;
    	class UnderBarrelSlot;
    	class SlotInfo;
    	
    	//MUNIÇÕES//
    	class CfgAmmo
    	{
    		class B_556x45_Dim_T: B_556x45_Ball{
    		nvgOnly = true;
    		};
    		class 84mm_HEAT_AT4: RocketBase 
    		{
    			airfriction = -0.075;
    			airlock = 0;
    			allowagainstinfantry = 0;
    			cost = 200;
    			cratereffects = "ATMissileCrater";
    			effectsmissile = "missile2";
    			effectsmissileinit = "";
    			explosioneffects = "ATMissileExplosion";
    			fusedistance = 10;
    			hit = 420;
    			indirecthit = 25;
    			indirecthitrange = 3;
    			inittime = 0;
    			irlock = 1;
    			maneuvrability = 0;
    			maxspeed = 170;
    			model = "BRAF_Weapons\Launchers\AT4\M136_Rocket.p3d";
    			sideairfriction = 0.3;
    			thrust = 1;
    			thrusttime = 0.01;
    			timetolive = 10;
    			whistledist = 2;
    		};
    		class M_9M342_Igla_S: MissileBase {
    			airlock = 1;
    			cmimmunity = 0.9;
    			cost = 10000;
    			cratereffects = "AAMissileCrater";
    			effectsmissile = "missile3";
    			explosioneffects = "AAMissileExplosion";
    			fusedistance = 120;
    			hit = 70;
    			indirecthit = 50;
    			indirecthitrange = 8;
    			inittime = 0.25;
    			irlock = 1;
    			maneuvrability = 14;
    			maxspeed = 800;
    			model = "BRAF_Weapons\Launchers\Igla_S\Rocket_9M342.p3d";
    			simulationstep = 0.002;
    			thrust = 840;
    			thrusttime = 1.5;
    			timetolive = 15;
    			tracklead = 0;
    			trackoversteer = 0.85;
    			weaponlocksystem = "2 + 16";
    			whistledist = 16;
    		};
    	};
    	
    	//PENTES//
    	class CfgMagazines
    	{	
    		class 9Rnd_9mm_M973: CA_Magazine {
    			ammo = "B_9x21_Ball";
    			count = 9;
    			descriptionshort = "Caliber: 9x21 mm<br />Rounds: 30<br />Used in: M973";
    			displayname = "9mm 9Rnd Mag";
    			initspeed = 390;
    			mass = 10;
    			picture = "\BRAF_Weapons\pistols\M973\data\UI\m_M973_ca.paa";
    			scope = 2;
    			tracersevery = 0;
    		};
    		class 200Rnd_556x45_Minimi: CA_Magazine{
                ammo = "B_556x45_Dim_T";
                count = 200;
                descriptionshort = "Caliber: 5.56x45 mm NATO <br/>Rounds: 200  <br/>Used in: FN Minimi";
                displayname = "200Rnd. FN Minimi Belt";
                initspeed = 915;
                lastroundstracer = 4;
                namesound = "mgun";
    			mass = 40;
                picture = "\BRAF_Weapons\rifles\FN_MINIMI\Data\UI\m_m249_ca.paa";
                scope = 2;
                reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_M200", 0.446684, 1, 20};
                sound[] = {"BRAF_Weapons\rifles\FN_Minimi\Data\Sound\M249_1_SS", 17.7828, 1, 1300};
                tracersevery = 4;
                type = "2*      256";
            };
    		class 1Rnd_84mm_HEAT_AT4: CA_LauncherMagazine 
    		{
    			ammo = "84mm_HEAT_AT4";
    			descriptionshort = "Type: AT4 missile<br />Rounds: 1<br />Used in: AT4";
    			displayname = "AT4 Missile";
    			displaynameshort = "AT";
    			initspeed = 285;
    			mass = 20.15;
    			model = "\AT4\M136_ammo.p3d";
    			modelspecial = "BRAF_Weapons\Launchers\AT4\m136_launcher_loaded.p3d";
    			picture = "\BRAF_Weapons\Launchers\AT4\data\ui\m_m136_ca.paa";
    			scope = 2;
    			type = "6* 256";
    		};
            class 1Rnd_9M342_Igla_S: CA_LauncherMagazine {
    			ammo = "M_9M342_Igla_S";
    			descriptionshort = "Range: 6000 m <br/>Type: ground-air <br/>Used in: 9K338 Igla-S";
    			displayname = "9M342";
    			displaynameshort = "AA";
    			initspeed = 40;
    			mass = 100;
    			maxleadspeed = 320;
    			model = "BRAF_Weapons\Launchers\Igla_S\igla_proxy.p3d";
    			modelspecial = "BRAF_Weapons\Launchers\Igla_S\igla_loaded.p3d";
    			picture = "\BRAF_Weapons\Launchers\Igla_S\data\UI\m_strela_ca.paa";
    			scope = 2;
    			type = "6 * 		256";
    		};
    	};
    	
    	//ARMAS//
    	class CfgWeapons
    	{
    		
    		///========================================RIFLES===================================================///
    		
    		class IA2_base_F: Rifle_Base_F {
    			picture = "\braf_weapons\rifles\IA2\data\UI\gear_imbel_566_x_ca.paa";
    			aidispersioncoefx = 4;
    			aidispersioncoefy = 6;
    			bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15};
    			bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15};
    			bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15};
    			bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15};
    			bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15};
    			bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15};
    			bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15};
    			bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15};
    			bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15};
    			bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15};
    			bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15};
    			bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15};
    			descriptionshort = "Assault rifle  <br/>Caliber: 5.56x45 mm NATO";
    			distancezoommax = 300;
    			distancezoommin = 300;
    			drysound[] = {"A3\sounds_f\weapons\Other\dry3", 0.316228, 1, 10};
    			handAnim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\rifles\IA2\data\Anim\Handanim_IA2_556_Carbine.rtm"};
    			magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"};
    			modes[] = {"Single", "FullAuto", "fullauto_medium", "single_medium_optics1", "single_far_optics2"};
    			opticszoominit = 0.75;
    			opticszoommax = 1.1;
    			opticszoommin = 0.375;
    			reloadAction = "GestureReloadKatiba";
    			reloadmagazinesound[] = {"A3\sounds_f\weapons\mk20\mk20_relaod_final", 0.316228, 1, 20};
    			scope = 0;
    			soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
    			class Library {
    				libtextdesc = "The IA2 assault rifle, designed and built in Brazil by IMBEL, is designed to replace the FAL, M16A2 and HK33 currently in service with the Brazilian Armed Forces.";
    			};
    			class WeaponSlotsInfo: WeaponSlotsInfo {
    				class MuzzleSlot: SlotInfo {
    					compatibleitems[] = {"muzzle_snds_M"};
    					linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
    					iconPosition[] = {0.0, 0.45}; /// position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format
    					iconScale = 0.2; /// scale of icon described in iconPicture
    					iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; /// icon for selected slot
    					iconPinpoint = "Center"; /// top, bottom, left, right, center alignment of the icon on snap point
    				};
    				class CowsSlot: CowsSlot {
    					iconPosition[] = {0.5, 0.35};
                       iconScale = 0.2;
    				};
    				class PointerSlot: PointerSlot {
    				};
    				class UnderBarrelSlot: UnderBarrelSlot /// using test bipod
    			{
    					iconPosition[] = {0.20, 0.45};
    					iconScale = 0.25;
    				compatibleItems[] = {"bipod_01_F_blk"};		
    			};			
    			};
    			
    			class Single: Mode_SemiAuto /// Pew
    		{
    			sounds[] = {		/// the new parameter to distinguish muzzle accessories type
    				StandardSound, // default zvuk
    				SilencedSound // silenced zvuk
    			};
    
    			class BaseSoundModeType
    			{
    
    				weaponSoundEffect  = "DefaultRifle"; /// custom made sounds
    
    				closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; /// custom made sounds
    				closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; /// custom made sounds
    				soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
    			};
    
    			class StandardSound: BaseSoundModeType
    			{
    				begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200}; /// custom made sounds
    				begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200}; /// custom made sounds
    				soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
    			};
    
    			class SilencedSound: BaseSoundModeType
    			{
    				begin1[]={"A3\sounds_f\weapons\silenced\silent-18", db-2, 1,100};
    				begin2[]={"A3\sounds_f\weapons\silenced\silent-19", db-2, 1,100};
    				begin3[]={"A3\sounds_f\weapons\silenced\silent-11", db-2, 1,100};
    				soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
    			};
    			
    			reloadTime = 0.096; /// means some 625 rounds per minute
    			dispersion = 0.0011; /// A bit less than 3 MOA
    			
    			recoil = "recoil_single_mk20"; /// defined in cfgRecoils "recoil_single_Test_rifle_01"
    			recoilProne = "recoil_single_prone_mk20"; /// defined in cfgRecoils "recoil_single_prone_Test_rifle_01"
    			
    			minRange = 2; minRangeProbab = 0.5; 	/// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
    			midRange = 150; midRangeProbab = 0.7; 	/// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
    			maxRange = 300; maxRangeProbab = 0.2; 	/// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
    		};
    			
    			
    		class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew
    		{
    			sounds[] = {		/// the new parameter to distinguish muzzle accessories type
    				StandardSound, // default zvuk
    				SilencedSound // silenced zvuk
    			};
    
    			class BaseSoundModeType
    			{
    
    				weaponSoundEffect  = "DefaultRifle"; /// custom made sounds
    
    				closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10}; /// custom made sounds
    				closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10}; /// custom made sounds
    				soundClosure[]={closure1,0.5, closure2,0.5}; /// custom made sounds
    			};
    
    			class StandardSound: BaseSoundModeType
    			{
    				begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200}; /// custom made sounds
    				begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200}; /// custom made sounds
    				soundBegin[] = {begin1,0.5, begin2,0.5}; /// custom made sounds
    			};
    
    			class SilencedSound: BaseSoundModeType
    			{
    				begin1[]={"A3\sounds_f\weapons\silenced\silent-18", db-2, 1,100};
    				begin2[]={"A3\sounds_f\weapons\silenced\silent-19", db-2, 1,100};
    				begin3[]={"A3\sounds_f\weapons\silenced\silent-11", db-2, 1,100};
    				soundBegin[]={begin1,0.333, begin2,0.333, begin3,0.333};
    			};
    
    			reloadTime = 0.07;
    			dispersion =  0.0011;
    			
    			recoil = "recoil_auto_mk20"; /// defined in cfgRecoils "recoil_auto_Test_rifle_01"
    			recoilProne = "recoil_auto_prone_mk20"; /// defined in cfgRecoils "recoil_auto_prone_Test_rifle_01"
    			
    			minRange = 0; minRangeProbab = 0.9;
    			midRange = 15; midRangeProbab = 0.7;
    			maxRange = 30; maxRangeProbab = 0.1; 
    			
    			aiRateOfFire = 0.000001;
    		};
    		
    		class fullauto_medium: FullAuto /// Pew, pew, pew only for AI
    		{
    			showToPlayer = 0;
    			burst = 3;
    			
    			minRange = 2; minRangeProbab = 0.5;
    			midRange = 75; midRangeProbab = 0.7;
    			maxRange = 100; maxRangeProbab = 0.05; 
    			
    			aiRateOfFire = 2.0;
    			aiRateOfFireDistance = 200;
    		};
    				
    		
    		class single_medium_optics1: Single /// Pew for AI with collimator sights
    		{
    			requiredOpticType = 1;
    			showToPlayer = 0;
    			
    			minRange = 5; minRangeProbab = 0.2; 
    			midRange = 350; midRangeProbab = 0.7; 
    			maxRange = 500; maxRangeProbab = 0.3;
    	
    			aiRateOfFire = 5;
    			aiRateOfFireDistance = 500;
    		};
    		
    		class single_far_optics2: single_medium_optics1	/// Pew for AI with better sights
    		{
    			requiredOpticType = 2;
    			showToPlayer = 0;
    			
    			minRange = 100; minRangeProbab = 0.2; 
    			midRange = 550; midRangeProbab = 0.7; 
    			maxRange = 700; maxRangeProbab = 0.05; 
    			
    			aiRateOfFire = 7;
    			aiRateOfFireDistance = 700;
    		};
    				
    			class EGLM: UGL_F {
    				cameradir = "OP_look";
    				discretedistance[] = {100, 200, 300, 400};
    				discretedistancecamerapoint[] = {"OP_eye", "OP_eye2", "OP_eye3", "OP_eye4"};
    				discretedistanceinitindex = 1;
    				useexternaloptic = 0;
    				usemodeloptics = 0;
    			};
    		};
    		class BRAF_Imbel_IA2_556_Carbine: IA2_base_F {
    			model= "BRAF_Weapons\rifles\IA2\IA2_C_556.p3d";
    			displayname = "IA2 C 5.56mm";
    			scope = 2;
    		};
    		class Imbel_IA2_R_GL_556: IA2_base_F {
    			model= "BRAF_Weapons\rifles\IA2\IA2_R_GL_556.p3d";
    			displayname = "IA2 R GL 5.56mm";
    			scope = 2;
    			dexterity = 1.41;
    			handanim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\rifles\IA2\data\anim\handanim_IA2_GL.rtm"};
    			muzzles[] = {"this", "EGLM"};
    			uipicture = "\A3\Weapons_F\data\UI\icon_gl_CA.paa";
    			weaponinfotype = "RscWeaponZeroing";
    			class WeaponSlotsInfo: WeaponSlotsInfo {
    				mass = 50;
    			};	
    		};
    		
    		class Imbel_IA2_R_762: IA2_base_F {
    			model= "BRAF_Weapons\rifles\IA2\IA2_R_762.p3d";
    			displayname = "IA2 R 7.62mm";
    			scope = 2;
    			magazines[] = {"20Rnd_762x51_Mag"};
    		};
    		///========================================LANÇADORES===================================================///
    		
    		class AT4: Launcher{
    		
    			afmax = 0;
    			airateoffire = 10;
    			airateoffiredistance = 250;
    			descriptionshort = "Anti-tank missile launcher <br/>Unguided";
    			displayname = "AT-4";
    			drysound[] = {"A3\sounds_f\weapons\other\dry6", 0.0316228, 1, 10};
    			handanim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\launchers\AT4\data\anim\m136.rtm"};
    			lockacquire = 0;
    			magazines[] = {"1Rnd_84mm_HEAT_AT4"};
    			htmax = 420;
    			htmin = 1;
    			maxrange = 300;
    			mfact = 1;
    			mfmax = 0;
    			midrange = 200;
    			minrange = 10;
    			model = "BRAF_Weapons\launchers\AT4\m136_launcher.p3d";
    			picture = "\BRAF_Weapons\launchers\AT4\data\ui\w_m136_launcher_ca.paa";
    			recoil = "recoil_single_law";
    			reloadaction = "ReloadRPG";
    			reloadmagazinesound[] = {"A3\sounds_f\weapons\rockets\titan_reload_final", 0.562341, 1, 50};
    			scope = 2;
    			sound[] = {"A3\Sounds_F\weapons\Launcher\rpg32", 1.99526, 1, 800};
    			soundfly[] = {"A3\sounds_f\weapons\rockets\rocket_fly_1", 0.316228, 1.5, 700};
    			weaponsoundeffect = "DefaultRifle";
    			memorypointcamera = "eye";
    			optics = 0;
    			modeloptics = "-";
    			tbody = 100;
    			//weaponinfotype = "RscWeaponZeroing";			//desligado//
    			//discretedistance[] = {100, 150, 200, 250, 300, 350, 400, 450, 500}; //desligado//
    			//discretedistanceinitindex = 3; //desligado//
    			
    			class GunParticles 
    			{
    				class effect1 
    				{
    					directionname = "usti hlavne";
    					effectname = "RocketBackEffectsRPGNT";
    					positionname = "konec hlavne";
    				};
    			};
    			
    			class WeaponSlotsInfo
    			{
    				allowedslots[] = {901};
    				mass = 100;
    			};
    			
    			class Library {
    				libtextdesc = "The AT-4 is the successor of the M72 LAW in US Army service. The M136 is a recoilless weapon used primarily by infantry to defeat light armor. The 84mm High Explosive Anti-Tank (HEAT) warhead provides high penetration capability and lethal after-armor effects.";
    			};
    		};
    		class Igla_S: Launcher_Base_F{
    			afmax = 0;
    			airateoffire = 5;
    			airateoffiredistance = 3100;
    			canlock = 2;
    			cmimmunity = 0.9;
    			cursor = "Missile";
    			cursoraim = "EmptyCursor";
    			cursorsize = 1;
    			lockacquire = 0;
    			reloadaction = "ReloadRPG";
    			lockedtargetsound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.316228, 2.5};
    			lockingtargetsound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.316228, 1};
    			descriptionshort = "Surface-to-air missile launcher <br/>Guided";
    			displayname = "9K338 Igla-S";
    			drysound[] = {"A3\sounds_f\weapons\other\dry6", 0.158489, 1, 18};
    			handanim[] = {"OFP2_ManSkeleton", "BRAF_Weapons\launchers\Igla_S\data\Anim\Igla.rtm"};
    			htmax = 480;
    			htmin = 1;
    			magazines[] = {"1Rnd_9M342_Igla_S"};
    			maxrange = 6000;
    			maxrangeprobab = 0.1;
    			mfact = 1;
    			mfmax = 0;
    			midrange = 3100;
    			midrangeprobab = 0.9;
    			minrange = 10;
    			minrangeprobab = 0.4;
    			maxleadspeed = 320;
    			model = "braf_weapons\launchers\Igla_S\Igla.p3d";
    			modeloptics = "-";
    			namesound = "aalauncher";
    			picture = "\BRAF_Weapons\launchers\Igla_s\Data\UI\W_IGLA_CA.paa";
    			recoil = "recoil_single_titan";
    			reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\missile_reload", 0.316228, 1, 20};
    			scope = 2;
    			sound[] = {"A3\sounds_f\weapons\launcher\nlaw_final_2", 3.16228, 1, 1400};
    			soundfly[] = {"A3\sounds_f\weapons\rockets\rocket_fly_1", 0.630957, 1.5, 300};
    			tbody = 100;
    			uipicture = "\BRAF_Weapons\launchers\Igla_S\data\ui\i_aa_CA.paa";
    			value = 20;
    			weaponlockdelay = 3;
    			weaponlocksystem = 1;
    			class Library {
    				libtextdesc = "The Igla (in English: Needle) is a Russian, man-portable infrared homing surface-to-air missile weapon. This weapon is designated as 'SA-18' in the US and its NATO reporting name is 'Grouse.' <br/>The Igla uses 9M39 missiles. This weapon is highly valued for its resistance to countermeasures. Because of its easy availability on the black market it has often been used in terrorist attacks on civilian aircraft over last 30 years, mostly in Africa.";
    			};
    		};
    		
    		///========================================METRALHADORAS===================================================///
    		
    		class FN_Minimi: Rifle_Long_Base_F{
                afmax = 0;
                aidispersioncoefx = 14;
                aidispersioncoefy = 14;
                bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.501187, 1, 15};
                bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.251189, 1, 15};
                bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.251189, 1, 15};
                bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.251189, 1, 15};
                bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.501187, 1, 15};
                bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.501187, 1, 15};
                bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.501187, 1, 15};
                bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.398107, 1, 15};
                bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.398107, 1, 15};
                bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.398107, 1, 15};
                bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.398107, 1, 15};
                bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.251189, 1, 15};
                descriptionshort = "Light machine gun <br/>Caliber: 5.56x45mm NATO";
                cursor = "mg";
                cursoraim = "EmptyCursor";
                namesound = "Mgun";
                dexterity = 1.21;
                handanim[] = {"OFP2_ManSkeleton","BRAF_Weapons\rifles\FN_MINIMI\Data\Anim\FN_Minimi.rtm"};
                displayname = "FN Minimi";
                drysound[] = {"A3\sounds_f\weapons\Other\dry_1", 0.446684, 1, 10};
                htmax = 600;
                htmin = 1;
                magazines[] = {"200Rnd_556x45_Minimi"};
                mfact = 1;
                mfmax = 0;
                model = "BRAF_Weapons\rifles\FN_Minimi\FN_Minimi.p3d";
                soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
                modes[] = {"FullAuto", "close", "short", "medium"};
                picture = "\BRAF_Weapons\rifles\FN_Minimi\data\UI\gear_minimi_x_ca.paa";
                reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_M200", 0.446684, 1, 20};
                scope = 2;
                reloadaction = "GestureReloadM200";
                tbody = 100;
                uipicture = "\A3\weapons_f\data\UI\icon_mg_CA.paa";
    			deployedPivot    = "bipod";       /// what point should be used to be on surface while unfolded
    			hasBipod         = true;          /// a weapon with bipod obviously has a bipod
    			soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_down",db-3, 1, 20}; /// sound of unfolding the bipod
    			soundBipodUp[]   = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_up",db-3, 1, 20}; /// sound of folding the bipod
    			
                class ItemInfo {
                    priority = 1;
                };
                class WeaponSlotsInfo: WeaponSlotsInfo {
                    mass = 120;
                    class CowsSlot {
                        access = 1;
                        compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr","optic_NVS","optic_Holosight","optic_MRCO","optic_tws_mg"};
                        displayname = "Optics Slot";
                        linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
                        scope = 0;
                    };
                };
    			
    			
    			class FullAuto: Mode_FullAuto {
    				displayname = "";
                    maxrange = 10;
                    maxrangeprobab = 0.04;
    				aiRateOfFire = 0.000001;
                    midrange = 5;
                    midrangeprobab = 0.58;
                    minrange = 0;
                    minrangeprobab = 0.3;
    				showtoplayer = 1;
    				soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
    				soundburst = 0;
    				soundcontinuous = 0;
    				weaponsoundeffect = "DefaultRifle";
    				reloadtime = 0.07;
    				dispersion = 0.0015;
    				recoil = "recoil_auto_mk200";
    				recoilProne = "recoil_auto_prone_mk200";
    				sounds[] = {"StandardSound"};
    
    			class BaseSoundModeType {
    				closure1[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_01", 0.562341, 1, 10};
    				closure2[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Closure_zafir_02", 0.562341, 1, 10};
    				soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
    			};
    
    			class StandardSound: BaseSoundModeType {
    				begin1[] = {"braf_weapons\rifles\FN_MINIMI\Data\Sound\M249_single1", 1.77828, 1, 1000};
                    begin2[] = {"braf_weapons\rifles\FN_MINIMI\Data\Sound\M249_single2", 1.77828, 1, 1000};
    				soundbegin[] = {"begin1", 0.5, "begin2", 0.5};
    
    				class SoundTails {
    
    					class TailTrees {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_trees", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*trees";
    					};
    
    					class TailForest {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_forest", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*forest";
    					};
    
    					class TailMeadows {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_meadows", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
    					};
    
    					class TailHouses {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_houses", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*houses";
    					};
    
    					class TailInterior {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Machineguns\Zafir\Zafir_tail_interior", 1.995262, 1, 1200};
    						frequency = 1;
    						volume = "interior";
    					};
    				};
    			};
    		};
    			
          
                class close: FullAuto {
                    airateoffire = 0.5;
                    airateoffiredistance = 50;
                    burst = 10;
                    maxrange = 50;
                    maxrangeprobab = 0.04;
                    midrange = 20;
                    midrangeprobab = 0.58;
                    minrange = 10;
                    minrangeprobab = 0.05;
                    showtoplayer = 0;
                };
                class short: close {
                    airateoffire = 1.5;
                    airateoffiredistance = 300;
                    burst = 8;
                    maxrange = 300;
                    maxrangeprobab = 0.04;
                    midrange = 150;
                    midrangeprobab = 0.58;
                    minrange = 50;
                    minrangeprobab = 0.05;
                };
                class medium: close {
                    airateoffire = 2.5;
                    airateoffiredistance = 600;
                    burst = 12;
                    maxrange = 600;
                    maxrangeprobab = 0.04;
                    midrange = 400;
                    midrangeprobab = 0.58;
                    minrange = 200;
                    minrangeprobab = 0.05;
                };
    			
    			class far_optic1: close {
    			requiredOpticType = 1;
    			showToPlayer = 0;
    			burst = 3;
    			aiRateOfFire = 9;
    			aiRateOfFireDistance = 900;
    			minRange = 350;
    			minRangeProbab = 0.040000;
    			midRange = 550;
    			midRangeProbab = 0.500000;
    			maxRange = 700;
    			maxRangeProbab = 0.010000;
    		};
    
    		class far_optic2: far_optic1 {
    			requiredOpticType = 2;
    			autoFire = 0;
    			burst = 1;
    			minRange = 400;
    			minRangeProbab = 0.050000;
    			midRange = 800;
    			midRangeProbab = 0.500000;
    			maxRange = 1000;
    			maxRangeProbab = 0.010000;
    		};
    			
                class Library {
                    libtextdesc = "The FN Minimi is a fully-automatic, gas-operated, magazine or belt-fed individual weapon.<br/>It is the standard US Army light machine gun based on the Belgian FN Minimi, featuring a 200 round plastic magazine box. The bipod can be collapsed and the weapon can be fired from the hands.<br/>The M249 SAW provides the squad with the accurate and sustained fire required to suppress and destroy enemy targets.";
                };
            };
    		
    		///========================================PISTOLAS===================================================///
    		
    		class M973: Pistol_Base_F {
    		scope = 2;
    		model = "BRAF_Weapons\pistols\M973\M973.p3d";
    		picture = "\BRAF_Weapons\pistols\M973\data\UI\W_M973_CA.paa";
    		uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
    		magazines[] = {"9Rnd_9mm_M973"};
    		reloadAction = "GestureReloadPistol";
    		recoil = "recoil_pistol_p07";
    		displayname = "M973";
    		drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\dry_P07", 0.398107, 1, 20};
    		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\reload_P07", 1.000000, 1, 10};
    		modes[] = {"Single"};
    
    		class Single: Mode_SemiAuto {
    			sounds[] = {"StandardSound", "SilencedSound"};
    
    			class BaseSoundModeType {
    				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_01", 0.223872, 1, 10};
    				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_02", 0.223872, 1.200000, 10};
    				soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000};
    			};
    
    			class StandardSound: BaseSoundModeType {
    				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_01", 3.981072, 1, 1200};
    				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_02", 3.981072, 1, 1200};
    				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_03", 3.981072, 1, 1200};
    				soundBegin[] = {"begin1", 0.330000, "begin2", 0.330000, "begin1", 0.340000};
    
    				class SoundTails {
    
    					class TailInterior {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_interior", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "interior";
    					};
    
    					class TailTrees {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_trees", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*trees";
    					};
    
    					class TailForest {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_forest", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*forest";
    					};
    
    					class TailMeadows {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_meadows", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
    					};
    
    					class TailHouses {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_houses", 1.000000, 1, 1200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*houses";
    					};
    				};
    			};
    
    			class SilencedSound: BaseSoundModeType {
    				begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_01", 0.562341, 1, 400};
    				begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_02", 0.562341, 1, 400};
    				begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_03", 0.562341, 1, 400};
    				soundBegin[] = {"begin1", 0.330000, "begin2", 0.330000, "begin1", 0.340000};
    
    				class SoundTails {
    
    					class TailInterior {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_interior", 1.000000, 1, 400};
    						frequency = 1;
    						volume = "interior";
    					};
    
    					class TailTrees {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_trees", 1.000000, 1, 400};
    						frequency = 1;
    						volume = "(1-interior/1.4)*trees";
    					};
    
    					class TailForest {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_forest", 1.000000, 1, 400};
    						frequency = 1;
    						volume = "(1-interior/1.4)*forest";
    					};
    
    					class TailMeadows {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_meadows", 1.000000, 1, 400};
    						frequency = 1;
    						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
    					};
    
    					class TailHouses {
    						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_houses", 1.000000, 1, 400};
    						frequency = 1;
    						volume = "(1-interior/1.4)*houses";
    					};
    				};
    			};
    			recoil = "recoil_pistol_light";
    			recoilProne = "recoil_prone_pistol_light";
    			reloadtime = 0.13;
    			dispersion = 0.003;
    			minrange = 0;
    			minrangeprobab = 0.1;
    			midrange = 30;
    			midrangeprobab = 0.3;
    			maxRange = 50;
    			maxrangeprobab = 0.04;
    			aiRateOfFire = 0.5;
    			airateoffiredistance = 50;
    		};
    		bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15};
    		bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15};
    		bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15};
    		bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15};
    		bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15};
    		bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15};
    		bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15};
    		bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15};
    		bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15};
    		bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15};
    		bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15};
    		bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15};
    		soundBullet[] = {"bullet1", 0.083000, "bullet2", 0.083000, "bullet3", 0.083000, "bullet4", 0.083000, "bullet5", 0.083000, "bullet6", 0.083000, "bullet7", 0.083000, "bullet8", 0.083000, "bullet9", 0.083000, "bullet10", 0.083000, "bullet11", 0.083000, "bullet12", 0.083000};
    		sounds[] = {"StandardSound", "SilencedSound"};
    				
    		afmax = 0;
    		descriptionshort = "Semi-automatic pistol <br/>Caliber: 9x19mm";
    		distancezoommax = 50;
    		distancezoommin = 50;
    		ffcount = 1;
    		htmax = 300;
    		htmin = 1;
    		mfact = 1;
    		mfmax = 0;
    		minrange = 0;
    		modeloptics = "-";
    		optics = 1;
    		weaponsoundeffect = "DefaultRifle";tbody = 100;
    			
    			class WeaponSlotsInfo: WeaponSlotsInfo {
    				mass = 30;
    			};
    			class ItemInfo {
    				priority = 2;
    			};
    			class Library {
    				libtextdesc = "Based on the 92FS and adopted by US Military as the M9 pistol, this is the standard US Army handgun. In 1985 the M9 replaced the older .45 Colt 1911 which had been in service since World War I. This gun features a 15 round magazine and standard NATO 9mm ammunition. Some soldiers however, still prefer the .45 Colt due to its greater stopping power.";
    			};
    		};
    	};
    

     


  4. Hello everyone, I just notice that a plane I made while back broke. I m pretty sure it happened after the Jet DLC. Can someone please tell me what are the major differences.

    I will be posting a copy of my config below. Also is there any change to the pd3 itself?

    The problem I m ruining into is that the wheels are sinking to the ground, also the plane's front wheel is lifting up kind of like if the plane is unbalanced and once I move the plane, it never stops and keeps on moving on its on, even when I turn the plane off.

     I will try to post some pics. Thank you!

     

    Spoiler
    
    ///============================SUPER TUCANO=================================///
     
    	class BRAF_A29_BASE:  Plane_Fighter_03_base_F 
    	{
    		_generalmacro = "BRAF_A29_BASE";
    		scope = 0
    		side = 2;
    		faction = "BRAF";
    		vehicleClass = BRAF_Air;
    		simulation = "airplanex";
    		crew = "I_pilot_F";
    		acceleration = 300;
    		accuracy = 0.2;
    		aileronsensitivity = 1;
    		armor = 60;
    		armorstructured = 1;
    		attenuationeffecttype = "HeliAttenuation";
    		author = "BRAF TEAM";
    		driverlefthandanimname = "throttle";
    		driverrighthandanimname = "stick_pilot";
    		driverRightLegAnimName = "pedalR_2";
    		driverLeftLegAnimName = "pedalL_2";
    		damageresistance = 0.004;
    		destrtype = "DestructWreck";
    		displayname = "A-29 Super Tucano";
    		driveoncomponent[] = {"wheel_1", "wheel_2", "wheel_3"};
    		driveraction = "A29_Pilot";
    		elevatorsensitivity = 0.8;
    		envelope[] = {0, 0.15, 1.1, 3, 5, 5.83, 6, 5.85, 5.5, 4.8, 3.6, 1.8, 0}; 
    		flapsfrictioncoef = 0.32;
    		gunaimdown = 0.03;
    		headaimdown = 0;
    		hiddenselections[] = {"camo1"};
    		icon = "\braf_air\BRAF_A29\data\UI\map_a29_supertucano_ca.paa";
    		incomingmissiledetectionsystem = 16;
    		irscanrangemax = 5000;
    		irscanrangemin = 500;
    		irscantoeyefactor = 2;
    		landingaoa = "rad 10";
    		landingspeed = 180;
    		laserscanner = 1;
    		lockdetectionsystem = 8;
    		maxspeed = 690;
    		memorypointlrocket = "Rocket_1";
    		memorypointrrocket = "Rocket_2";
    		minfiretime = 30;
    		model = "\braf_air\BRAF_A29\BRAF_A29A.p3d";
    		picture = "\braf_air\BRAF_A29\data\UI\picture_a29supertucanoside_ca.paa";
    		sounddammage[] = {"", 0.562341, 1};
    		soundengineoffext[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1shut.wss", 1.77828, 1, 500};
    		soundengineoffint[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1shut.wss", 1, 1};
    		soundengineonext[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1strt.wss", 1.77828, 1, 500};
    		soundengineonint[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1strt.wss", 1, 1};
    		soundgetin[] = {"A3\Sounds_F\air\Plane_Fighter_03\getin", 0.562341, 1};
    		soundgetout[] = {"A3\Sounds_F\air\Plane_Fighter_03\getout", 0.562341, 1, 40};
    		soundincommingmissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.1, 1.5};
    		soundlocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.1, 1};
    		soundGearUp[] = {"A3\Sounds_F_EPC\CAS_01\gear_up", 0.794328, 1.000000, 150};
    		soundGearDown[] = {"A3\Sounds_F_EPC\CAS_01\gear_down", 0.794328, 1.000000, 150};
    		soundFlapsUp[] = {"A3\Sounds_F_EPC\CAS_01\Flaps_Up", 0.630957, 1.000000, 100};
    		soundFlapsDown[] = {"A3\Sounds_F_EPC\CAS_01\Flaps_Down", 0.630957, 1.000000, 100};
    		threat[] = {1, 1, 1};
    		viewdrivershadowamb = 0.5;
    		viewdrivershadowdiff = 0.5;
    		selectionRotorStill = "vrtule"; 
    		selectionRotorMove = "vrtule blur"; 
    		gunbeg[] = {"z_gunL_muzzle", "z_gunR_muzzle"};
    		gunend[] = {"z_gunL_chamber", "z_gunR_chamber"};
    		memorypointgun[] = {"z_gunL_muzzle", "z_gunR_muzzle"};
    		memoryPointCM[] = {"flare_launcher1","flare_launcher2"};
    		memoryPointCMDir[] = {"flare_launcher1_dir","flare_launcher2_dir"};
    		weapons[] = {"BRAF_master_arm_safe","BRAF_M3", "CMFlareLauncher"};
    		magazines[] = {"500Rnd_127x99_mag", "120Rnd_CMFlare_Chaff_Magazine"}; 
    		
    
    		
    		class AnimationSources: AnimationSources 
    		{
    	
    			class Formation_markers
    			{
    				source = "user";
    				animPeriod = 0.0001;
    				initPhase = 1;
    			};
    		
    			class Lights_source {
    				reflector = "Left";
    				source = "reflector";
    			};
    		
    			class CollisionLightRed_source {
    				markerlight = "CollisionRed";
    				source = "MarkerLight";
    			};
    			class CollisionLightWhite_source {
    				markerlight = "CollisionWhite";
    				source = "MarkerLight";
    			};
    			class CollisionLightgreen_source {
    				markerlight = "Collisiongreen";
    				source = "MarkerLight";
    			};
    		
    			class AddScalpel {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddAsraam_out {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddAsraam_mid {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddMk82 {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddGbu12 {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddZephyr {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddDar {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class Muzzle_flash {
    				source = "ammorandom";
    				weapon = "BRAF_M3";
    			};
    			
    			
    		};
    		
    		class UserActions
    			{	
    				class Formation_markers_on
    				{
    					displayName = "Formation markers on";
    					condition = "this animationPhase ""Formation_markers"" > 0.1 and player in this";
    					statement = "this animate [""Formation_markers"",0]";
    					position = "pilotcontrol";
    					radius = 10;
    					onlyforplayer = 1;
    					showWindow = 0;
    					hideOnUse = 1;
    				};
    				class Formation_markers_off
    				{
    					displayName = "Formation markers off";
    					condition = "this animationPhase ""Formation_markers"" < 0.1 and player in this";
    					statement = "this animate [""Formation_markers"",1]";
    					position = "pilotcontrol";
    					radius = 10;
    					onlyforplayer = 1;
    					showWindow = 0;
    					hideOnUse = 1;
    				};
    		    };
    	
    	 ///============================PIP=================================///
    	 
    		class RenderTargets{
                class LeftMirror
                {
                    renderTarget = "rendertarget0";
    					class CameraView1
    					{
    						pointPosition           = "PIP0_pos";   /// memory point of PiP origin
    						pointDirection          = "PIP0_dir";   /// memory point of PiP direction
    						renderQuality           = 2;                    /// what quality should the PiP be
    						renderVisionMode        = 0;                    /// zero means standard vision
    						fov                             = 0.7;                  /// what is the angle of the PiP field of view
    					};                     
    			};
                class RightMirror      
                {
    				renderTarget = "rendertarget1";
                       class CameraView1
                        {
    						pointPosition           = "PIP1_pos";
                            pointDirection          = "PIP1_dir";
                            renderQuality           = 2;
                            renderVisionMode        = 0;
                             fov                             = 0.7;                                 
                        };                     
                };
            };	
    	
    		class HitPoints
    		{
    			class HitLGlass {
    				armor = 0.5;
    				convexcomponent = "sklo predni L";
    				explosionshielding = 1;
    				material = 51;
    				name = "sklo predni L";
    				passthrough = 0;
    				visual = "sklo predni L";
    			};
    			class HitHull {
    				armor = 1;
    				material = 50;
    				name = "trup";
    				passthrough = 1;
    				visual = "trup";
    			};
    		};
    		class Exhausts {
    			class Exhaust01 {
    				direction = "exhaust1_dir";
    				effect = "ExhaustEffectHeli";
    				position = "exhaust1";
    			};
    			class Exhaust02 {
    				direction = "exhaust2_dir";
    				effect = "ExhaustEffectHeli";
    				position = "exhaust2";
    			};
    		};	
    		class Turrets {
    		};
    		class TransportItems {
    		};
    		class WingVortices {
    			class WingTipLeft {
    				effectname = "WingVortices";
    				position = "body_vapour_L_E";
    			};
    			class WingTipRight {
    				effectname = "WingVortices";
    				position = "body_vapour_R_E";
    			};
    			class BodyLeft {
    				effectname = "BodyVortices";
    				position = "body_vapour_L_S";
    			};
    			class BodyRight {
    				effectname = "BodyVortices";
    				position = "body_vapour_R_S";
    			};
    		};
    		class Sounds {
    			class EngineLowOut {
    				frequency = "1.0 min (rpm + 0.5)";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn21", 2.51189, 1, 1200};
    				volume = "camPos*2*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])";
    			};
    			class EngineHighOut {
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn23", 2.51189, 1.2, 1400};
    				volume = "camPos*4*(rpm factor[0.5, 1.1])*(rpm factor[1.1, 0.5])";
    			};
    			class ForsageOut {
    				cone[] = {3.14, 3.92, 2, 0.5};
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn22", 1.77828, 0.99, 1700};
    				volume = "engineOn*camPos*(thrust factor[0.6, 1.0])";
    			};
    			class WindNoiseOut {
    				frequency = "(0.1+(1.2*(speed factor[1, 150])))";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\c4wind4", 0.562341, 1, 150};
    				volume = "camPos*(speed factor[1, 150])";
    			};
    			class EngineLowIn {
    				frequency = "1.0 min (rpm + 0.5)";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn21", 1, 1};
    				volume = "(1-camPos)*((rpm factor[0.7, 0.1])*(rpm factor[0.1, 0.7]))";
    			};
    			class EngineHighIn {
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn23", 1, 1.2};
    				volume = "(1-camPos)*(rpm factor[0.85, 1.0])";
    			};
    			class ForsageIn {
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn22", 1, 1};
    				volume = "(1-camPos)*(engineOn*(thrust factor[0.6, 1.0]))";
    			};
    			class WindNoiseIn {
    				frequency = "(0.1+(1.2*(speed factor[1, 150])))";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\c4wind4", 0.501187, 1};
    				volume = "(1-camPos)*(speed factor[1, 150])";
    			};
    		};
    	
    		class MarkerLights {
    			class PositionRed {
    				activelight = 0;
    				brightness = 0.01;
    				ambient[] = {0.08, 0, 0};
    				blinking = 0;
    				color[] = {0.8, 0, 0};
    				daylight = 1;
    				drawlight = 1;
    				drawlightcentersize = 0.04;
    				drawlightsize = 0.15;
    				intensity = 75;
    				name = "cerveny pozicni";
    				useflare = 0;
    			};
    			class PositionGreen: PositionRed {
    				ambient[] = {0, 0.08, 0};
    				color[] = {0, 0.8, 0};
    				name = "zeleny pozicni";
    			};
    			class PositionWhite: PositionRed {
    				ambient[] = {0.1, 0.1, 0.1};
    				color[] = {1, 1, 1};
    				drawlightsize = 0.2;
    				name = "bily pozicni";
    			};
    			class CollisionRed: PositionRed {
    				ambient[] = {0.09, 0.015, 0.01};
    				blinking = 1;
    				blinkingpattern[] = {0.2, 1.3};
    				blinkingpatternguarantee = 0;
    				color[] = {0.9, 0.15, 0.1};
    				drawlightcentersize = 0.08;
    				drawlightsize = 0.25;
    				name = "cerveny pozicni blik";
    			};
    			class CollisionWhite: PositionRed {
    				ambient[] = {0.1, 0.1, 0.1};
    				blinking = 1;
    				blinkingpattern[] = {0.1, 0.9};
    				blinkingpatternguarantee = 0;
    				color[] = {1, 1, 1};
    				drawlightcentersize = 0.04;
    				drawlightsize = 0.2;
    				name ="bily pozicni blik";
    			};
    		};
    		
    	
    	
    		class Reflectors {
    			class Light_Left {
    				color[] = {7000, 7500, 10000, 1}; 	
    				ambient[] = {100, 100, 100};
    				position = "Light_L";				
    				direction = "Light_L_end";			
    				hitpoint = "Light_L";				
    				selection = "Light_L";				
    				innerAngle = 20;					
    				outerAngle = 180;					
    				coneFadeCoef = 10;			
    				intensity = 50;						
    				useFlare = true;					
    				dayLight = false;					
    				FlareSize = 1;						
    				size = 1;							
    				class Attenuation					
    				{
    					start = 1;						
    					constant = 0;					
    					linear = 0;						
    					quadratic = 4;					
    					
    					hardLimitStart = 150;			
    					hardLimitEnd = 300;					
    				};
    			};			
    		
    			class Light_right: Light_left{
    				direction = "Light_R_end";
    				hitpoint = "Light_R";
    				position = "Light_R";
    				selection = "Light_R";
    			};
    		
    			class Light_wing_left: Light_left {
    				direction = "Light_wing_L_end";
    				hitpoint = "Light_wing_L";
    				position = "Light_wing_L";
    				selection = "Light_wing_L";
    			
    			};
    			
    			class Light_wing_right: Light_left {
    				direction = "Light_wing_R_end";
    				hitpoint = "Light_wing_R";
    				position = "Light_wing_R";
    				selection = "Light_wing_R";
    			};		
    	    };
    		
    		class Damage {
    			mat[] = {"braf_air\BRAF_A29\Data\a29_body.rvmat",
    				"braf_air\BRAF_A29\Data\a29_body_damage.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_body_destruct.rvmat", 
    			
    				"braf_air\BRAF_A29\Data\a29_glasspit.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_glasspit_damage.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_glasspit_destruct.rvmat", 
    			
    				"braf_air\BRAF_A29\Data\a29_glasspit_in.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_glasspit_in_damage.rvmat",
    				"braf_air\BRAF_A29\Data\a29_glasspit_in_damage.rvmat", 	
    
    				"braf_air\BRAF_A29\Data\a29_cockpit.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_cockpit_damage.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_cockpit_destruct.rvmat", 
    			};
    		
    		
    			tex[] = {};
    		};
    	
    		class MFD {
    		
    			class AirplaneHUD {
    				borderbottom = 0;
    				borderleft = 0;
    				borderright = 0;
    				bordertop = 0;
    				bottomleft = "HUD LD";
    				color[] = {0, 1, 0, 0.1};
    				enableparallax = 0;
    				topleft = "HUD LH";
    				topright = "HUD PH";
    				
    				class Pos10Vector {
    					pos0[] = {0.50, 0.305};
    					pos10[] = {1.31, 1.185};
    					type = "vector";
    				};
    				class Bones {
    			
    					class PlaneW {
    						pos[] = {0.50, 0.375};
    						type = "fixed";
    					};
    				
    					class SpeedNumber {
    						pos[] = {0.17, 0.375};
    						type = "fixed";
    					};
    				
    					class AltNumber {
    						pos[] = {0.089, 0.375};
    						type = "fixed";
    					};
    				
    					class AltRNumber {
    						pos[] = {0.94, 0.675};
    						type = "fixed";
    					};
    					
    					class RText {
    						pos[] = {0.72, 0.675};
    						type = "fixed";
    					};
    					
    					class DGFTText {
    						pos[] = {0.15, 0.75};
    						type = "fixed";
    					};
    					
    					class HeadingNumber {
    						pos[] = {-0.29, 0.00};
    						type = "fixed";
    					};
    					
    					//class GNumber {
    						//pos[] = {0.1, 0.00};
    						//type = "fixed";
    					//};
    					class Target: Pos10Vector {
    						source = "target";
    					};
    					class Velocity: Pos10Vector {
    						pos0[] = {0.5, 0.305};
    						pos10[] = {1.3, 1.185};
    						source = "velocity";
    						type = "vector";
    					};
    					class ILS_H {
    						pos0[] = {0.5, 0.305};
    						pos3[] = {0.74, 0.305};
    						type = "ils";
    					};
    					class ILS_W: ILS_H {
    						pos3[] = {0.5, 0.569};
    					};
    					class Level0: Pos10Vector {
    						angle = 0;
    						pos0[] = {0.5, 0.375};
    						pos10[] = {1.3, 1.255};
    						type = "horizon";
    					};
    					class LevelP5: Level0 {
    						angle = 5;
    					};
    					class LevelM5: Level0 {
    						angle = -5;
    					};
    					class LevelP10: Level0 {
    						angle = 10;
    					};
    					class LevelM10: Level0 {
    						angle = -10;
    					};
    					class LevelP15: Level0 {
    						angle = 15;
    					};
    					class LevelM15: Level0 {
    						angle = -15;
    					};
    					class LevelP20: Level0 {
    						angle = 20;
    					};
    					class LevelM20: Level0 {
    						angle = -20;
    					};
    					class LevelP25: Level0 {
    						angle = 25;
    					};
    					class LevelM25: Level0 {
    						angle = -25;
    					};
    					class LevelP30: Level0 {
    						angle = 30;
    					};
    					class LevelM30: Level0 {
    						angle = -30;
    					};
    					class LevelP35: Level0 {
    						angle = 35;
    					};
    					class LevelM35: Level0 {
    						angle = -35;
    					};
    					class LevelP40: Level0 {
    						angle = 40;
    					};
    					class LevelM40: Level0 {
    						angle = -40;
    					};
    					class LevelP45: Level0 {
    						angle = 45;
    					};
    					class LevelM45: Level0 {
    						angle = -45;
    					};
    					class LevelP50: Level0 {
    						angle = 50;
    					};
    					class LevelM50: Level0 {
    						angle = -50;
    					};
    				};
    				class Draw {
    					alpha = 0.4;
    					color[] = {0, 0.3, 0.05};
    					condition = "on";
    					class PlaneW {
    						clipbr[] = {1, 0};
    						cliptl[] = {0, 1};
    						points[] = {{"PlaneW", {0.05, 0}, 1}, {"PlaneW", {0.015, 0}, 1}, {}, {"PlaneW", {0, 0.05}, 1}, {"PlaneW", {0, 0.015}, 1}, {}, {"PlaneW", {-0.05, 0}, 1}, {"PlaneW", {-0.015, 0}, 1}, {}, {"PlaneW", {0, -0.05}, 1}, {"PlaneW", {0, -0.015}, 1}};
    						type = "line";
    					};
    					class PlaneHeading {
    						clipbr[] = {1, 0};
    						cliptl[] = {0, 1};
    						points[] = {{"Velocity", {0, -0.022}, 1}, {"Velocity", {0.014, -0.0154}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0.014, 0.0154}, 1}, {"Velocity", {0, 0.022}, 1}, {"Velocity", {-0.014, 0.0154}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {-0.014, -0.0154}, 1}, {"Velocity", {0, -0.022}, 1}, {}, {"Velocity", {0.04, 0}, 1}, {"Velocity", {0.02, 0}, 1}, {}, {"Velocity", {-0.04, 0}, 1}, {"Velocity", {-0.02, 0}, 1}, {}, {"Velocity", {0, -0.044}, 1}, {"Velocity", {0, -0.022}, 1}, {}};
    						type = "line";
    					};
    					class Horizont {
    						clipbr[] = {1, 1};
    						cliptl[] = {0, 0};
    						class Dimmed {
    							class Level0 {
    								points[] = {{"Level0", {-0.2, 0}, 1}, {"Level0", {-0.05, 0}, 1}, {}, {"Level0", {0.05, 0}, 1}, {"Level0", {0.2, 0}, 1}};
    								type = "line";
    							};
    							class VALM_1_0 {
    								align = "left";
    								down[] = {"Level0", {-0.23, 0.025}, 1};
    								pos[] = {"Level0", {-0.23, -0.025}, 1};
    								right[] = {"Level0", {-0.13, -0.025}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 0;
    								type = "text";
    							};
    							class VALM_2_0: VALM_1_0 {
    								align = "right";
    								down[] = {"Level0", {0.22, 0.025}, 1};
    								pos[] = {"Level0", {0.22, -0.025}, 1};
    								right[] = {"Level0", {0.32, -0.025}, 1};
    							};
    							class LevelM5: Level0 {
    								points[] = {{"LevelM5", {-0.2, -0.03}, 1}, {"LevelM5", {-0.2, 0}, 1}, {"LevelM5", {-0.15, 0}, 1}, {}, {"LevelM5", {-0.1, 0}, 1}, {"LevelM5", {-0.05, 0}, 1}, {}, {"LevelM5", {0.05, 0}, 1}, {"LevelM5", {0.1, 0}, 1}, {}, {"LevelM5", {0.15, 0}, 1}, {"LevelM5", {0.2, 0}, 1}, {"LevelM5", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_5 {
    								align = "left";
    								down[] = {"LevelM5", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM5", {-0.23, -0.085}, 1};
    								right[] = {"LevelM5", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -5;
    								type = "text";
    							};
    							class VALM_2_5: VALM_1_5 {
    								align = "right";
    								down[] = {"LevelM5", {0.22, -0.035}, 1};
    								pos[] = {"LevelM5", {0.22, -0.085}, 1};
    								right[] = {"LevelM5", {0.32, -0.085}, 1};
    							};
    							class LevelP5: Level0 {
    								points[] = {{"LevelP5", {-0.2, 0.03}, 1}, {"LevelP5", {-0.2, 0}, 1}, {"LevelP5", {-0.05, 0}, 1}, {}, {"LevelP5", {0.05, 0}, 1}, {"LevelP5", {0.2, 0}, 1}, {"LevelP5", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_5 {
    								align = "left";
    								down[] = {"LevelP5", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP5", {-0.23, 0.035}, 1};
    								right[] = {"LevelP5", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 5;
    								type = "text";
    							};
    							class VALP_2_5: VALP_1_5 {
    								align = "right";
    								down[] = {"LevelP5", {0.22, 0.085}, 1};
    								pos[] = {"LevelP5", {0.22, 0.035}, 1};
    								right[] = {"LevelP5", {0.32, 0.035}, 1};
    							};
    							class LevelM10: Level0 {
    								points[] = {{"LevelM10", {-0.2, -0.03}, 1}, {"LevelM10", {-0.2, 0}, 1}, {"LevelM10", {-0.15, 0}, 1}, {}, {"LevelM10", {-0.1, 0}, 1}, {"LevelM10", {-0.05, 0}, 1}, {}, {"LevelM10", {0.05, 0}, 1}, {"LevelM10", {0.1, 0}, 1}, {}, {"LevelM10", {0.15, 0}, 1}, {"LevelM10", {0.2, 0}, 1}, {"LevelM10", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_10 {
    								align = "left";
    								down[] = {"LevelM10", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM10", {-0.23, -0.085}, 1};
    								right[] = {"LevelM10", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -10;
    								type = "text";
    							};
    							class VALM_2_10: VALM_1_10 {
    								align = "right";
    								down[] = {"LevelM10", {0.22, -0.035}, 1};
    								pos[] = {"LevelM10", {0.22, -0.085}, 1};
    								right[] = {"LevelM10", {0.32, -0.085}, 1};
    							};
    							class LevelP10: Level0 {
    								points[] = {{"LevelP10", {-0.2, 0.03}, 1}, {"LevelP10", {-0.2, 0}, 1}, {"LevelP10", {-0.05, 0}, 1}, {}, {"LevelP10", {0.05, 0}, 1}, {"LevelP10", {0.2, 0}, 1}, {"LevelP10", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_10 {
    								align = "left";
    								down[] = {"LevelP10", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP10", {-0.23, 0.035}, 1};
    								right[] = {"LevelP10", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 10;
    								type = "text";
    							};
    							class VALP_2_10: VALP_1_10 {
    								align = "right";
    								down[] = {"LevelP10", {0.22, 0.085}, 1};
    								pos[] = {"LevelP10", {0.22, 0.035}, 1};
    								right[] = {"LevelP10", {0.32, 0.035}, 1};
    							};
    							class LevelM15: Level0 {
    								points[] = {{"LevelM15", {-0.2, -0.03}, 1}, {"LevelM15", {-0.2, 0}, 1}, {"LevelM15", {-0.15, 0}, 1}, {}, {"LevelM15", {-0.1, 0}, 1}, {"LevelM15", {-0.05, 0}, 1}, {}, {"LevelM15", {0.05, 0}, 1}, {"LevelM15", {0.1, 0}, 1}, {}, {"LevelM15", {0.15, 0}, 1}, {"LevelM15", {0.2, 0}, 1}, {"LevelM15", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_15 {
    								align = "left";
    								down[] = {"LevelM15", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM15", {-0.23, -0.085}, 1};
    								right[] = {"LevelM15", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -15;
    								type = "text";
    							};
    							class VALM_2_15: VALM_1_15 {
    								align = "right";
    								down[] = {"LevelM15", {0.22, -0.035}, 1};
    								pos[] = {"LevelM15", {0.22, -0.085}, 1};
    								right[] = {"LevelM15", {0.32, -0.085}, 1};
    							};
    							class LevelP15: Level0 {
    								points[] = {{"LevelP15", {-0.2, 0.03}, 1}, {"LevelP15", {-0.2, 0}, 1}, {"LevelP15", {-0.05, 0}, 1}, {}, {"LevelP15", {0.05, 0}, 1}, {"LevelP15", {0.2, 0}, 1}, {"LevelP15", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_15 {
    								align = "left";
    								down[] = {"LevelP15", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP15", {-0.23, 0.035}, 1};
    								right[] = {"LevelP15", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 15;
    								type = "text";
    							};
    							class VALP_2_15: VALP_1_15 {
    								align = "right";
    								down[] = {"LevelP15", {0.22, 0.085}, 1};
    								pos[] = {"LevelP15", {0.22, 0.035}, 1};
    								right[] = {"LevelP15", {0.32, 0.035}, 1};
    							};
    							class LevelM20: Level0 {
    								points[] = {{"LevelM20", {-0.2, -0.03}, 1}, {"LevelM20", {-0.2, 0}, 1}, {"LevelM20", {-0.15, 0}, 1}, {}, {"LevelM20", {-0.1, 0}, 1}, {"LevelM20", {-0.05, 0}, 1}, {}, {"LevelM20", {0.05, 0}, 1}, {"LevelM20", {0.1, 0}, 1}, {}, {"LevelM20", {0.15, 0}, 1}, {"LevelM20", {0.2, 0}, 1}, {"LevelM20", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_20 {
    								align = "left";
    								down[] = {"LevelM20", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM20", {-0.23, -0.085}, 1};
    								right[] = {"LevelM20", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -20;
    								type = "text";
    							};
    							class VALM_2_20: VALM_1_20 {
    								align = "right";
    								down[] = {"LevelM20", {0.22, -0.035}, 1};
    								pos[] = {"LevelM20", {0.22, -0.085}, 1};
    								right[] = {"LevelM20", {0.32, -0.085}, 1};
    							};
    							class LevelP20: Level0 {
    								points[] = {{"LevelP20", {-0.2, 0.03}, 1}, {"LevelP20", {-0.2, 0}, 1}, {"LevelP20", {-0.05, 0}, 1}, {}, {"LevelP20", {0.05, 0}, 1}, {"LevelP20", {0.2, 0}, 1}, {"LevelP20", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_20 {
    								align = "left";
    								down[] = {"LevelP20", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP20", {-0.23, 0.035}, 1};
    								right[] = {"LevelP20", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 20;
    								type = "text";
    							};
    							class VALP_2_20: VALP_1_20 {
    								align = "right";
    								down[] = {"LevelP20", {0.22, 0.085}, 1};
    								pos[] = {"LevelP20", {0.22, 0.035}, 1};
    								right[] = {"LevelP20", {0.32, 0.035}, 1};
    							};
    							class LevelM25: Level0 {
    								points[] = {{"LevelM25", {-0.2, -0.03}, 1}, {"LevelM25", {-0.2, 0}, 1}, {"LevelM25", {-0.15, 0}, 1}, {}, {"LevelM25", {-0.1, 0}, 1}, {"LevelM25", {-0.05, 0}, 1}, {}, {"LevelM25", {0.05, 0}, 1}, {"LevelM25", {0.1, 0}, 1}, {}, {"LevelM25", {0.15, 0}, 1}, {"LevelM25", {0.2, 0}, 1}, {"LevelM25", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_25 {
    								align = "left";
    								down[] = {"LevelM25", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM25", {-0.23, -0.085}, 1};
    								right[] = {"LevelM25", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -25;
    								type = "text";
    							};
    							class VALM_2_25: VALM_1_25 {
    								align = "right";
    								down[] = {"LevelM25", {0.22, -0.035}, 1};
    								pos[] = {"LevelM25", {0.22, -0.085}, 1};
    								right[] = {"LevelM25", {0.32, -0.085}, 1};
    							};
    							class LevelP25: Level0 {
    								points[] = {{"LevelP25", {-0.2, 0.03}, 1}, {"LevelP25", {-0.2, 0}, 1}, {"LevelP25", {-0.05, 0}, 1}, {}, {"LevelP25", {0.05, 0}, 1}, {"LevelP25", {0.2, 0}, 1}, {"LevelP25", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_25 {
    								align = "left";
    								down[] = {"LevelP25", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP25", {-0.23, 0.035}, 1};
    								right[] = {"LevelP25", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 25;
    								type = "text";
    							};
    							class VALP_2_25: VALP_1_25 {
    								align = "right";
    								down[] = {"LevelP25", {0.22, 0.085}, 1};
    								pos[] = {"LevelP25", {0.22, 0.035}, 1};
    								right[] = {"LevelP25", {0.32, 0.035}, 1};
    							};
    							class LevelM30: Level0 {
    								points[] = {{"LevelM30", {-0.2, -0.03}, 1}, {"LevelM30", {-0.2, 0}, 1}, {"LevelM30", {-0.15, 0}, 1}, {}, {"LevelM30", {-0.1, 0}, 1}, {"LevelM30", {-0.05, 0}, 1}, {}, {"LevelM30", {0.05, 0}, 1}, {"LevelM30", {0.1, 0}, 1}, {}, {"LevelM30", {0.15, 0}, 1}, {"LevelM30", {0.2, 0}, 1}, {"LevelM30", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_30 {
    								align = "left";
    								down[] = {"LevelM30", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM30", {-0.23, -0.085}, 1};
    								right[] = {"LevelM30", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -30;
    								type = "text";
    							};
    							class VALM_2_30: VALM_1_30 {
    								align = "right";
    								down[] = {"LevelM30", {0.22, -0.035}, 1};
    								pos[] = {"LevelM30", {0.22, -0.085}, 1};
    								right[] = {"LevelM30", {0.32, -0.085}, 1};
    							};
    							class LevelP30: Level0 {
    								points[] = {{"LevelP30", {-0.2, 0.03}, 1}, {"LevelP30", {-0.2, 0}, 1}, {"LevelP30", {-0.05, 0}, 1}, {}, {"LevelP30", {0.05, 0}, 1}, {"LevelP30", {0.2, 0}, 1}, {"LevelP30", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_30 {
    								align = "left";
    								down[] = {"LevelP30", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP30", {-0.23, 0.035}, 1};
    								right[] = {"LevelP30", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 30;
    								type = "text";
    							};
    							class VALP_2_30: VALP_1_30 {
    								align = "right";
    								down[] = {"LevelP30", {0.22, 0.085}, 1};
    								pos[] = {"LevelP30", {0.22, 0.035}, 1};
    								right[] = {"LevelP30", {0.32, 0.035}, 1};
    							};
    							class LevelM35: Level0 {
    								points[] = {{"LevelM35", {-0.2, -0.03}, 1}, {"LevelM35", {-0.2, 0}, 1}, {"LevelM35", {-0.15, 0}, 1}, {}, {"LevelM35", {-0.1, 0}, 1}, {"LevelM35", {-0.05, 0}, 1}, {}, {"LevelM35", {0.05, 0}, 1}, {"LevelM35", {0.1, 0}, 1}, {}, {"LevelM35", {0.15, 0}, 1}, {"LevelM35", {0.2, 0}, 1}, {"LevelM35", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_35 {
    								align = "left";
    								down[] = {"LevelM35", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM35", {-0.23, -0.085}, 1};
    								right[] = {"LevelM35", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -35;
    								type = "text";
    							};
    							class VALM_2_35: VALM_1_35 {
    								align = "right";
    								down[] = {"LevelM35", {0.22, -0.035}, 1};
    								pos[] = {"LevelM35", {0.22, -0.085}, 1};
    								right[] = {"LevelM35", {0.32, -0.085}, 1};
    							};
    							class LevelP35: Level0 {
    								points[] = {{"LevelP35", {-0.2, 0.03}, 1}, {"LevelP35", {-0.2, 0}, 1}, {"LevelP35", {-0.05, 0}, 1}, {}, {"LevelP35", {0.05, 0}, 1}, {"LevelP35", {0.2, 0}, 1}, {"LevelP35", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_35 {
    								align = "left";
    								down[] = {"LevelP35", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP35", {-0.23, 0.035}, 1};
    								right[] = {"LevelP35", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 35;
    								type = "text";
    							};
    							class VALP_2_35: VALP_1_35 {
    								align = "right";
    								down[] = {"LevelP35", {0.22, 0.085}, 1};
    								pos[] = {"LevelP35", {0.22, 0.035}, 1};
    								right[] = {"LevelP35", {0.32, 0.035}, 1};
    							};
    							class LevelM40: Level0 {
    								points[] = {{"LevelM40", {-0.2, -0.03}, 1}, {"LevelM40", {-0.2, 0}, 1}, {"LevelM40", {-0.15, 0}, 1}, {}, {"LevelM40", {-0.1, 0}, 1}, {"LevelM40", {-0.05, 0}, 1}, {}, {"LevelM40", {0.05, 0}, 1}, {"LevelM40", {0.1, 0}, 1}, {}, {"LevelM40", {0.15, 0}, 1}, {"LevelM40", {0.2, 0}, 1}, {"LevelM40", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_40 {
    								align = "left";
    								down[] = {"LevelM40", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM40", {-0.23, -0.085}, 1};
    								right[] = {"LevelM40", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -40;
    								type = "text";
    							};
    							class VALM_2_40: VALM_1_40 {
    								align = "right";
    								down[] = {"LevelM40", {0.22, -0.035}, 1};
    								pos[] = {"LevelM40", {0.22, -0.085}, 1};
    								right[] = {"LevelM40", {0.32, -0.085}, 1};
    							};
    							class LevelP40: Level0 {
    								points[] = {{"LevelP40", {-0.2, 0.03}, 1}, {"LevelP40", {-0.2, 0}, 1}, {"LevelP40", {-0.05, 0}, 1}, {}, {"LevelP40", {0.05, 0}, 1}, {"LevelP40", {0.2, 0}, 1}, {"LevelP40", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_40 {
    								align = "left";
    								down[] = {"LevelP40", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP40", {-0.23, 0.035}, 1};
    								right[] = {"LevelP40", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 40;
    								type = "text";
    							};
    							class VALP_2_40: VALP_1_40 {
    								align = "right";
    								down[] = {"LevelP40", {0.22, 0.085}, 1};
    								pos[] = {"LevelP40", {0.22, 0.035}, 1};
    								right[] = {"LevelP40", {0.32, 0.035}, 1};
    							};
    							class LevelM45: Level0 {
    								points[] = {{"LevelM45", {-0.2, -0.03}, 1}, {"LevelM45", {-0.2, 0}, 1}, {"LevelM45", {-0.15, 0}, 1}, {}, {"LevelM45", {-0.1, 0}, 1}, {"LevelM45", {-0.05, 0}, 1}, {}, {"LevelM45", {0.05, 0}, 1}, {"LevelM45", {0.1, 0}, 1}, {}, {"LevelM45", {0.15, 0}, 1}, {"LevelM45", {0.2, 0}, 1}, {"LevelM45", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_45 {
    								align = "left";
    								down[] = {"LevelM45", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM45", {-0.23, -0.085}, 1};
    								right[] = {"LevelM45", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -45;
    								type = "text";
    							};
    							class VALM_2_45: VALM_1_45 {
    								align = "right";
    								down[] = {"LevelM45", {0.22, -0.035}, 1};
    								pos[] = {"LevelM45", {0.22, -0.085}, 1};
    								right[] = {"LevelM45", {0.32, -0.085}, 1};
    							};
    							class LevelP45: Level0 {
    								points[] = {{"LevelP45", {-0.2, 0.03}, 1}, {"LevelP45", {-0.2, 0}, 1}, {"LevelP45", {-0.05, 0}, 1}, {}, {"LevelP45", {0.05, 0}, 1}, {"LevelP45", {0.2, 0}, 1}, {"LevelP45", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_45 {
    								align = "left";
    								down[] = {"LevelP45", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP45", {-0.23, 0.035}, 1};
    								right[] = {"LevelP45", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 45;
    								type = "text";
    							};
    							class VALP_2_45: VALP_1_45 {
    								align = "right";
    								down[] = {"LevelP45", {0.22, 0.085}, 1};
    								pos[] = {"LevelP45", {0.22, 0.035}, 1};
    								right[] = {"LevelP45", {0.32, 0.035}, 1};
    							};
    							class LevelM50: Level0 {
    								points[] = {{"LevelM50", {-0.2, -0.03}, 1}, {"LevelM50", {-0.2, 0}, 1}, {"LevelM50", {-0.15, 0}, 1}, {}, {"LevelM50", {-0.1, 0}, 1}, {"LevelM50", {-0.05, 0}, 1}, {}, {"LevelM50", {0.05, 0}, 1}, {"LevelM50", {0.1, 0}, 1}, {}, {"LevelM50", {0.15, 0}, 1}, {"LevelM50", {0.2, 0}, 1}, {"LevelM50", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_50 {
    								align = "left";
    								down[] = {"LevelM50", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM50", {-0.23, -0.085}, 1};
    								right[] = {"LevelM50", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -50;
    								type = "text";
    							};
    							class VALM_2_50: VALM_1_50 {
    								align = "right";
    								down[] = {"LevelM50", {0.22, -0.035}, 1};
    								pos[] = {"LevelM50", {0.22, -0.085}, 1};
    								right[] = {"LevelM50", {0.32, -0.085}, 1};
    							};
    							class LevelP50: Level0 {
    								points[] = {{"LevelP50", {-0.2, 0.03}, 1}, {"LevelP50", {-0.2, 0}, 1}, {"LevelP50", {-0.05, 0}, 1}, {}, {"LevelP50", {0.05, 0}, 1}, {"LevelP50", {0.2, 0}, 1}, {"LevelP50", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_50 {
    								align = "left";
    								down[] = {"LevelP50", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP50", {-0.23, 0.035}, 1};
    								right[] = {"LevelP50", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 50;
    								type = "text";
    							};
    							class VALP_2_50: VALP_1_50 {
    								align = "right";
    								down[] = {"LevelP50", {0.22, 0.085}, 1};
    								pos[] = {"LevelP50", {0.22, 0.035}, 1};
    								right[] = {"LevelP50", {0.32, 0.035}, 1};
    							};
    						};
    					};
    					class RadarTargets {
    						points[] = {{{-0.05, -0.055}, 1}, {{0.05, -0.055}, 1}, {{0.05, 0.055}, 1}, {{-0.05, 0.055}, 1}, {{-0.05, -0.055}, 1}};
    						pos0[] = {0.51, 0.305};
    						pos10[] = {1.31, 1.185};
    						type = "radar";
    					};
    				
    					class Static
    					{
    						type = "line";
    						width = 4.0;
    						points[] = 
    						{
    							//speedbox//
    							{ {0.235, 0.446}, 1},
    							{ {0.235, 0.494}, 1},
    							{ {0.1, 0.494}, 1},
    							{ {0.1, 0.446}, 1},
    							{ {0.235, 0.446}, 1},
    							{},
    							//headingbox//
    							{ {0.44, 0.070}, 1},
    							{ {0.44, 0.118}, 1},
    							{ {0.58, 0.118}, 1},
    							{ {0.58, 0.070}, 1},
    							{ {0.44, 0.070}, 1},
    							{},
    							//altbox//
    							{ {0.77, 0.446}, 1},
    							{ {0.77, 0.494}, 1},
    							{ {0.95, 0.494}, 1},
    							{ {0.95, 0.446}, 1},
    							{ {0.77, 0.446}, 1},
    							{},
    							//altRbox//
    							{ {0.74, 0.642}, 1},
    							{ {0.74, 0.690}, 1},
    							{ {0.92, 0.690}, 1},
    							{ {0.92, 0.642}, 1},
    							{ {0.74, 0.642}, 1}
    							
    						};
    					};
    
    					class SpeedNumber {
    						align = left;
    						down[] = {"SpeedNumber", {0.06, 0.12}, 1};
    						pos[] = {"SpeedNumber", {0.06, 0.07}, 1};
    						right[] = {"SpeedNumber", {0.14, 0.07}, 1};
    						scale = 1;
    						source = "speed";
    						sourcescale = 1.94384449;
    						type = "text";
    					};
    					class AltNumber: SpeedNumber {
    						align = left;
    						down[] = {"AltNumber", {0.86, 0.12}, 1};
    						pos[] = {"AltNumber", {0.86, 0.07}, 1};
    						right[] = {"AltNumber", {0.94, 0.07}, 1};
    						source = "altitudeASL";
    						sourcescale = 3.2808399;
    					};
    					class AltRNumber: SpeedNumber {
    						align = left;
    						down[] = {"AltRNumber", {-0.025, 0.01}, 1};	
    						pos[] = {"AltRNumber", {-0.025, -0.04}, 1};
    						right[] = {"AltRNumber", {0.055, -0.04}, 1};
    						source = "altitudeAGL";
    						sourcescale = 3.2808399;
    					};
    					class RText
    					{
    						type = "text";
    						source = "static";
    						text = R;
    						align = "right";
    						scale = 1;
    						sourceScale = 1;
    						down[] = {"Rtext", {-0.025, 0.01}, 1};
    						pos[] = {"Rtext", {-0.025, -0.04}, 1};
    						right[] = {"Rtext", {0.055, -0.04}, 1};
    					};	
    					
    					class DGFTText
    					{
    						condition = "Mgun";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = DGFT;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    						};
    					};	
    					
    					class DGFTText2
    					{
    						condition = "AAmissile";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = DGFT;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    						};
    					};	
    					class GRNDText
    					{
    						condition = "Bomb";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = GRND;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    						};
    					};	
    					
    					class GRNDText2
    					{
    						condition = "Rocket";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = GRND;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    							
    						};
    					};	
    					class HeadingNumber: SpeedNumber {
    						align = left;
    						down[] = {"HeadingNumber", {0.86, 0.12}, 1};
    						pos[] = {"HeadingNumber", {0.86, 0.07}, 1};
    						right[] = {"HeadingNumber", {0.94, 0.07}, 1};
    						source = "Heading";
    						sourcescale = 1;
    					};
    					
    					//class GNumber: SpeedNumber {
    						//align = left;
    						//down[] = {"Gnumber", {0.86, 0.12}, 1};
    						//pos[] = {"GNumber", {0.86, 0.07}, 1};
    						//right[] = {"GNumber", {0.94, 0.07}, 1};
    						//source = "aoa";
    						//sourcescale = 1;
    					//};
    					
    					class Gear {
    						condition = "ils";
    						class text {
    							align = "right";
    							down[] = {{0.84, 0.92}, 1};
    							pos[] = {{0.84, 0.88}, 1};
    							right[] = {{0.9, 0.88}, 1};
    							scale = 0.5;
    							source = "static";
    							sourcescale = 1;
    							text = "GEAR";
    							type = "text";
    						};
    					};
    					class Flaps {
    						condition = "flaps";
    						class text {
    							align = "right";
    							down[] = {{0.84, 0.97}, 1};
    							pos[] = {{0.84, 0.93}, 1};
    							right[] = {{0.9, 0.93}, 1};
    							scale = 0.5;
    							source = "static";
    							sourcescale = 1;
    							text = "FLAPS";
    							type = "text";
    						};
    					};
    					class weapons {
    						align = "right";
    						down[] = {{0.1, 0.92}, 1};
    						pos[] = {{0.1, 0.88}, 1};
    						right[] = {{0.16, 0.88}, 1};
    						scale = 0.5;
    						source = "weapon";
    						sourcescale = 1;
    						type = "text";
    					};
    					class ammo {
    						align = "right";
    						down[] = {{0.1, 0.97}, 1};
    						pos[] = {{0.1, 0.93}, 1};
    						right[] = {{0.16, 0.93}, 1};
    						scale = 0.5;
    						source = "ammo";
    						sourcescale = 1;
    						type = "text";
    					};
    					class VspeedNumber {
    						align = "right";
    						down[] = {{0.15, 0.65}, 1};
    						pos[] = {{0.15, 0.60}, 1};
    						right[] = {{0.23, 0.60}, 1};
    						scale = 1;
    						source = "vspeed";
    						sourcescale = 1;
    						type = "text";
    					};
    					class ILS {
    						condition = "ils";
    						class Glideslope {
    							clipbr[] = {1, 1};
    							cliptl[] = {0, 0};
    							class ILS {
    								points[] = {{"ILS_W", {-0.24, 0}, 1}, {"ILS_W", {0.24, 0}, 1}, {}, {"ILS_W", {0, 0.0264}, 1}, {"ILS_W", {0, -0.0264}, 1}, {}, {"ILS_W", {0.12, 0.0264}, 1}, {"ILS_W", {0.12, -0.0264}, 1}, {}, {"ILS_W", {0.24, 0.0264}, 1}, {"ILS_W", {0.24, -0.0264}, 1}, {}, {"ILS_W", {-0.12, 0.0264}, 1}, {"ILS_W", {-0.12, -0.0264}, 1}, {}, {"ILS_W", {-0.24, 0.0264}, 1}, {"ILS_W", {-0.24, -0.0264}, 1}, {}, {"ILS_H", {0, -0.264}, 1}, {"ILS_H", {0, 0.264}, 1}, {}, {"ILS_H", {0.024, 0}, 1}, {"ILS_H", {-0.024, 0}, 1}, {}, {"ILS_H", {0.024, 0.132}, 1}, {"ILS_H", {-0.024, 0.132}, 1}, {}, {"ILS_H", {0.024, 0.264}, 1}, {"ILS_H", {-0.024, 0.264}, 1}, {}, {"ILS_H", {0.024, -0.132}, 1}, {"ILS_H", {-0.024, -0.132}, 1}, {}, {"ILS_H", {0.024, -0.264}, 1}, {"ILS_H", {-0.024, -0.264}, 1}};
    								type = "line";
    							};
    						};
    					};
    			
    		
    		
    				class airplaneHUD2
    					{
    						borderbottom = 0;
    						borderleft = 0;
    						borderright = 0;
    						bordertop = 0;
    						bottomleft = "HUD LD";
    						color[] = {0, 1, 0, 0.1};
    						enableparallax = 1;
    						topleft = "HUD LH";
    						topright = "HUD PH";			
    						class bones
    						{
    							class WeaponAim {
    								pos0[] = {0.50, 0.305};
    								pos10[] = {1.31, 1.185};
    								type = "vector";
    								source = "weapon";
    							};
    						};
    						
    						class Draw
    						{
    							class MGun {
    								condition = "Mgun";
    								class Circle {
    									points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.011}, 1}, {"WeaponAim", {0, -0.011}, 1}, {}, {"WeaponAim", {0, -0.077}, 1}, {"WeaponAim", {0.049, -0.0539}, 1}, {"WeaponAim", {0.07, 0}, 1}, {"WeaponAim", {0.049, 0.0539}, 1}, {"WeaponAim", {0, 0.077}, 1}, {"WeaponAim", {-0.049, 0.0539}, 1}, {"WeaponAim", {-0.07, 0}, 1}, {"WeaponAim", {-0.049, -0.0539}, 1}, {"WeaponAim", {0, -0.077}, 1}, {}, {"WeaponAim", {0, -0.154}, 1}, {"WeaponAim", {0.07, -0.13398}, 1}, {"WeaponAim", {0.1218, -0.077}, 1}, {"WeaponAim", {0.14, 0}, 1}, {"WeaponAim", {0.1218, 0.077}, 1}, {"WeaponAim", {0.07, 0.13398}, 1}, {"WeaponAim", {0, 0.154}, 1}, {"WeaponAim", {-0.07, 0.13398}, 1}, {"WeaponAim", {-0.1218, 0.077}, 1}, {"WeaponAim", {-0.14, 0}, 1}, {"WeaponAim", {-0.1218, -0.077}, 1}, {"WeaponAim", {-0.07, -0.13398}, 1}, {"WeaponAim", {0, -0.154}, 1}, {}, {"WeaponAim", {0, -0.154}, 1}, {"WeaponAim", {0, -0.176}, 1}, {}, {"WeaponAim", {-0.07, -0.133368}, 1}, {"WeaponAim", {-0.08, -0.15242}, 1}, {}, {"WeaponAim", {-0.121244, -0.077}, 1}, {"WeaponAim", {-0.138564, -0.088}, 1}, {}, {"WeaponAim", {-0.14, "6.73155e-009"}, 1}, {"WeaponAim", {-0.16, "7.6932e-009"}, 1}, {}, {"WeaponAim", {-0.121244, 0.077}, 1}, {"WeaponAim", {-0.138564, 0.088}, 1}, {}, {"WeaponAim", {-0.07, 0.133368}, 1}, {"WeaponAim", {-0.08, 0.15242}, 1}, {}, {"WeaponAim", {"1.22392e-008", 0.154}, 1}, {"WeaponAim", {"1.39876e-008", 0.176}, 1}, {}, {"WeaponAim", {0.07, 0.133368}, 1}, {"WeaponAim", {0.08, 0.15242}, 1}, {}, {"WeaponAim", {0.121244, 0.077}, 1}, {"WeaponAim", {0.138564, 0.088}, 1}, {}, {"WeaponAim", {0.14, "-1.83643e-009"}, 1}, {"WeaponAim", {0.16, "-2.09878e-009"}, 1}, {}, {"WeaponAim", {0.121244, -0.077}, 1}, {"WeaponAim", {0.138564, -0.088}, 1}, {}, {"WeaponAim", {0.07, -0.133368}, 1}, {"WeaponAim", {0.08, -0.15242}, 1}, {}};
    									type = "line";
    								};
    							};
    							class Bomb {
    								condition = "bomb";
    								class Circle {
    									points[] = {{"WeaponAim", {0, -0.11}, 1}, {"WeaponAim", {0.05, -0.0957}, 1}, {"WeaponAim", {0.087, -0.055}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {0.087, 0.055}, 1}, {"WeaponAim", {0.05, 0.0957}, 1}, {"WeaponAim", {0, 0.11}, 1}, {"WeaponAim", {-0.05, 0.0957}, 1}, {"WeaponAim", {-0.087, 0.055}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.087, -0.055}, 1}, {"WeaponAim", {-0.05, -0.0957}, 1}, {"WeaponAim", {0, -0.11}, 1}, {}, {"Velocity", 0.001, "WeaponAim", {0, 0}, 1}, {"Velocity", {0, 0}, 1}, {}, {"Target", {0, -0.077}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.077}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.077}, 1}};
    									type = "line";
    								};
    							};
    							class AAMissile {
    								condition = "AAmissile";
    								class Circle {
    									points[] = {{"WeaponAim", {0, -0.275}, 1}, {"WeaponAim", {0.125, -0.23925}, 1}, {"WeaponAim", {0.2175, -0.1375}, 1}, {"WeaponAim", {0.25, 0}, 1}, {"WeaponAim", {0.2175, 0.1375}, 1}, {"WeaponAim", {0.125, 0.23925}, 1}, {"WeaponAim", {0, 0.275}, 1}, {"WeaponAim", {-0.125, 0.23925}, 1}, {"WeaponAim", {-0.2175, 0.1375}, 1}, {"WeaponAim", {-0.25, 0}, 1}, {"WeaponAim", {-0.2175, -0.1375}, 1}, {"WeaponAim", {-0.125, -0.23925}, 1}, {"WeaponAim", {0, -0.275}, 1}, {}, {"Target", {0, -0.077}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.077}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.077}, 1}};
    									type = "line";
    								};
    							};
    							class ATMissile {
    								condition = "ATmissile";
    								class Circle {
    									points[] = {{"WeaponAim", {0, -0.198}, 1}, {"WeaponAim", {0.09, -0.17226}, 1}, {"WeaponAim", {0.1566, -0.099}, 1}, {"WeaponAim", {0.18, 0}, 1}, {"WeaponAim", {0.1566, 0.099}, 1}, {"WeaponAim", {0.09, 0.17226}, 1}, {"WeaponAim", {0, 0.198}, 1}, {"WeaponAim", {-0.09, 0.17226}, 1}, {"WeaponAim", {-0.1566, 0.099}, 1}, {"WeaponAim", {-0.18, 0}, 1}, {"WeaponAim", {-0.1566, -0.099}, 1}, {"WeaponAim", {-0.09, -0.17226}, 1}, {"WeaponAim", {0, -0.198}, 1}, {}, {"Target", {0, -0.077}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.077}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.077}, 1}};
    									type = "line";
    								};
    							};
    							class Rockets {
    								condition = "Rocket";
    								class Circle {
    									points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.011}, 1}, {"WeaponAim", {0, -0.011}, 1}, {}, {"WeaponAim", {0, -0.132}, 1}, {"WeaponAim", {0.06, -0.11484}, 1}, {"WeaponAim", {0.1044, -0.066}, 1}, {"WeaponAim", {0.12, 0}, 1}, {"WeaponAim", {0.1044, 0.066}, 1}, {"WeaponAim", {0.06, 0.11484}, 1}, {"WeaponAim", {0, 0.132}, 1}, {"WeaponAim", {-0.06, 0.11484}, 1}, {"WeaponAim", {-0.1044, 0.066}, 1}, {"WeaponAim", {-0.12, 0}, 1}, {"WeaponAim", {-0.1044, -0.066}, 1}, {"WeaponAim", {-0.06, -0.11484}, 1}, {"WeaponAim", {0, -0.132}, 1}, {}};
    									type = "line";
    								};
    							};
    						};
    					};
    				};
    			};
    		};	
    		
    	
    		
    	
    		class Library {
    			libtextdesc = "The Embraer EMB 314 Super Tucano, AKA A-29, is a Brazilian turboprop light attack aircraft designed and built by Embraer. The A-29 carries a wide variety of weapons, including precision-guided munitions, and was designed to be a low-cost system operated in low-threat environments.";
    		};
    	};
    
    	
    
    	class BRAF_A29A: BRAF_A29_BASE {
    		_generalmacro= "BRAF_A29A";
    		model = "\braf_air\BRAF_A29\BRAF_A29A.p3d";
    		cost = "3e+006";
    		crew = "I_pilot_F";
    		displayname = "A-29A";
    		faction = "BRAF";
    		vehicleClass = BRAF_Air;
    		magazines[] = {"500Rnd_127x99_mag", "120Rnd_CMFlare_Chaff_Magazine","38Rnd_missiles","2Rnd_AAA_missiles","2Rnd_FFAR_Launcher", "1Rnd_GBU12_LGB"}; 
    		scope = 2;
    		side = 2;
    		typicalcargo[] = {"I_pilot_F"};
    		weapons[] = {"BRAF_master_arm_safe","BRAF_M3", "CMFlareLauncher","missiles_ASRAAM", "BRAF_EQ_LMF", "BRAF_GBU12BombLauncher"};
    		hiddenSelectionsTextures[] =
    		{
    			"braf_air\braf_a29\data\a29_body_co.paa",
    		};
    	};

     


  5. Hi everyone. I've been away for a while. Hope all is good in ARMA world. Anyways I come to you guys to ask for help. I m having a problem with some of the textures being display in game a little weird and stretched. In blender the when i UVmap it the texture display how it should. Here is a example of what I m talking about.

    https://drive.google.com/open?id=1Le6vgPrT0MXV-huofEY5OH9wsOw98cza

    in Blender

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1716572968

    in game

     

     

    This is another example 

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1686367643

     

     

    https://steamcommunity.com/id/odyseusbr/screenshot/995765483346395722

     

    i never had this problem before usually the uv sits right where i place it but maybe someone know what the problem is and how to solve it. Would be nice if someone can help me out. Thank you

     

    Please close topic, problem solved 😄

     

     


  6. Hello guys, I hear this problem was fix. can someone confirm. One more think. my vehicle is not floating it sinks and drives under water. can someone help me. what's the line to make the vehicle float. canFloat = 1; or

    buoyancy = 1;?  Below is my config can someone tell me what am I missing to make it an amphibious vehicle.
    class M113_Base: Tank_F
    	{
    		driverForceOptics = 0;
    		faction = "BRAF";
    		vehicleClass = BRAF_Armored;
    		attenuationEffectType = "TankAttenuation";
    		LODTurnedOut = 1000;
    		LODTurnedIn = 1100;
    		radarType = 4;
    		crewVulnerable = false;
    		viewDriverInExternal = 1;
    		tracksSpeed = 1;
    		scope=1;
    		driverAction = "m113_driver";
    		driverInAction = "m113_driver";
    		getInAction = "GetInMRAP_01";
    		getoutaction = "GetOutHigh";
    		memoryPointsGetInDriver = "pos_driver";
    		memoryPointsGetInDriverDir = "pos_driver_dir";
    		memorypointsgetincargo = "pos cargo";
    		memorypointsgetincargodir = "pos cargo dir";
    		cargoGetInAction[] = {"GetInLow"};
    		cargoGetOutAction[] = {"GetOutLow"};
    		
    		cargoAction[] = {"passenger_generic01_leanright", "passenger_apc_generic03", 
    		"passenger_apc_narrow_generic01", "passenger_apc_generic02", "passenger_generic01_leanleft", 
    		"passenger_apc_generic04", "passenger_apc_narrow_generic01","passenger_generic01_leanright", 
    		"passenger_apc_generic03", "passenger_apc_narrow_generic01", "passenger_apc_generic02"};
    		
    		model = "\BRAF_Land\M113A2\BRAF_M113A2.p3d"
    		canFloat = 1;
    		buoyancy = 1;
    		hiddenselections[] = {"camo01"};
    		initCargoAngleY=+90; // cargo viewing limitations
    		threat[]={0.9, 0.6, 0.6};
    		transportMaxMagazines = 100;
    		transportMaxWeapons = 20;
    		picture="BRAF_Land\M113A2\Data\ui\Picture_m113_CA.paa";
    		Icon="BRAF_Land\M113A2\Data\ui\Icon_m113_CA.paa";
    		mapSize = 5;
    		displayName=M113;
    		accuracy=0.30;
    		armor=250;
    		armorStructural = 6;
    		armorLights = 0.100000;
    		waterspeedcoef = 0.5;
    		waterResistance = 3;
    		damageResistance = 0.007190;
    		cost=100000;
    		hasGunner = 1;
    		hasCommander = 0;
    		viewCargoShadow = true;
    		// let only small amount of direct light go through, to avoid shadow artifacts
    		viewCargoShadowDiff = 0.05;
    		// reduce amount of ambient light as well
    		viewCargoShadowAmb = 0.5;
    		transportSoldier = 11;
    		irScanRangeMin = 0;
    		irScanRangeMax = 0;
    		supplyRadius = 1.8;
    		transportAmmo = 0;
    		memoryPointsLeftEngineEffect = "EngineEffectL";
    		memoryPointsRightEngineEffect = "EngineEffectR";  
    		gunnerHasFlares = false;
    		weapons[] = {};
    		magazines[] = {};
    		outsideSoundFilter=true;
    		insideSoundCoef = 0.9;
    		
    		class HitPoints: HitPoints {
    			
    			class HitEngine {
    				armor = 0.35;
    				material = -1;
    				minimalHit = 0.24;
    				name = "motor";
    				passthrough = 0.2;
    				visual = "motor";
    				explosionShielding = 1;
    				radius = 0.35;
    			};
    			class HitHull {
    				armor = 1;
    				material = -1;
    				minimalHit = 0.14;
    				name = "telo";
    				passthrough = 1;
    				visual="zbytek";
    				radius = 0.35;
    				explosionShielding = 1;
    			};
    			class HitLTrack {
    				armor = 0.15;
    				material = -1;
    				minimalHit = 0.08;
    				name = "pas_L";
    				passthrough = 0.0;
    				visual = "pas_L";
    				explosionShielding = 1;
    				radius = 0.07;
    			};
    			class HitRTrack {
    				armor = 0.15;
    				material = -1;
    				minimalHit = 0.08;
    				name = "pas_P";
    				passthrough = 0.0;
    				visual = "pas_P";
    				explosionShielding = 1;
    				radius = 0.07;
    			};
    		};
    		
    		class Reflectors {
    
    			class Left {
    				color[] = {1900, 1800, 1700};
    				ambient[] = {5, 5, 5};
    				position = "L svetlo";
    				direction = "Konec L Svetla";
    				hitpoint = "L Svetlo";
    				selection = "L Svetlo";
    				size = 1;
    				innerAngle = 100;
    				outerAngle = 179;
    				coneFadeCoef = 10;
    				intensity = 1;
    				useFlare = 0;
    				dayLight = 0;
    				flareSize = 1.000000;
    
    				class Attenuation {
    					start = 1.000000;
    					constant = 0;
    					linear = 0;
    					quadratic = 0.250000;
    					hardLimitStart = 60;
    					hardLimitEnd = 120;
    				};
    			};
    			
    			class Right: Left {
    				position = "P Svetlo";
    				direction = "Konec P Svetla";
    				hitpoint = "P Svetlo";
    				selection = "P Svetlo";
    			};
    			class RightFlare: Right {
    				position = "P Svetlo";
    				useFlare = 1;
    			};
    
    			class LeftFlare: Left {
    				position = "L Svetlo";
    				useFlare = 1;
    			};
    		};
    
    		simulation = "tankX";
    		enginePower = 205;
    		maxOmega = 293;
    		peakTorque = 770;
    		torqueCurve[] = {{0.0, 0.0}, 
    		{"(680/2500)", "(705/770)"}, 
    		{"(1000/2500)", "(719/770)"},
    		{"(1200/2500)", "(732/770)"},
    		{"(1500/2500)", "(759/770)"}, 
    		{"(1800/2500)", "(770/770)"}, 
    		{"(2200/2500)", "(732/770)"}, 
    		{"(2500/2500)", "(663/770)"}};
    		
    		thrustDelay = 0.1;
    		clutchStrength = 60.0;
    		fuelCapacity = 360;
    		brakeIdleSpeed = 1.78;
    		tankTurnForce = 325000;
    		slowSpeedForwardCoef =0.1;
    		normalSpeedForwardCoef = 0.500000;
    		idleRpm = 680;
    		redRpm = 2500;
    		engineLosses = 25;
    		transmissionLosses = 15;
    		latency = 0.1;
    		wheelCircumference = 2.00;
    		maxSpeed = 75;
    		steerAheadSimul = 0.500000;
    		steerAheadPlan = 0.350000;
    		predictTurnPlan = 2.800000;
    		predictTurnSimul = 2.600000;
    		brakeDistance = 15;
    
    
    		class complexGearbox {
    			GearboxRatios[] = {"R2",-3.9,"N",0,"D1",4.7,"D2",3.5,"D3",2.6,"D4",2.0,"D5",1.5,"D6",1.125,"D7",0.85};
    			TransmissionRatios[] = {"High", 4.5};
    			gearBoxMode = "auto";
    			moveOffGear = 1;
    			driveString = "D";
    			neutralString = "N";
    			reverseString = "R";
    			transmissionDelay = 0;
    		};
    		
    		
    	class Wheels {
    		class L2 {
    			boneName = "wheel_podkoloL1";
    			center = "wheel_1_2_axis";
    			boundary = "wheel_1_2_bound";
    			damping = 75;
    			steering = 0;
    			side = "left";
    			weight = 100;
    			mass = 100;
    			MOI = 25;
    			latStiffX = 25;
    			latStiffY = 280;
    			longitudinalStiffnessPerUnitGravity = 100000;
    			maxBrakeTorque = 3000;
    			maxHandBrakeTorque = 30000;
    			sprungMass = 2625.000000;
    			springStrength = 200000;
    			springDamperRate = 24000;
    			dampingRate = 1.000000;
    			dampingRateInAir = 5035;
    			dampingRateDamaged = 10.000000;
    			dampingRateDestroyed = 10000.000000;
    			maxDroop = 0.180000;
    			maxCompression = 0.180000;
    			frictionVsSlipGraph[] = {{0, 5}, {0.500000, 5}, {1, 5}};
    			};	
    		
    		class L3: L2 {
    			boneName = "wheel_podkolol2";
    			center   = "wheel_1_3_axis";
    			boundary = "wheel_1_3_bound";
    		};
    		class L4: L2 {
    			boneName = "wheel_podkolol3";
    			center   = "wheel_1_4_axis";
    			boundary = "wheel_1_4_bound";
    		};
    		class L5: L2 {
    			boneName = "wheel_podkolol4";
    			center   = "wheel_1_5_axis";
    			boundary = "wheel_1_5_bound";
    		};
    		class L6: L2 {
    			boneName = "wheel_podkolol5";
    			center   = "wheel_1_6_axis";
    			boundary = "wheel_1_6_bound";
    		};
    		//rear left
    		class L7: L2 {
    			boneName = "";
    			center   = "wheel_1_7_axis";
    			boundary = "wheel_1_7_bound";
    			sprungMass = 1500.0;
    			springStrength = 37500;
    			springDamperRate = 7500;
    			maxDroop = 0;
    			maxCompression = 0;
    		};
    		//front left
    		class L1: L2 {
    			boneName = "";
    			center   = "wheel_1_1_axis";
    			boundary = "wheel_1_1_bound";
    			sprungMass = 1500.0;
    			springStrength = 37500;
    			springDamperRate = 7500;
    			maxDroop = 0;
    			maxCompression = 0;
    		};
    
    		class R2: L2 {
    			boneName = "wheel_podkolop1";
    			center   = "wheel_2_2_axis";
    			boundary = "wheel_2_2_bound";
    			side = "right";
    		};
    		class R3: R2 {
    			boneName = "wheel_podkolop2";
    			center   = "wheel_2_3_axis";
    			boundary = "wheel_2_3_bound";
    		};
    		class R4: R2 {
    			boneName = "wheel_podkolop3";
    			center   = "wheel_2_4_axis";
    			boundary = "wheel_2_4_bound";
    		};
    		class R5: R2 {
    			boneName = "wheel_podkolop4";
    			center   = "wheel_2_5_axis";
    			boundary = "wheel_2_5_bound";
    		};
    		class R6: R2 {
    			boneName = "wheel_podkolop5";
    			center   = "wheel_2_6_axis";
    			boundary = "wheel_2_6_bound";
    		};
    		// rear right 
    		class R7: R2 {
    			boneName = "";
    			center   = "wheel_2_7_axis";
    			boundary = "wheel_2_7_bound";
    			sprungMass = 1500.0;
    			springStrength = 37500;
    			springDamperRate = 7500;
    			maxDroop = 0;
    			maxCompression = 0;
    		};
    		// front right 
    		class R1: R2 {
    			boneName = "";
    			center   = "wheel_2_1_axis";
    			boundary = "wheel_2_1_bound";
    			sprungMass = 1500.0;
    			springStrength = 37500;
    			springDamperRate = 7500;
    			maxDroop = 0;
    			maxCompression = 0;
    		};
    	};
    	/// End of PhysX
    
    	class Exhausts {
    
    		class Exhaust1 {
    			position = "vyfuk start";
    			direction = "vyfuk konec";
    			effect = "ExhaustEffectTankBack";
    		};
    	};
    	
    		class AnimationSources {
    			class ReloadAnim {
    				source = "reload";
    				weapon = "HMG_M2";
    			};
    			class ReloadMagazine {
    				source = "reloadmagazine";
    				weapon = "HMG_M2";
    			};
    			class Revolving {
    				source = "revolving";
    				weapon = "HMG_M2";
    			};
    			class muzzle_rot_MG {
    				source = "ammorandom";
    				weapon = "HMG_M2";
    			};
    			class muzzle_hide_MG {
    				source = "reload";
    				weapon = "HMG_M2";
    			};
    			class water_shield
    			{
    				source = "user";
    				animPeriod = 3;
    				initPhase = 0;
    			};			
    		};
    		class Turrets: Turrets
    		{
    			class MainTurret: MainTurret
    			{	
    				viewGunnerShadow = false;
    				viewCargoShadow = false;
    				outGunnerMayFire = true;
    				forceHideGunner = true;
    				startengine = 0;
    				viewGunnerInExternal = true;
    				animationsourcebody = "mainTurret";
    				animationsourcegun = "mainGun";
    				body = "mainTurret";
    				animationsourcehatch = "hatchGunner";
    				castgunnershadow = 1;
    				canhidegunner = 1;
    				commanding = 1;
    				discretedistance[] = {100, 200, 300, 400, 500, 600, 800, 1000, 1200, 1500};
    				discretedistanceinitindex = 2;
    				ejectdeadgunner = 0;
    				gun = "mainGun";
    				gunbeg = "usti hlavne";
    				gunend = "konec hlavne";
    				lodturnedin = 1000;
    				lodturnedout = 1000;
    				getInAction = "GetInMRAP_01";
    				getoutaction = "GetOutHigh";
    				memorypointgun = "usti hlavne";
    				gunneraction = "M113_Gunner";
    				gunnerinaction = "M113_Gunner";
    				gunnercompartments = "Compartment1";
    				gunnerforceoptics = 0;
    				gunneroutopticsshowcursor = 0;
    				gunnerlefthandanimname = "handle_L";
    				gunnerinopticsshowcursor = 0;
    				gunnerrighthandanimname = "handle_R";
    				magazines[] = {"100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow",
    				"100Rnd_127x99_mag_Tracer_Yellow", "100Rnd_127x99_mag_Tracer_Yellow",
    				"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow",
    				"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow",
    				"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow"};
    				maxelev = 40;
    				memorypointgunneroptics = "gunnerview";
    				memoryPointGunnerOutOptics = "gunnerview";
    				memorypointsgetingunner = "pos gunner";
    				memorypointsgetingunnerdir = "pos gunner dir";
    				minelev = -10;
    				optics = 1;
    				gunneropticsmodel = "\A3\weapons_f\reticle\Optics_empty";
    				soundservo[] = {"braf_land\m113a2\Data\sound\gun_elevate2", 0.001, 1};
    				stabilizedinaxes = 0;
    				turretinfotype = "RscWeaponZeroing";
    				weapons[] = {"HMG_M2"};
    				
    				class HitPoints {
    					class HitTurret	{
    						armor = 0.8;
    						material = -1;
    						name = "";
    						visual="";
    						passThrough = 0;
    						minimalHit = 0.02;
    						explosionShielding = 0.3;
    						radius = 0.1;
    					};
    					class HitGun	{
    						armor = 0.3;
    						material = -1;
    						name = "";
    						visual="";
    						passThrough = 0;
    						minimalHit = 0;
    						explosionShielding = 1;
    						radius = 0.1;
    					};
    				};
    				class GunFire: WeaponCloudsMGun {
    					interval = 0.01;
    				};
    				class ViewOptics {
    					initanglex = 0;
    					initangley = 0;
    					initfov = 0.42;
    					maxanglex = 30;
    					maxangley = 100;
    					maxfov = 0.64;
    					minanglex = -30;
    					minangley = -100;
    					minfov = 0.22;
    				};
    				class ViewGunner:ViewOptics {
    				};
    				class Turrets: ViewOptics {
    				};
    			};
    		};
    
    		class Damage
    		{
    			tex[]={};
    			mat[]=
    			{
    				"braf_land\m113a2\data\m113_track.rvmat",
    				"braf_land\m113a2\data\m113_track_damage.rvmat",
    				"braf_land\m113a2\data\m113_track_destruct.rvmat",
    
    				"braf_land\m113a2\data\m113_body.rvmat",
    				"braf_land\m113a2\data\m113_body_damage.rvmat",
    				"braf_land\m113a2\data\m113_body_destruct.rvmat",
    
    				"braf_land\m113a2\Data\m113_body_02.rvmat",
    				"braf_land\m113a2\Data\m113_body_02_damage.rvmat",
    				"braf_land\m113a2\Data\m113_body_02_destruct.rvmat",
    
    				"braf_land\m113a2\Data\cargo.rvmat",
    				"braf_land\m113a2\Data\cargo_damage.rvmat",
    				"braf_land\m113a2\Data\cargo_destruct.rvmat",
    				
    				"braf_land\m113a2\Data\walls.rvmat",
    				"braf_land\m113a2\Data\walls_damage.rvmat",
    				"braf_land\m113a2\Data\walls_destruct.rvmat",
    				
    				"braf_land\m113a2\Data\glass.rvmat",
    				"braf_land\m113a2\Data\glass_damage.rvmat",
    				"braf_land\m113a2\Data\glass_destruct.rvmat",
    				
    				"braf_land\m113a2\Data\fireext.rvmat",
    				"braf_land\m113a2\Data\fireext_damage.rvmat",
    				"braf_land\m113a2\Data\fireext_damage.rvmat",
    			};
    		};
    		
    		soundGetIn[] = {"A3\sounds_f\vehicles\armor\noises\get_in_out", 0.562341, 1};
    		soundGetOut[] = {"A3\sounds_f\vehicles\armor\noises\get_in_out", 0.562341, 1, 20};
    		soundDammage[] = {"", 0.562341, 1};
    		soundEngineOnInt[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_start", 0.707946, 1.000000};
    		soundEngineOnExt[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_start", 1.000000, 1.000000, 200};
    		soundEngineOffInt[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_stop", 0.707946, 1.000000};
    		soundEngineOffExt[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_stop", 1.000000, 1.000000, 200};
    		buildCrash0[] = {"A3\sounds_f\Vehicles\crashes\crash_08", 1.000000, 1, 200};
    		buildCrash1[] = {"A3\sounds_f\Vehicles\crashes\crash_09", 1.000000, 1, 200};
    		buildCrash2[] = {"A3\sounds_f\Vehicles\crashes\crash_10", 1.000000, 1, 200};
    		buildCrash3[] = {"A3\sounds_f\Vehicles\crashes\crash_11", 1.000000, 1, 200};
    		soundBuildingCrash[] = {"buildCrash0", 0.250000, "buildCrash1", 0.250000, "buildCrash2", 0.250000, "buildCrash3", 0.250000};
    		WoodCrash0[] = {"A3\sounds_f\Vehicles\crashes\crash_08", 1.000000, 1, 200};
    		WoodCrash1[] = {"A3\sounds_f\Vehicles\crashes\crash_09", 1.000000, 1, 200};
    		WoodCrash2[] = {"A3\sounds_f\Vehicles\crashes\crash_10", 1.000000, 1, 200};
    		WoodCrash3[] = {"A3\sounds_f\Vehicles\crashes\crash_11", 1.000000, 1, 200};
    		WoodCrash4[] = {"A3\sounds_f\Vehicles\crashes\crash_01", 1.000000, 1, 200};
    		WoodCrash5[] = {"A3\sounds_f\Vehicles\crashes\crash_08", 1.000000, 1, 200};
    		soundWoodCrash[] = {"woodCrash0", 0.166000, "woodCrash1", 0.166000, "woodCrash2", 0.166000, "woodCrash3", 0.166000, "woodCrash4", 0.166000, "woodCrash5", 0.166000};
    		ArmorCrash0[] = {"A3\sounds_f\Vehicles\crashes\crash_08", 1.000000, 1, 200};
    		ArmorCrash1[] = {"A3\sounds_f\Vehicles\crashes\crash_09", 1.000000, 1, 200};
    		ArmorCrash2[] = {"A3\sounds_f\Vehicles\crashes\crash_10", 1.000000, 1, 200};
    		ArmorCrash3[] = {"A3\sounds_f\Vehicles\crashes\crash_11", 1.000000, 1, 200};
    		soundArmorCrash[] = {"ArmorCrash0", 0.250000, "ArmorCrash1", 0.250000, "ArmorCrash2", 0.250000, "ArmorCrash3", 0.250000};
    
    		class Sounds {
    
    			class Idle_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_01", 0.398107, 1, 200};
    				frequency = "0.95	+	((rpm/	2640) factor[(400/	2640),(500/	2640)])*0.15";
    				volume = "engineOn*camPos*(((rpm/	2640) factor[(100/	2640),(200/	2640)])	*	((rpm/	2640) factor[(750/	2640),(600/	2640)]))";
    			};
    
    			class Engine {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_02", 0.501187, 1, 200};
    				frequency = "0.8	+	((rpm/	2640) factor[(500/	2640),(730/	2640)])*0.2";
    				volume = "engineOn*camPos*(((rpm/	2640) factor[(550/	2640),(730/	2640)])	*	((rpm/	2640) factor[(800/	2640),(780/	2640)]))";
    			};
    
    			class Engine1_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_03", 0.562341, 1, 200};
    				frequency = "0.8	+	((rpm/	2640) factor[(630/	2640),(1000/	2640)])*0.2";
    				volume = "engineOn*camPos*(((rpm/	2640) factor[(600/	2640),(720/	2640)])	*	((rpm/	2640) factor[(1100/	2640),(840/	2640)]))";
    			};
    
    			class Engine2_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_06", 0.630957, 1, 250};
    				frequency = "0.8	+	((rpm/	2640) factor[(850/	2640),(1300/	2640)])*0.2";
    				volume = "engineOn*camPos*(((rpm/	2640) factor[(800/	2640),(1000/	2640)])	*	((rpm/	2640) factor[(1300/	2640),(1100/	2640)]))";
    			};
    
    			class Engine3_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_07", 0.630957, 1, 300};
    				frequency = "0.8	+	((rpm/	2640) factor[(1100/	2640),(1600/	2640)])*0.1";
    				volume = "engineOn*camPos*(((rpm/	2640) factor[(1100/	2640),(1270/	2640)])	*	((rpm/	2640) factor[(1550/	2640),(1380/	2640)]))";
    			};
    
    			class Engine4_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_08", 0.707946, 1, 300};
    				frequency = "0.8	+	((rpm/	2640) factor[(1400/	2640),(2000/	2640)])*0.1";
    				volume = "engineOn*camPos*(((rpm/	2640) factor[(1380/	2640),(1500/	2640)])	*	((rpm/	2640) factor[(2000/	2640),(1700/	2640)]))";
    			};
    
    			class Engine5_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_engine_10", 1.000000, 1, 300};
    				frequency = "0.8	+	((rpm/	2640) factor[(1700/	2640),(2640/	2640)])*0.1";
    				volume = "engineOn*camPos*((rpm/	2640) factor[(1600/	2640),(2500/	2640)])";
    			};
    
    			class IdleThrust {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_01", 0.630957, 1, 200};
    				frequency = "0.8	+	((rpm/	2640) factor[(400/	2640),(500/	2640)])*0.15";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(100/	2640),(200/	2640)])	*	((rpm/	2640) factor[(750/	2640),(600/	2640)]))";
    			};
    
    			class EngineThrust {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_02", 0.630957, 1, 200};
    				frequency = "0.8	+	((rpm/	2640) factor[(500/	2640),(730/	2640)])*0.2";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(550/	2640),(730/	2640)])	*	((rpm/	2640) factor[(800/	2640),(780/	2640)]))";
    			};
    
    			class Engine1_Thrust_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_03", 0.707946, 1, 200};
    				frequency = "0.8	+	((rpm/	2640) factor[(630/	2640),(1000/	2640)])*0.2";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(600/	2640),(720/	2640)])	*	((rpm/	2640) factor[(1100/	2640),(840/	2640)]))";
    			};
    
    			class Engine2_Thrust_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_06", 0.707946, 1, 250};
    				frequency = "0.8	+	((rpm/	2640) factor[(850/	2640),(1300/	2640)])*0.2";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(800/	2640),(1000/	2640)])	*	((rpm/	2640) factor[(1300/	2640),(1100/	2640)]))";
    			};
    
    			class Engine3_Thrust_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_07", 1.000000, 1, 350};
    				frequency = "0.8	+	((rpm/	2640) factor[(1100/	2640),(1600/	2640)])*0.1";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(1100/	2640),(1270/	2640)])	*	((rpm/	2640) factor[(1550/	2640),(1380/	2640)]))";
    			};
    
    			class Engine4_Thrust_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_08", 1.122018, 1, 350};
    				frequency = "0.8	+	((rpm/	2640) factor[(1400/	2640),(2000/	2640)])*0.1";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(1380/	2640),(1500/	2640)])	*	((rpm/	2640) factor[(2000/	2640),(1700/	2640)]))";
    			};
    
    			class Engine5_Thrust_ext {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\ext_exhaust_10", 1.258925, 1, 400};
    				frequency = "0.8	+	((rpm/	2640) factor[(1700/	2640),(2640/	2640)])*0.1";
    				volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*((rpm/	2640) factor[(1600/	2640),(2500/	2640)])";
    			};
    
    			class Idle_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_01", 0.316228, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(400/	2640),(500/	2640)])*0.15";
    				volume = "engineOn*(1-camPos)*(((rpm/	2640) factor[(100/	2640),(200/	2640)])	*	((rpm/	2640) factor[(750/	2640),(600/	2640)]))";
    			};
    
    			class Engine_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_02", 0.354813, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(500/	2640),(730/	2640)])*0.2";
    				volume = "engineOn*(1-camPos)*(((rpm/	2640) factor[(550/	2640),(730/	2640)])	*	((rpm/	2640) factor[(800/	2640),(780/	2640)]))";
    			};
    
    			class Engine1_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_03", 0.398107, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(630/	2640),(1000/	2640)])*0.2";
    				volume = "engineOn*(1-camPos)*(((rpm/	2640) factor[(600/	2640),(720/	2640)])	*	((rpm/	2640) factor[(1100/	2640),(840/	2640)]))";
    			};
    
    			class Engine2_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_06", 0.446684, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(850/	2640),(1300/	2640)])*0.2";
    				volume = "engineOn*(1-camPos)*(((rpm/	2640) factor[(800/	2640),(1000/	2640)])	*	((rpm/	2640) factor[(1300/	2640),(1100/	2640)]))";
    			};
    
    			class Engine3_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_07", 0.501187, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(1100/	2640),(1600/	2640)])*0.1";
    				volume = "engineOn*(1-camPos)*(((rpm/	2640) factor[(1100/	2640),(1270/	2640)])	*	((rpm/	2640) factor[(1550/	2640),(1380/	2640)]))";
    			};
    
    			class Engine4_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_08", 0.562341, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(1400/	2640),(2000/	2640)])*0.1";
    				volume = "engineOn*(1-camPos)*(((rpm/	2640) factor[(1380/	2640),(1500/	2640)])	*	((rpm/	2640) factor[(2000/	2640),(1700/	2640)]))";
    			};
    
    			class Engine5_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_engine_10", 0.630957, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(1700/	2640),(2640/	2640)])*0.1";
    				volume = "engineOn*(1-camPos)*((rpm/	2640) factor[(1600/	2640),(2500/	2640)])";
    			};
    
    			class IdleThrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_01", 0.354813, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(400/	2640),(500/	2640)])*0.15";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(100/	2640),(200/	2640)])	*	((rpm/	2640) factor[(750/	2640),(600/	2640)]))";
    			};
    
    			class EngineThrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_02", 0.398107, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(500/	2640),(730/	2640)])*0.2";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(550/	2640),(730/	2640)])	*	((rpm/	2640) factor[(800/	2640),(780/	2640)]))";
    			};
    
    			class Engine1_Thrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_03", 0.446684, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(630/	2640),(1000/	2640)])*0.2";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(600/	2640),(720/	2640)])	*	((rpm/	2640) factor[(1100/	2640),(840/	2640)]))";
    			};
    
    			class Engine2_Thrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_06", 0.446684, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(850/	2640),(1300/	2640)])*0.2";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(800/	2640),(1000/	2640)])	*	((rpm/	2640) factor[(1300/	2640),(1100/	2640)]))";
    			};
    
    			class Engine3_Thrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_07", 0.501187, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(1100/	2640),(1600/	2640)])*0.1";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(1100/	2640),(1270/	2640)])	*	((rpm/	2640) factor[(1550/	2640),(1380/	2640)]))";
    			};
    
    			class Engine4_Thrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_08", 0.562341, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(1400/	2640),(2000/	2640)])*0.1";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/	2640) factor[(1380/	2640),(1500/	2640)])	*	((rpm/	2640) factor[(2000/	2640),(1700/	2640)]))";
    			};
    
    			class Engine5_Thrust_int {
    				sound[] = {"A3\Sounds_F\vehicles\armor\APC\APC2\int_exhaust_10", 0.630957, 1};
    				frequency = "0.8	+	((rpm/	2640) factor[(1700/	2640),(2640/	2640)])*0.1";
    				volume = "engineOn*(1-camPos)*(0.4+(0.6*(thrust factor[0.1,1])))*((rpm/	2640) factor[(1600/	2640),(2500/	2640)])";
    			};
    
    			class NoiseInt {
    				sound[] = {"A3\sounds_f\vehicles\armor\noises\noise_tank_int_1", 0.501187, 1.000000};
    				frequency = "1";
    				volume = "(1-camPos)*(angVelocity max 0.04)*(speed factor[4, 15])";
    			};
    
    			class NoiseExt {
    				sound[] = {"A3\sounds_f\vehicles\armor\noises\noise_tank_ext_1", 0.630957, 1.000000, 150};
    				frequency = "1";
    				volume = "camPos*(angVelocity max 0.04)*(speed factor[4, 15])";
    			};
    
    			class ThreadsOutH0 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_hard_01", 0.398107, 1.000000, 140};
    				frequency = "1";
    				volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-0) max 0)/	60),(((-5) max 5)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-15) max 15)/	60),(((-10) max 10)/	60)]))";
    			};
    
    			class ThreadsOutH1 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_hard_02", 0.446684, 1.000000, 160};
    				frequency = "1";
    				volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-10) max 10)/	60),(((-15) max 15)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-30) max 30)/	60),(((-25) max 25)/	60)]))";
    			};
    
    			class ThreadsOutH2 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_hard_03", 0.501187, 1.000000, 180};
    				frequency = "1";
    				volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-25) max 25)/	60),(((-30) max 30)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-45) max 45)/	60),(((-40) max 40)/	60)]))";
    			};
    
    			class ThreadsOutH3 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_hard_04", 0.562341, 1.000000, 200};
    				frequency = "1";
    				volume = "engineOn*camPos*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-40) max 40)/	60),(((-45) max 45)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-55) max 55)/	60),(((-50) max 50)/	60)]))";
    			};
    
    			class ThreadsOutH4 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_hard_05", 0.562341, 1.000000, 220};
    				frequency = "1";
    				volume = "engineOn*camPos*(1-grass)*((((-speed*3.6) max speed*3.6)/	60) factor[(((-49) max 49)/	60),(((-53) max 53)/	60)])";
    			};
    
    			class ThreadsOutS0 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_soft_01", 0.316228, 1.000000, 120};
    				frequency = "1";
    				volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-0) max 0)/	60),(((-5) max 5)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-15) max 15)/	60),(((-10) max 10)/	60)]))";
    			};
    
    			class ThreadsOutS1 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_soft_02", 0.354813, 1.000000, 140};
    				frequency = "1";
    				volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-10) max 10)/	60),(((-15) max 15)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-30) max 30)/	60),(((-25) max 25)/	60)]))";
    			};
    
    			class ThreadsOutS2 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_soft_03", 0.398107, 1.000000, 160};
    				frequency = "1";
    				volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-25) max 25)/	60),(((-30) max 30)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-45) max 45)/	60),(((-40) max 40)/	60)]))";
    			};
    
    			class ThreadsOutS3 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_soft_04", 0.446684, 1.000000, 180};
    				frequency = "1";
    				volume = "engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-40) max 40)/	60),(((-45) max 45)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-55) max 55)/	60),(((-50) max 50)/	60)]))";
    			};
    
    			class ThreadsOutS4 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_ext_treads_soft_05", 0.501187, 1.000000, 200};
    				frequency = "1";
    				volume = "engineOn*(camPos)*(grass)*((((-speed*3.6) max speed*3.6)/	60) factor[(((-49) max 49)/	60),(((-53) max 53)/	60)])";
    			};
    
    			class ThreadsInH0 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_hard_01", 0.251189, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-0) max 0)/	60),(((-5) max 5)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-15) max 15)/	60),(((-10) max 10)/	60)]))";
    			};
    
    			class ThreadsInH1 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_hard_02", 0.281838, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-10) max 10)/	60),(((-15) max 15)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-30) max 30)/	60),(((-25) max 25)/	60)]))";
    			};
    
    			class ThreadsInH2 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_hard_03", 0.316228, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-25) max 25)/	60),(((-30) max 30)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-45) max 45)/	60),(((-40) max 40)/	60)]))";
    			};
    
    			class ThreadsInH3 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_hard_04", 0.354813, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*(1-grass)*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-40) max 40)/	60),(((-45) max 45)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-55) max 55)/	60),(((-50) max 50)/	60)]))";
    			};
    
    			class ThreadsInH4 {
    				sound[]= {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_hard_05", 0.398107, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*(1-grass)*((((-speed*3.6) max speed*3.6)/	60) factor[(((-49) max 49)/	60),(((-53) max 53)/	60)])";
    			};
    
    			class ThreadsInS0 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_soft_01", 0.316228, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-0) max 0)/	60),(((-5) max 5)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-15) max 15)/	60),(((-10) max 10)/	60)]))";
    			};
    
    			class ThreadsInS1 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_soft_02", 0.316228, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-10) max 10)/	60),(((-15) max 15)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-30) max 30)/	60),(((-25) max 25)/	60)]))";
    			};
    
    			class ThreadsInS2 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_soft_03", 0.354813, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-25) max 25)/	60),(((-30) max 30)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-45) max 45)/	60),(((-40) max 40)/	60)]))";
    			};
    
    			class ThreadsInS3 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_soft_04", 0.354813, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*grass*(((((-speed*3.6) max speed*3.6)/	60) factor[(((-40) max 40)/	60),(((-45) max 45)/	60)])	*	((((-speed*3.6) max speed*3.6)/	60) factor[(((-55) max 55)/	60),(((-50) max 50)/	60)]))";
    			};
    
    			class ThreadsInS4 {
    				sound[] = {"A3\sounds_f\vehicles\armor\treads\v2_int_treads_soft_05", 0.398107, 1.000000};
    				frequency = "1";
    				volume = "engineOn*(1-camPos)*grass*((((-speed*3.6) max speed*3.6)/	60) factor[(((-49) max 49)/	60),(((-53) max 53)/	60)])";
    			};
    		};
    		class Library {libTextDesc ="M113"};
    
    	
    	};
    	class BRAF_M113Ambul_Base: M113_Base
    	{
    		faction = "BRAF";
    		accuracy=1000; // never recognized
    		vehicleClass = BRAF_Armored;
    		picture="\BRAF_Land\M113A2\data\ui\Picture_m113_amb_CA.paa";
    		Icon="\BRAF_Land\M113A2\data\ui\Icon_m113_amb_CA.paa";
    		mapSize = 5;
    
    		scope=0;
    		displayName=M113_AMB;
    
    		class TransportMagazines{};
    		attendant = true;
    		hasGunner = false;
    		class Turrets {};
    		model = "\BRAF_Land\M113A2\BRAF_M113A2_Ambulance.p3d"
    
    		transportSoldier = 3;
    
    		threat[]={0.0, 0.0, 0.0};
    
    		cargoAction[] = {M113_Cargo02_EP1, M113_Cargo04_EP1, M113_Cargo04_EP1};
    		cargoIsCoDriver[] = {false};
    		transportMaxMagazines = 0;
    		transportMaxWeapons = 0;
    
    		class Damage
    		{
    			tex[]={};
    			mat[]={
    				"Ca\Tracked_E\M113\Data\m113_track.rvmat",
    				"Ca\Tracked_E\M113\Data\m113_track.rvmat",
    				"Ca\Tracked_E\M113\Data\m113_track_destruct.rvmat",
    
    				"Ca\Tracked_E\M113\Data\m113_01.rvmat",
    				"Ca\Tracked_E\M113\Data\m113_01.rvmat",
    				"Ca\Tracked_E\M113\Data\m113_01_destruct.rvmat",
    
    				"Ca\Tracked_E\M113\Data\m113_02.rvmat",
    				"Ca\Tracked_E\M113\Data\m113_02.rvmat",
    				"Ca\Tracked_E\M113\Data\m113_02_destruct.rvmat",
    
    				"Ca\Tracked_E\M113\Data\cargo.rvmat",
    				"Ca\Tracked_E\M113\Data\cargo.rvmat",
    				"Ca\Tracked_E\M113\Data\cargo_destruct.rvmat",
    
    				"Ca\Ca_E\data\default.rvmat",
    				"Ca\Ca_E\data\default.rvmat",
    				"Ca\Ca_E\data\default_destruct.rvmat",
    			};
    		};
    		class Library {libTextDesc ="M113_AMB"};
    	};
    	class M113Ambul_UN_EP1:BRAF_M113Ambul_Base
    	{
    		displayname = "M113-A2 MEDEVAC (ONU)";
    		vehicleClass = BRAF_Armored;
    		scope = 2;
    		side=2;
    		faction = "BRAF";
    		crew = "I_crew_F";
    		typicalCargo[]={};
    		hiddenSelectionsTextures[] ={"\ca\Tracked_E\M113\Data\m113a3_01_UN_co.paa"};
    	};
    	class M113_UN_EP1:M113_Base
    	{
    		displayname = "M113-A2 (ONU)";
    		scope = 2;
    		side=2;
    		vehicleClass = BRAF_Armored;
    		faction = "BRAF";
    		crew = "I_crew_F";
    		typicalCargo[]={UN_CDF_Soldier_Crew_EP1,UN_CDF_Soldier_Crew_EP1};
    		hiddenSelectionsTextures[] ={"\BRAF_Land\M113A2\Data\m113a3_01_UN_co.paa"};
    
    	    class TransportMagazines
    		{
    		};
    
    		class TransportWeapons
    		{
    		};
    
    
    	};
    
    	class M113Ambul_TK_EP1:BRAF_M113Ambul_Base
    	{
    		displayname = "M113-A2 MEDEVAC (Army)";
    		vehicleClass = BRAF_Armored;
    		scope = 2;
    		side=2;
    		faction = "BRAF";
    		crew = "I_crew_F";
    		typicalCargo[]={};
    		hiddenSelectionsTextures[] ={"\ca\Tracked_E\M113\Data\m113a3_01_TK_co.paa"};
    	};
    	class M113_TK_EP1:M113_Base
    	{
    		displayname = "Test M113-A2 MK1 (Army)";
    		scope = 2;
    		side=2;
    		faction = "BRAF";
    		crew = "I_crew_F";
    		typicalCargo[]={};
    		hiddenSelectionsTextures[] ={"\BRAF_Land\M113A2\Data\EB_m113a12_co.paa"};
    
    	    class TransportMagazines
    		{
    			
    		};
    
    		class TransportWeapons
    		{
    			
    		};
    
    	};
    

  7. Hello guys,

     

    I am having a problem. I have been working on this for days now and it should not be this way. I am trying to set up a formation light on my plane. Like you see on this photo :

    maxresdefault.jpg

     

    I am not really good with scripting. I can attached to this post my config and model.cfg. I have place an object in game that i have named formationlights.

     

    Config.cfg

    class CfgSkeletons 
    {
       class Plane;
       class BRAF_A29Skeleton: Plane  
        { 
            isDiscrete=1; 
            skeletonInherit="";
            skeletonBones[]= 
            { 	
    			"formationlights","",
    			"3dhud","",
    			"vrtule","",
    			"vrtule blur","",
    			"gear_1_hatch_1","",
    			"gear_1_hatch_2","",
    			"gear_1","",
    			"gear_1_piston_2","",
    			"gear_1_piston_1",
    			"gear_1",
    			"gear_1_steering",
    			"gear_1",
    			"gear_1_damper",
    			"gear_1_steering",
    			"gear_1_stabil_2",
    			"gear_1_steering",
    			"gear_1_stabil_1",
    			"gear_1_damper",
    			"wheel_1",
    			"gear_1_damper",
    			"gear_2","",
    			"gear_2_damper",
    			"gear_2",
    			"gear_2_stabil_2_1",
    			"gear_2",
    			"gear_2_stabil_1_1",
    			"gear_2_damper",
    			"wheel_2",
    			"gear_2_damper",
    			"gear_2_piston_2","",
    			"gear_2_piston_1",
    			"gear_2",
    			"gear_2_hatch_3","",
    			"gear_3","",
    			"gear_3_damper",
    			"gear_3",
    			"gear_3_stabil_2_1",
    			"gear_3",
    			"gear_3_stabil_1_1",
    			"gear_3_damper",
    			"wheel_3",
    			"gear_3_damper",
    			"gear_3_piston_2","",
    			"gear_3_piston_1",
    			"gear_3",
    			"gear_3_hatch_3","",
    			"aileron_1","",
    			"aileron_2","",
    			"rudder","",
    			"elevator","",
    			"flap_left","",
    			"flap_right","",
    			"canopy","",
    			"compass_2","canopy",
    			"display_off_1","canopy",
    			"ladder","",
    			"horizont_1","",
    			"vert_speed","",
    			"alt","",
    			"alt_2","",
    			"horizont_2","",
    			"display_off","",
    			"ind_gear","",
    			"gear_switch","",
    			"damageHide","",
    			"damageHide_Cabin","canopy",
    			"fuel","",
    			"temp_1","",
    			"temp_2","",
    			"oil","",
    			"ind_flap","",
    			"rpm","",
    			"stick_pilot","",
    			"stick_copilot","",
    			"lever_pilot","",
    			"lever_copilot","",
    			"throttle_pilot","lever_pilot",
    			"throttle_switch_pilot","lever_pilot",
    			"PositionLights","",
    			"CollisionLight_Red","",
    			"CollisionLight_white","",
    			"CollisionLight_green","",
    			"Pitch","",
    			"Yaw","",
    			"roll","",
    			"lights","",
    			"light_L","",
    			"Light_R","",
    			"Light_wing_R","",
    			"Light_wing_L","",
    			
    			
    
    		
            }; 
        };
    }; // ************* Close Skeleton
    //************* Open Model
    class Rotation;
    class CfgModels
    {
        class Plane;
        class BRAF_A29A: Plane
        {
            skeletonName = "BRAF_A29Skeleton";
            sectionsInherit="";
            sections[] = {"skin","vrtule","vrtule staticka","vrtule blur","aileron_1","aileron_2","rudder","elevator","Light_wing_L","Light_wing_R","zasleh","zbytek","sklo predni L","camo1","podsvit pristroju","Light_L",
    			"Light_R",
    			"Light_L_hitpoint",
    			"Light_R_hitpoint"};
    		
            class Animations
            {
    			
                class Wheel1 
                { 
                    type = "rotation"; 
                    source = "wheel"; 
                    selection = "wheel_1"; 
                    axis = "axis_wheel_1"; 
                    memory = 1; 
                    sourceAddress = "loop"; 
                    minValue = 0.00; 
                    maxValue = 1.00; 
                    angle0 = "rad 0";  
                    angle1 = "rad +360"; 
                }; 
                class Wheel2: Wheel1 
                { 
                    selection = "wheel_2"; 
                    axis = "axis_wheel_2"; 
                    angle0 = "rad 0";  
                    angle1 = "rad +360"; 
                }; 
                class Wheel3: Wheel1 
                { 
                    selection = "wheel_3"; 
                    axis = "axis_wheel_3"; 
                    angle0 = "rad 0";  
                    angle1 = "rad +360"; 
                }; 
                
    			class AileronL: Rotation
    			{
    				type="rotation";
    				source="aileron";
    				selection="aileron_1";
    				axis="aileron_1_axis";
    				minValue=-1.000000;
    				maxValue=1.000000;
    				angle0=-0.436332;
    				angle1=0.523599;
    			};
    			class AileronR: AileronL
    			{
    				selection="aileron_2";
    				axis="aileron_2_axis";
    				angle0=-0.523599;
    				angle1=0.436332;
    			};
    			class Rudder: Rotation
    			{
    				type="rotation";
    				source="rudder";
    				selection="rudder";
    				axis="rudder_axis";
    				minValue=-1.000000;
    				maxValue=1.000000;
    				angle0=-0.375246;
    				angle1=0.375246;
    			};
    			class Elevator: Rotation
    			{
    				type="rotation";
    				source="elevator";
    				selection="elevator";
    				axis="elevator_axis";
    				minValue=-1.000000;
    				maxValue=1.000000;
    				angle0=-0.499164;
    				angle1=0.499164;
    			};
    			class Gear_1: Rotation
    			{
    				type="rotation";
    				source="Gear";
    				selection="Gear_1";
    				axis="Gear_1_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=0.600000;
    				angle0=0.000000;
    				angle1=1.790796;
    			};
    			class gear_1_Steering: Rotation
    			{
    				type="rotation";
    				source="noseWheelTurn";
    				selection="gear_1_Steering";
    				axis="gear_1_steer_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=-1.000000;
    				maxValue=1.000000;
    				angle0=0.349066;
    				angle1=-0.349066;
    			};
    			class gear_1_hatch_1: Gear_1
    			{
    				selection="gear_1_hatch_1";
    				axis="gear_1_hatch_1_axis";
    				minValue=0.000000;
    				maxValue=0.600000;
    				angle0=0.000000;
    				angle1=1.600000;
    			};
    			class gear_1_hatch_2: Gear_1
    			{
    				selection="gear_1_hatch_2";
    				axis="gear_1_hatch_2_axis";
    				minValue=0.600000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=1.599000;
    			};
    			class gear_1_piston_2: Gear_1
    			{
    				selection="gear_1_piston_2";
    				axis="gear_1_piston_2_axis";
    				minValue=0.000000;
    				maxValue=0.570000;
    				angle0=0.000000;
    				angle1=-1.055924;
    			};
    			class gear_1_piston_1: Gear_1
    			{
    				selection="gear_1_piston_1";
    				axis="gear_1_piston_1_axis";
    				minValue=0.100000;
    				maxValue=0.600000;
    				angle0=0.000000;
    				angle1=0.418879;
    			};
    			class gear_1_damper: Rotation
    			{
    				type="translation";
    				source="altRadar";
    				selection="gear_1_damper";
    				axis="gear_1_damper_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				offset0=0.000000;
    				offset1=-0.250000;
    			};
    			class gear_1_stabil_1: Rotation
    			{
    				type="rotation";
    				source="altRadar";
    				selection="gear_1_stabil_1";
    				axis="gear_1_stabil_1_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;				
    				angle1=0.261799;
    			};
    			class gear_1_stabil_2: gear_1_stabil_1
    			{
    				selection="gear_1_stabil_2";
    				axis="gear_1_stabil_2_axis";
    				angle1=-0.261799;
    			};
    			class Gear_2: Rotation
    			{
    				type="rotation";
    				source="Gear";
    				selection="Gear_2";
    				axis="Gear_2_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=1.456077;
    			};
    		
    			class gear_2_hatch_3: Gear_2
    			{
    				selection="gear_2_hatch_3";
    				axis="gear_2_hatch_3_axis";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=1.455000;
    			};
    			class gear_2_piston_2: Gear_2
    			{
    				selection="gear_2_piston_2";
    				axis="gear_2_piston_2_axis";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=0.900000;
    			};
    			class gear_2_piston_1: Gear_2
    			{
    				selection="gear_2_piston_1";
    				axis="gear_2_piston_1_axis";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=1.000999;
    			};
    			class Gear_2_damper: Rotation
    			{
    				type="translation";
    				source="altRadar";
    				selection="Gear_2_damper";
    				axis="Gear_2_damper_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				offset0=0.500000;
    				offset1=0.000000;
    			};
    			class gear_2_stabil_1_1: Rotation
    			{
    				type="rotation";
    				source="altRadar";
    				selection="gear_2_stabil_1_1";
    				axis="gear_2_stabil_1_1_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=-0.700000;				
    				angle1=0.261799;
    			};
    			class gear_2_stabil_2_1: gear_2_stabil_1_1
    			{
    				selection="gear_2_stabil_2_1";
    				axis="gear_2_stabil_2_1_axis";
    				angle1=+0.261799;
    			};
    
    	
    			class Gear_3: Rotation
    			{
    				type="rotation";
    				source="Gear";
    				selection="Gear_3";
    				axis="Gear_3_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=-1.456077;
    			};
    	
    			class gear_3_hatch_3: Gear_3
    			{
    				selection="gear_3_hatch_3";
    				axis="gear_3_hatch_3_axis";
    				memory=1;
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=-1.455000;
    			};
    			class gear_3_piston_2: Gear_3
    			{
    				selection="gear_3_piston_2";
    				axis="gear_3_piston_2_axis";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=-0.940000;
    			};
    			class gear_3_piston_1: Gear_3
    			{
    				selection="gear_3_piston_1";
    				axis="gear_3_piston_1_axis";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=0.000000;
    				angle1=1.000999;
    			};
    			class Gear_3_damper: Rotation
    			{
    				type="translation";
    				source="altRadar";
    				selection="Gear_3_damper";
    				axis="Gear_3_damper_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				offset0=-0.500000;
    				offset1=0.000000;
    			};
    			class gear_3_stabil_1_1: Rotation
    			{
    				type="rotation";
    				source="altRadar";
    				selection="gear_3_stabil_1_1";
    				axis="gear_3_stabil_1_1_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=1.000000;
    				angle0=-0.700000;				
    				angle1=0.265799;
    			};
    			class gear_3_stabil_2_1: gear_3_stabil_1_1
    			{
    				selection="gear_3_stabil_2_1";
    				axis="gear_3_stabil_2_1_axis";
    				angle1=+0.261799;
    			};
    
    			class Flap_Right
    			{
    				type = "rotation";
    				source = "flap";
     				selection = "flap_right";
    				axis = "flap_right_axis";
    				memory = true; 
    				sourceAddress = "clamp";
    				minValue = 0;
    				maxValue = 1;
    				angle0 = "0"; 
    				angle1 = "rad 30";
       			};
    			
       			class Flap_Left
    			{
    				type = "rotation";
    				source = "flap";
     				selection = "flap_left";
    				axis = "flap_left_axis";
    				memory = true; 
    				sourceAddress = "clamp";
    				minValue = 0;
    				maxValue = 1;
    				angle0 = "0"; 
    				angle1 = "rad -30";
       			};
    			
    			
    			class Prop
    			{
    				type = "rotation";
    				source = "rotor";
    				selection = "vrtule";
    				axis = "osa vrtule";
    				angle0 = 0;
    				angle1 = 2 * 3.1415;
    			};
    			class Prop_Blur
    			{
    				type = "rotation";
    				source = "rotor";
    				selection = "vrtule blur";
    				axis = "osa vrtule";
    				angle0 = 0;
    				angle1 = 2 * 3.1415;
    			};
    	
    			class Ladder: Rotation
    			{
    				type="rotation";
    				source="cabin";
    				selection="ladder";
    				axis="ladder_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=10.000000;
    				maxValue=12.000000;
    				angle0=0.000000;
    				angle1=-1.550000;
    			};
    			
    			class canopy: Rotation
    			{
    				type="rotation";
    				source="cabin";
    				selection="canopy";
    				axis="canopy_axis";
    				memory=1;
    				sourceAddress="clamp";
    				minValue=0.000000;
    				maxValue=8.000000;
    				angle0=-1.326450;
    				angle1=0.000000;
    			};
    			
    			class display_on
    			{
    				type="hide";
    				source="rpm";
    				selection="display_off";
    				minValue=-0.5;
    				maxValue=0.5;
    				hidevalue=0.9;
    				sourceAddress="clamp";
    			};
    			
    				class display_on_1
    			{
    				type="hide";
    				source="rpm";
    				selection="display_off_1";
    				minValue=-0.5;
    				maxValue=0.5;
    				hidevalue=0.9;
    				sourceAddress="clamp";
    			};
    			
    			class damageHide
    			{
    				type="hide";
    				source="damage";
    				selection="damageHide";
    			};
    			class IndicatorCompass: Rotation
    			{
    				type="rotation";
    				source="direction";
    				selection="compass_1";
    				axis="compass_1_axis";
    				minValue=-3.141593;
    				maxValue=3.141593;
    				angle0=0;
    				angle1="-rad 360";
    			};
    			class IndicatorCompass2: IndicatorCompass
    			{
    				source="direction";
    				selection="compass_2";
    				axis="compass_2_axis";
    				minValue=-3.141593;
    				maxValue=3.141593;
    				angle0=0;
    				angle1="-rad 360";
    			};
    
    			class Gear_switch: Rotation
                {
                    type="rotation";
                    source="gear";
                    selection="gear_switch";
                    axis="gear_switch_axis";
                    memory=1;
                    minValue=0.5;
                    maxValue=1;
                    angle0=0.500000;
                    angle1=-0.300000;
                };
    			
    			class ind_gear
                {
                    type="hide";
                    source="gear";
                    selection="ind_gear";
                    minValue=0.0;
                    maxValue=0.2;
                    hidevalue=0.19;
                    sourceAddress="mirror";    
                };
    			
    			 class HorizonDive
                {
                    type="rotationX";
                    source="horizondive";
                    selection="horizont_1";
                    axis="horizont_1_axis";
                    memory=0;
                    minValue="rad -90";
                    maxValue="rad 90";
                    angle0=-1.570796;
                    angle1=1.570796;
                };
    			
    			 class HorizonBank
                {
                    type="rotationZ";
                    source="horizonBank";
                    selection="horizont_1";
                    axis="";
                    memory=0;
                    minValue=-6.283190;
                    maxValue=6.283190;
                    angle0=-6.283185;
                    angle1=6.283185;
                };
    			class IndicatorVertSpeed: Rotation
                {
    				type="rotation";
                    source="vertSpeed";
                    selection="vert_speed";
                    axis="osa_vert_speed";
                    memory=0;
                    minValue=-30;
                    maxValue=30;
                    angle0="rad -165";
                    angle1="rad +165";
                };
    			
    			class IndicatorAltRadar: Rotation
                {
    				type="rotation";
                    source="altRadar";
                    sourceAddress="loop";
                    selection="alt";
                    axis="osa_alt";
                    memory=0;
    				minValue=0;
                    maxValue=304;
    				angle0="rad 0";
                    angle1="rad 360";
                };
    			
    			class IndicatorAltRadar_2: Rotation
                {
                    type="rotation";
                    source="altRadar";
                    sourceAddress="loop";
                    selection="alt_2";
                    axis="osa_alt";
                    memory=0;
    				minValue=0;
                    maxValue=3040;
    				angle0="rad 0";
                    angle1="rad 360";
                };
    			
    			class HorizonBank_2
                {
                    type="rotationZ";
                    source="horizonBank";
                    selection="horizont_2";
                    axis="osa_horizont_2";
                    memory="false";
                    minValue="rad -360";
                    maxValue="rad +360";
                    angle0="rad -360";
                    angle1="rad +360";
                };
    			
    			class HorizonDive_2
                {
                    type="rotationX";
                    source="horizonDive";
                    selection="horizont_2";
                    axis="osa_horizont_2";
                    memory=1;
                    minValue="rad -360";
                    maxValue="rad +360";
                    angle0="rad -360";
                    angle1="rad +360";
                };
    			
    			class fuel
    			{
    				type="rotationZ";
    				source="fuel";
    				selection="fuel";
    				axis="osa_fuel";
    				memory=1;
    				minValue=0;
    				maxValue=1;
    				angle0="rad -113";
    				angle1="rad +75";
    			};
    			
    			class temp_1
    			{
    				type="rotationZ";
    				source="rpm";
    				selection="temp_1";
    				axis="osa_temp_1";
    				memory=1;
    				minValue=0;
    				maxValue=1;
    				angle0="rad -60";
    				angle1="rad +140";
    			};
    			
    			class rpm
    			{
    				type="rotationZ";
    				source="rpm";
    				selection="rpm";
    				axis="osa_rpm";
    				memory=1;
    				minValue=0;
    				maxValue=1;
    				angle0="rad -60";
    				angle1="rad +180";
    			};
    			
    			 class oil
                {
                    type="translation";
                    source="rpm";
                    selection="oil";
                    axis="osa_oil";
                    memory=1;
                    minValue=0;
                    maxValue=1;
                    offset0=0;
                    offset1=1;
                    sourceAddress="clamp";
                };
                
                class temp_2
                {
                    type="translation";
                    source="rpm";
                    selection="temp_2";
                    axis="osa_temp_2";
                    memory=1;
                    minValue=0;
                    maxValue=1;
                    offset0=0;
                    offset1=1;
                    sourceAddress="clamp";
                };
    			 class ind_flap
                {
                    type="hide";
                    source="flap";
                    selection="ind_flap";
                    minValue=-0.5;
                    maxValue=0.5;
                    hidevalue=0.9;
                    sourceAddress="clamp";
                };
    			
    			class ind_pitch
                {
                    type="translation";
                    source="horizondive";
                    selection="pitch";
    				axis="osa_pitch";
                    memory=1;
                    minValue=-0.5;
                    maxValue=0.5;
    				offset0=0.5;
                    offset1=-0.5;
                    sourceAddress="clamp";
                };
    			
    			class ind_yaw
                {
                    type="translation";
                    source="rudder";
                    selection="yaw";
    				axis="osa_yaw";
                    memory=1;
                    minValue=-0.5;
                    maxValue=0.5;
    				offset0=-0.5;
                    offset1=0.5;
                    sourceAddress="clamp";
                };
    			
    			class ind_roll
                {
                    type="rotationz";
                    source="horizonBank";
                    selection="roll";
    				axis="osa_roll";
                    memory=1;
                    minValue=-0.5;
                    maxValue=0.5;
    				angle0="rad +11";
    				angle1="rad -11";
                };
    			class damageHide_Cabin:damageHide
    			{
    				selection="damageHide_Cabin";
    			};			
    			class HideGear_1: damageHide
    			{
    				selection="Gear_1";
    			};
    			class HideGear_1_damper: damageHide
    			{
    				selection="gear_1_damper";
    			};
    			class HideGear_1_hatch_1: damageHide
    			{
    				selection="gear_1_hatch_1";
    			};
    			class HideGear_1_hatch_2: damageHide
    			{
    				selection="gear_1_hatch_2";
    			};
    			class HideGear_1_piston_1: damageHide
    			{
    				selection="gear_1_piston_1";
    			};
    			class HideGear_1_piston_2: damageHide
    			{
    				selection="gear_1_piston_2";
    			};
    			class HideGear_1_stabil_1: damageHide
    			{
    				selection="gear_1_stabil_1";
    			};
    			class HideGear_1_stabil_2: damageHide
    			{
    				selection="gear_1_stabil_2";
    			};
    			class HideGear_1_Steering: damageHide
    			{
    				selection="gear_1_Steering";
    			};
    			class HideGear_2: damageHide
    			{
    				selection="gear_2";
    			};
    			class HideGear_2_damper: damageHide
    			{
    				selection="gear_2_damper";
    			};
    			
    			class HideGear_2_hatch_3: damageHide
    			{
    				selection="Gear_2_hatch_3";
    			};
    			class HideGear_2_piston_1: damageHide
    			{
    				selection="gear_2_piston_1";
    			};
    			class HideGear_2_piston_2: damageHide
    			{
    				selection="gear_2_piston_2";
    			};
    			class HideGear_2_stabil_1_1: damageHide
    			{
    				selection="gear_2_stabil_1_1";
    			};
    			
    			class HideGear_2_stabil_2_1: damageHide
    			{
    				selection="gear_2_stabil_2_1";
    			};
    			
    			class HideGear_3: damageHide
    			{
    				selection="gear_3";
    			};
    			class Hidegear_3_damper: damageHide
    			{
    				selection="gear_3_damper";
    			};
    			class Hidegear_3_hatch_1: damageHide
    			{
    				selection="gear_3_hatch_1";
    			};
    		
    			class Hidegear_3_hatch_3: damageHide
    			{
    				selection="gear_3_hatch_3";
    			};
    			class Hidegear_3_piston_1: damageHide
    			{
    				selection="gear_3_piston_1";
    			};
    			class Hidegear_3_piston_2: damageHide
    			{
    				selection="gear_3_piston_2";
    			};
    			class Hidegear_3_stabil_1_1: damageHide
    			{
    				selection="gear_3_stabil_1_1";
    			};
    			
    			class Hidegear_3_stabil_2_1: damageHide
    			{
    				selection="gear_3_stabil_2_1";
    			};
    			
    			class HideLadder: damageHide
    			{
    				selection="ladder";
    			};
    
    			class HideCanopy: damageHide
    			{
    				selection="canopy";
    			};
     			
    			class PositionLights
    			{
    				type = hide;
    				source = collisionLights;
    				selection = "PositionLights";
    				minValue = 0.0;
    				maxValue = 1.0;
    				hideValue = 0.0;
    				unHideValue = 0.5;
    			};
     			class CollisionLight_blinking_Red: PositionLights
    			{
    				source = CollisionLightRed_source;
    				selection = "CollisionLight_Red";
    			};
     			class CollisionLight_White_blinking: PositionLights
    			{
    				source = CollisionLightWhite_source;
    				selection = "CollisionLight_White";
    			};
    			class CollisionLight_green_blinking: PositionLights
    			{
    				source = CollisionLightWhite_source;
    				selection = "CollisionLight_green";
    			};
    			
    			class FormationLights
    			{
    				type="hide";
    				hideValue=0;
    				minValue=0;
    				maxValue=1;
    				minPhase=0;
    				maxPhase=1;
    				source="user";
    				sourceAddress=0;
    				selection="formationlights";
    			};
    			
    			//class Lights
    			//{
    				//type = hide;
    				//source = lightOn;
    				//selection = "Light_L";
    				//minValue = 0.0;
    				//maxValue = 1.0;
    				//hideValue = 0.0;
    				//unHideValue = 1.0;
    			//};
    ///***********************************************************movement of pilot and copilot sticks *********************************************************///
    
    				class Stick_Pilot_Bank
                {
                    type="rotation";
                    axis="stick_pilot_bank_axis";
                    source="aileron";
                    selection="stick_pilot";
                    minValue="rad -360";
                    maxValue="rad 360";
                    angle0="rad -44";
                    angle1="rad 44";
                };
    			
    			 class Stick_Pilot_Dive
                {
                    type="rotation";
                    axis="stick_pilot_dive_axis";
                    source="elevator";
                    selection="stick_pilot";
                    minValue="rad -360";
                    maxValue="rad 360";
                    angle0="rad -44";
                    angle1="rad 44";
                };
    
            }; 
        }; 
    };

    Config.cfg more or less

    class Plane;
     class Plane_Base_F: Plane
     {
     
     };
      class Plane_Fighter_03_base_F: Plane_Base_F{
       class AnimationSources;
      };
    
    
     ///============================SUPER TUCANO=================================///
     
    	class BRAF_A29_BASE:  Plane_Fighter_03_base_F 
    	{
    		_generalmacro = "BRAF_A29_BASE";
    		scope = 0
    		side = 2;
    		faction = "BRAF";
    		vehicleClass = BRAF_Air;
    		simulation = "airplanex";
    		crew = "I_pilot_F";
    		acceleration = 300;
    		accuracy = 0.2;
    		aileronsensitivity = 1;
    		armor = 60;
    		armorstructured = 1;
    		attenuationeffecttype = "HeliAttenuation";
    		author = "BRAF TEAM";
    		driverlefthandanimname = "lever_pilot";
    		driverleftleganimname = "";
    		driverrighthandanimname = "stick_pilot";
    		driverrightleganimname = "";
    		damageresistance = 0.004;
    		destrtype = "DestructWreck";
    		displayname = "A-29 Super Tucano";
    		driveoncomponent[] = {"wheel_1", "wheel_2", "wheel_3"};
    		driveraction = "A29_Pilot";
    		elevatorsensitivity = 0.8;
    		envelope[] = {0, 0.15, 1.1, 3, 5, 5.83, 6, 5.85, 5.5, 4.8, 3.6, 1.8, 0}; 
    		flapsfrictioncoef = 0.32;
    		gunaimdown = 0.03;
    		headaimdown = 0;
    		hiddenselections[] = {"camo1"};
    		icon = "\braf_air\BRAF_A29\data\UI\map_a29_supertucano_ca.paa";
    		incomingmissiledetectionsystem = 16;
    		irscanrangemax = 5000;
    		irscanrangemin = 500;
    		irscantoeyefactor = 2;
    		landingaoa = "rad 10";
    		landingspeed = 180;
    		laserscanner = 1;
    		lockdetectionsystem = 8;
    		maxspeed = 690;
    		memorypointlrocket = "Rocket_1";
    		memorypointrrocket = "Rocket_2";
    		minfiretime = 30;
    		model = "\braf_air\BRAF_A29\BRAF_A29.p3d";
    		picture = "\braf_air\BRAF_A29\data\UI\picture_a29supertucanoside_ca.paa";
    		sounddammage[] = {"", 0.562341, 1};
    		soundengineoffext[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1shut.wss", 1.77828, 1, 500};
    		soundengineoffint[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1shut.wss", 1, 1};
    		soundengineonext[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1strt.wss", 1.77828, 1, 500};
    		soundengineonint[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn1strt.wss", 1, 1};
    		soundgetin[] = {"A3\Sounds_F\air\Plane_Fighter_03\getin", 0.562341, 1};
    		soundgetout[] = {"A3\Sounds_F\air\Plane_Fighter_03\getout", 0.562341, 1, 40};
    		soundincommingmissile[] = {"\A3\Sounds_F\weapons\Rockets\locked_3", 0.1, 1.5};
    		soundlocked[] = {"\A3\Sounds_F\weapons\Rockets\locked_1", 0.1, 1};
    		soundGearUp[] = {"A3\Sounds_F_EPC\CAS_01\gear_up", 0.794328, 1.000000, 150};
    		soundGearDown[] = {"A3\Sounds_F_EPC\CAS_01\gear_down", 0.794328, 1.000000, 150};
    		soundFlapsUp[] = {"A3\Sounds_F_EPC\CAS_01\Flaps_Up", 0.630957, 1.000000, 100};
    		soundFlapsDown[] = {"A3\Sounds_F_EPC\CAS_01\Flaps_Down", 0.630957, 1.000000, 100};
    		threat[] = {1, 1, 1};
    		viewdrivershadowamb = 0.5;
    		viewdrivershadowdiff = 0.5;
    		selectionRotorStill = "vrtule"; 
    		selectionRotorMove = "vrtule blur"; 
    		gunbeg[] = {"z_gunL_muzzle", "z_gunR_muzzle"};
    		gunend[] = {"z_gunL_chamber", "z_gunR_chamber"};
    		memorypointgun[] = {"z_gunL_muzzle", "z_gunR_muzzle"};
    		memoryPointCM[] = {"flare_launcher1","flare_launcher2"};
    		memoryPointCMDir[] = {"flare_launcher1_dir","flare_launcher2_dir"};
    		weapons[] = {"BRAF_master_arm_safe","BRAF_M3", "CMFlareLauncher"};
    		magazines[] = {"500Rnd_127x99_mag", "120Rnd_CMFlare_Chaff_Magazine"}; 
    		
    		class AnimationSources: AnimationSources 
    		{
    	
    			class FormationLights{
    				source = "user";
    				animPeriod = 0.001;
    				initPhase = 0;
    			};
    		
    			class Lights_source {
    				reflector = "Left";
    				source = "reflector";
    			};
    		
    			class CollisionLightRed_source {
    				markerlight = "CollisionRed";
    				source = "MarkerLight";
    			};
    			class CollisionLightWhite_source {
    				markerlight = "CollisionWhite";
    				source = "MarkerLight";
    			};
    			class CollisionLightgreen_source {
    				markerlight = "Collisiongreen";
    				source = "MarkerLight";
    			};
    		
    			class AddScalpel {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddAsraam_out {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddAsraam_mid {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddMk82 {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddGbu12 {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddZephyr {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class AddDar {
    				animperiod = "1e-006";
    				initphase = 0;
    				source = "user";
    			};
    			class Muzzle_flash {
    				source = "ammorandom";
    				weapon = "BRAF_M3";
    			};
    			
    			
    		};
    		
    		class UserActions
    			{	
    				class FormationON
    				{
    					displayName = "Formation lights on";
    					displayNameDefault = "Formation lights on";
    					position = "zamerny";
    					radius = 1;
    					onlyForPlayer = "true";
    					condition = "(player==driver this OR player==gunner this)and(this animationphase ""FormationLights"" != 1)";
    					statement = "this animate [""FormationLights"",1];";
    					showWindow = 0;
    					priority = -1;
    				};
    				class FormationOFF
    				{
    					displayName = "Formation lights off";
    					displayNameDefault = "Formation lights off";
    					position = "zamerny";
    					radius = 1;
    					onlyForPlayer = "true";
    					condition = "(player==driver this OR player==gunner this)and(this animationphase ""FormationLights"" != 0)";
    					statement = "this animate [""FormationLights"",0];";
    					showWindow = 0;
    					priority = -1;
    				};
    		    };
    	
    	 ///============================PIP=================================///
    	 
    		class RenderTargets{
                class LeftMirror
                {
                    renderTarget = "rendertarget0";
    					class CameraView1
    					{
    						pointPosition           = "PIP0_pos";   /// memory point of PiP origin
    						pointDirection          = "PIP0_dir";   /// memory point of PiP direction
    						renderQuality           = 2;                    /// what quality should the PiP be
    						renderVisionMode        = 0;                    /// zero means standard vision
    						fov                             = 0.7;                  /// what is the angle of the PiP field of view
    					};                     
    			};
                class RightMirror      
                {
    				renderTarget = "rendertarget1";
                       class CameraView1
                        {
    						pointPosition           = "PIP1_pos";
                            pointDirection          = "PIP1_dir";
                            renderQuality           = 2;
                            renderVisionMode        = 0;
                             fov                             = 0.7;                                 
                        };                     
                };
            };	
    	
    		class HitPoints
    		{
    			class HitLGlass {
    				armor = 0.5;
    				convexcomponent = "sklo predni L";
    				explosionshielding = 1;
    				material = 51;
    				name = "sklo predni L";
    				passthrough = 0;
    				visual = "sklo predni L";
    			};
    		class HitHull {
    				armor = 1;
    				material = 50;
    				name = "trup";
    				passthrough = 1;
    				visual = "trup";
    			};
    		};
    		class Exhausts {
    			class Exhaust01 {
    				direction = "exhaust1_dir";
    				effect = "ExhaustEffectHeli";
    				position = "exhaust1";
    			};
    			class Exhaust02 {
    				direction = "exhaust2_dir";
    				effect = "ExhaustEffectHeli";
    				position = "exhaust2";
    			};
    		};	
    		class Turrets {
    		};
    		class TransportItems {
    		};
    		class WingVortices {
    			class WingTipLeft {
    				effectname = "WingVortices";
    				position = "body_vapour_L_E";
    			};
    			class WingTipRight {
    				effectname = "WingVortices";
    				position = "body_vapour_R_E";
    			};
    			class BodyLeft {
    				effectname = "BodyVortices";
    				position = "body_vapour_L_S";
    			};
    			class BodyRight {
    				effectname = "BodyVortices";
    				position = "body_vapour_R_S";
    			};
    		};
    		class Sounds {
    			class EngineLowOut {
    				frequency = "1.0 min (rpm + 0.5)";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn21", 2.51189, 1, 1200};
    				volume = "camPos*2*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])";
    			};
    			class EngineHighOut {
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn23", 2.51189, 1.2, 1400};
    				volume = "camPos*4*(rpm factor[0.5, 1.1])*(rpm factor[1.1, 0.5])";
    			};
    			class ForsageOut {
    				cone[] = {3.14, 3.92, 2, 0.5};
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn22", 1.77828, 0.99, 1700};
    				volume = "engineOn*camPos*(thrust factor[0.6, 1.0])";
    			};
    			class WindNoiseOut {
    				frequency = "(0.1+(1.2*(speed factor[1, 150])))";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\c4wind4", 0.562341, 1, 150};
    				volume = "camPos*(speed factor[1, 150])";
    			};
    			class EngineLowIn {
    				frequency = "1.0 min (rpm + 0.5)";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn21", 1, 1};
    				volume = "(1-camPos)*((rpm factor[0.7, 0.1])*(rpm factor[0.1, 0.7]))";
    			};
    			class EngineHighIn {
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn23", 1, 1.2};
    				volume = "(1-camPos)*(rpm factor[0.85, 1.0])";
    			};
    			class ForsageIn {
    				frequency = 1;
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\xcarfltn22", 1, 1};
    				volume = "(1-camPos)*(engineOn*(thrust factor[0.6, 1.0]))";
    			};
    			class WindNoiseIn {
    				frequency = "(0.1+(1.2*(speed factor[1, 150])))";
    				sound[] = {"braf_air\BRAF_A29\Data\Sounds\c4wind4", 0.501187, 1};
    				volume = "(1-camPos)*(speed factor[1, 150])";
    			};
    		};
    	
    		class MarkerLights {
    			class PositionRed {
    				activelight = 0;
    				brightness = 0.01;
    				ambient[] = {0.08, 0, 0};
    				blinking = 0;
    				color[] = {0.8, 0, 0};
    				daylight = 1;
    				drawlight = 1;
    				drawlightcentersize = 0.04;
    				drawlightsize = 0.15;
    				intensity = 75;
    				name = "cerveny pozicni";
    				useflare = 0;
    			};
    			class PositionGreen: PositionRed {
    				ambient[] = {0, 0.08, 0};
    				color[] = {0, 0.8, 0};
    				name = "zeleny pozicni";
    			};
    			class PositionWhite: PositionRed {
    				ambient[] = {0.1, 0.1, 0.1};
    				color[] = {1, 1, 1};
    				drawlightsize = 0.2;
    				name = "bily pozicni";
    			};
    			class CollisionRed: PositionRed {
    				ambient[] = {0.09, 0.015, 0.01};
    				blinking = 1;
    				blinkingpattern[] = {0.2, 1.3};
    				blinkingpatternguarantee = 0;
    				color[] = {0.9, 0.15, 0.1};
    				drawlightcentersize = 0.08;
    				drawlightsize = 0.25;
    				name = "cerveny pozicni blik";
    			};
    			class CollisionWhite: PositionRed {
    				ambient[] = {0.1, 0.1, 0.1};
    				blinking = 1;
    				blinkingpattern[] = {0.1, 0.9};
    				blinkingpatternguarantee = 0;
    				color[] = {1, 1, 1};
    				drawlightcentersize = 0.04;
    				drawlightsize = 0.2;
    				name ="bily pozicni blik";
    			};
    		};
    		
    	
    	
    		class Reflectors {
    			class Light_Left {
    				color[] = {7000, 7500, 10000, 1}; 	
    				ambient[] = {100, 100, 100};
    				position = "Light_L";				
    				direction = "Light_L_end";			
    				hitpoint = "Light_L";				
    				selection = "Light_L";				
    				innerAngle = 20;					
    				outerAngle = 180;					
    				coneFadeCoef = 10;			
    				intensity = 50;						
    				useFlare = true;					
    				dayLight = false;					
    				FlareSize = 1;						
    				size = 1;							
    				class Attenuation					
    				{
    					start = 1;						
    					constant = 0;					
    					linear = 0;						
    					quadratic = 4;					
    					
    					hardLimitStart = 150;			
    					hardLimitEnd = 300;					
    				};
    			};			
    		
    			class Light_right: Light_left{
    				direction = "Light_R_end";
    				hitpoint = "Light_R";
    				position = "Light_R";
    				selection = "Light_R";
    			};
    		
    			class Light_wing_left: Light_left {
    				direction = "Light_wing_L_end";
    				hitpoint = "Light_wing_L";
    				position = "Light_wing_L";
    				selection = "Light_wing_L";
    			
    			};
    			
    			class Light_wing_right: Light_left {
    				direction = "Light_wing_R_end";
    				hitpoint = "Light_wing_R";
    				position = "Light_wing_R";
    				selection = "Light_wing_R";
    			};		
    	    };
    		
    		class Damage {
    			mat[] = {"braf_air\BRAF_A29\Data\a29_body.rvmat",
    				"braf_air\BRAF_A29\Data\a29_body_damage.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_body_destruct.rvmat", 
    			
    				"braf_air\BRAF_A29\Data\a29_glasspit.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_glasspit_damage.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_glasspit_destruct.rvmat", 
    			
    				"braf_air\BRAF_A29\Data\a29_glasspit_in.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_glasspit_in_damage.rvmat",
    				"braf_air\BRAF_A29\Data\a29_glasspit_in_damage.rvmat", 	
    
    				"braf_air\BRAF_A29\Data\a29_cockpit.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_cockpit_damage.rvmat", 
    				"braf_air\BRAF_A29\Data\a29_cockpit_destruct.rvmat", 
    			};
    		};
    		
    		tex[] = {};
    	
    		class MFD {
    		
    			class AirplaneHUD {
    				borderbottom = 0;
    				borderleft = 0;
    				borderright = 0;
    				bordertop = 0;
    				bottomleft = "HUD LD";
    				color[] = {0, 1, 0, 0.1};
    				enableparallax = 0;
    				topleft = "HUD LH";
    				topright = "HUD PH";
    				
    				class Pos10Vector {
    					pos0[] = {0.50, 0.305};
    					pos10[] = {1.31, 1.185};
    					type = "vector";
    				};
    				class Bones {
    			
    					class PlaneW {
    						pos[] = {0.50, 0.375};
    						type = "fixed";
    					};
    				
    					class SpeedNumber {
    						pos[] = {0.17, 0.375};
    						type = "fixed";
    					};
    				
    					class AltNumber {
    						pos[] = {0.089, 0.375};
    						type = "fixed";
    					};
    				
    					class AltRNumber {
    						pos[] = {0.94, 0.675};
    						type = "fixed";
    					};
    					
    					class RText {
    						pos[] = {0.72, 0.675};
    						type = "fixed";
    					};
    					
    					class DGFTText {
    						pos[] = {0.15, 0.75};
    						type = "fixed";
    					};
    					
    					class HeadingNumber {
    						pos[] = {-0.29, 0.00};
    						type = "fixed";
    					};
    					
    					//class GNumber {
    						//pos[] = {0.1, 0.00};
    						//type = "fixed";
    					//};
    					class Target: Pos10Vector {
    						source = "target";
    					};
    					class Velocity: Pos10Vector {
    						pos0[] = {0.5, 0.305};
    						pos10[] = {1.3, 1.185};
    						source = "velocity";
    						type = "vector";
    					};
    					class ILS_H {
    						pos0[] = {0.5, 0.305};
    						pos3[] = {0.74, 0.305};
    						type = "ils";
    					};
    					class ILS_W: ILS_H {
    						pos3[] = {0.5, 0.569};
    					};
    					class Level0: Pos10Vector {
    						angle = 0;
    						pos0[] = {0.5, 0.375};
    						pos10[] = {1.3, 1.255};
    						type = "horizon";
    					};
    					class LevelP5: Level0 {
    						angle = 5;
    					};
    					class LevelM5: Level0 {
    						angle = -5;
    					};
    					class LevelP10: Level0 {
    						angle = 10;
    					};
    					class LevelM10: Level0 {
    						angle = -10;
    					};
    					class LevelP15: Level0 {
    						angle = 15;
    					};
    					class LevelM15: Level0 {
    						angle = -15;
    					};
    					class LevelP20: Level0 {
    						angle = 20;
    					};
    					class LevelM20: Level0 {
    						angle = -20;
    					};
    					class LevelP25: Level0 {
    						angle = 25;
    					};
    					class LevelM25: Level0 {
    						angle = -25;
    					};
    					class LevelP30: Level0 {
    						angle = 30;
    					};
    					class LevelM30: Level0 {
    						angle = -30;
    					};
    					class LevelP35: Level0 {
    						angle = 35;
    					};
    					class LevelM35: Level0 {
    						angle = -35;
    					};
    					class LevelP40: Level0 {
    						angle = 40;
    					};
    					class LevelM40: Level0 {
    						angle = -40;
    					};
    					class LevelP45: Level0 {
    						angle = 45;
    					};
    					class LevelM45: Level0 {
    						angle = -45;
    					};
    					class LevelP50: Level0 {
    						angle = 50;
    					};
    					class LevelM50: Level0 {
    						angle = -50;
    					};
    				};
    				class Draw {
    					alpha = 0.4;
    					color[] = {0, 0.3, 0.05};
    					condition = "on";
    					class PlaneW {
    						clipbr[] = {1, 0};
    						cliptl[] = {0, 1};
    						points[] = {{"PlaneW", {0.05, 0}, 1}, {"PlaneW", {0.015, 0}, 1}, {}, {"PlaneW", {0, 0.05}, 1}, {"PlaneW", {0, 0.015}, 1}, {}, {"PlaneW", {-0.05, 0}, 1}, {"PlaneW", {-0.015, 0}, 1}, {}, {"PlaneW", {0, -0.05}, 1}, {"PlaneW", {0, -0.015}, 1}};
    						type = "line";
    					};
    					class PlaneHeading {
    						clipbr[] = {1, 0};
    						cliptl[] = {0, 1};
    						points[] = {{"Velocity", {0, -0.022}, 1}, {"Velocity", {0.014, -0.0154}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0.014, 0.0154}, 1}, {"Velocity", {0, 0.022}, 1}, {"Velocity", {-0.014, 0.0154}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {-0.014, -0.0154}, 1}, {"Velocity", {0, -0.022}, 1}, {}, {"Velocity", {0.04, 0}, 1}, {"Velocity", {0.02, 0}, 1}, {}, {"Velocity", {-0.04, 0}, 1}, {"Velocity", {-0.02, 0}, 1}, {}, {"Velocity", {0, -0.044}, 1}, {"Velocity", {0, -0.022}, 1}, {}};
    						type = "line";
    					};
    					class Horizont {
    						clipbr[] = {1, 1};
    						cliptl[] = {0, 0};
    						class Dimmed {
    							class Level0 {
    								points[] = {{"Level0", {-0.2, 0}, 1}, {"Level0", {-0.05, 0}, 1}, {}, {"Level0", {0.05, 0}, 1}, {"Level0", {0.2, 0}, 1}};
    								type = "line";
    							};
    							class VALM_1_0 {
    								align = "left";
    								down[] = {"Level0", {-0.23, 0.025}, 1};
    								pos[] = {"Level0", {-0.23, -0.025}, 1};
    								right[] = {"Level0", {-0.13, -0.025}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 0;
    								type = "text";
    							};
    							class VALM_2_0: VALM_1_0 {
    								align = "right";
    								down[] = {"Level0", {0.22, 0.025}, 1};
    								pos[] = {"Level0", {0.22, -0.025}, 1};
    								right[] = {"Level0", {0.32, -0.025}, 1};
    							};
    							class LevelM5: Level0 {
    								points[] = {{"LevelM5", {-0.2, -0.03}, 1}, {"LevelM5", {-0.2, 0}, 1}, {"LevelM5", {-0.15, 0}, 1}, {}, {"LevelM5", {-0.1, 0}, 1}, {"LevelM5", {-0.05, 0}, 1}, {}, {"LevelM5", {0.05, 0}, 1}, {"LevelM5", {0.1, 0}, 1}, {}, {"LevelM5", {0.15, 0}, 1}, {"LevelM5", {0.2, 0}, 1}, {"LevelM5", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_5 {
    								align = "left";
    								down[] = {"LevelM5", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM5", {-0.23, -0.085}, 1};
    								right[] = {"LevelM5", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -5;
    								type = "text";
    							};
    							class VALM_2_5: VALM_1_5 {
    								align = "right";
    								down[] = {"LevelM5", {0.22, -0.035}, 1};
    								pos[] = {"LevelM5", {0.22, -0.085}, 1};
    								right[] = {"LevelM5", {0.32, -0.085}, 1};
    							};
    							class LevelP5: Level0 {
    								points[] = {{"LevelP5", {-0.2, 0.03}, 1}, {"LevelP5", {-0.2, 0}, 1}, {"LevelP5", {-0.05, 0}, 1}, {}, {"LevelP5", {0.05, 0}, 1}, {"LevelP5", {0.2, 0}, 1}, {"LevelP5", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_5 {
    								align = "left";
    								down[] = {"LevelP5", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP5", {-0.23, 0.035}, 1};
    								right[] = {"LevelP5", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 5;
    								type = "text";
    							};
    							class VALP_2_5: VALP_1_5 {
    								align = "right";
    								down[] = {"LevelP5", {0.22, 0.085}, 1};
    								pos[] = {"LevelP5", {0.22, 0.035}, 1};
    								right[] = {"LevelP5", {0.32, 0.035}, 1};
    							};
    							class LevelM10: Level0 {
    								points[] = {{"LevelM10", {-0.2, -0.03}, 1}, {"LevelM10", {-0.2, 0}, 1}, {"LevelM10", {-0.15, 0}, 1}, {}, {"LevelM10", {-0.1, 0}, 1}, {"LevelM10", {-0.05, 0}, 1}, {}, {"LevelM10", {0.05, 0}, 1}, {"LevelM10", {0.1, 0}, 1}, {}, {"LevelM10", {0.15, 0}, 1}, {"LevelM10", {0.2, 0}, 1}, {"LevelM10", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_10 {
    								align = "left";
    								down[] = {"LevelM10", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM10", {-0.23, -0.085}, 1};
    								right[] = {"LevelM10", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -10;
    								type = "text";
    							};
    							class VALM_2_10: VALM_1_10 {
    								align = "right";
    								down[] = {"LevelM10", {0.22, -0.035}, 1};
    								pos[] = {"LevelM10", {0.22, -0.085}, 1};
    								right[] = {"LevelM10", {0.32, -0.085}, 1};
    							};
    							class LevelP10: Level0 {
    								points[] = {{"LevelP10", {-0.2, 0.03}, 1}, {"LevelP10", {-0.2, 0}, 1}, {"LevelP10", {-0.05, 0}, 1}, {}, {"LevelP10", {0.05, 0}, 1}, {"LevelP10", {0.2, 0}, 1}, {"LevelP10", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_10 {
    								align = "left";
    								down[] = {"LevelP10", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP10", {-0.23, 0.035}, 1};
    								right[] = {"LevelP10", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 10;
    								type = "text";
    							};
    							class VALP_2_10: VALP_1_10 {
    								align = "right";
    								down[] = {"LevelP10", {0.22, 0.085}, 1};
    								pos[] = {"LevelP10", {0.22, 0.035}, 1};
    								right[] = {"LevelP10", {0.32, 0.035}, 1};
    							};
    							class LevelM15: Level0 {
    								points[] = {{"LevelM15", {-0.2, -0.03}, 1}, {"LevelM15", {-0.2, 0}, 1}, {"LevelM15", {-0.15, 0}, 1}, {}, {"LevelM15", {-0.1, 0}, 1}, {"LevelM15", {-0.05, 0}, 1}, {}, {"LevelM15", {0.05, 0}, 1}, {"LevelM15", {0.1, 0}, 1}, {}, {"LevelM15", {0.15, 0}, 1}, {"LevelM15", {0.2, 0}, 1}, {"LevelM15", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_15 {
    								align = "left";
    								down[] = {"LevelM15", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM15", {-0.23, -0.085}, 1};
    								right[] = {"LevelM15", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -15;
    								type = "text";
    							};
    							class VALM_2_15: VALM_1_15 {
    								align = "right";
    								down[] = {"LevelM15", {0.22, -0.035}, 1};
    								pos[] = {"LevelM15", {0.22, -0.085}, 1};
    								right[] = {"LevelM15", {0.32, -0.085}, 1};
    							};
    							class LevelP15: Level0 {
    								points[] = {{"LevelP15", {-0.2, 0.03}, 1}, {"LevelP15", {-0.2, 0}, 1}, {"LevelP15", {-0.05, 0}, 1}, {}, {"LevelP15", {0.05, 0}, 1}, {"LevelP15", {0.2, 0}, 1}, {"LevelP15", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_15 {
    								align = "left";
    								down[] = {"LevelP15", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP15", {-0.23, 0.035}, 1};
    								right[] = {"LevelP15", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 15;
    								type = "text";
    							};
    							class VALP_2_15: VALP_1_15 {
    								align = "right";
    								down[] = {"LevelP15", {0.22, 0.085}, 1};
    								pos[] = {"LevelP15", {0.22, 0.035}, 1};
    								right[] = {"LevelP15", {0.32, 0.035}, 1};
    							};
    							class LevelM20: Level0 {
    								points[] = {{"LevelM20", {-0.2, -0.03}, 1}, {"LevelM20", {-0.2, 0}, 1}, {"LevelM20", {-0.15, 0}, 1}, {}, {"LevelM20", {-0.1, 0}, 1}, {"LevelM20", {-0.05, 0}, 1}, {}, {"LevelM20", {0.05, 0}, 1}, {"LevelM20", {0.1, 0}, 1}, {}, {"LevelM20", {0.15, 0}, 1}, {"LevelM20", {0.2, 0}, 1}, {"LevelM20", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_20 {
    								align = "left";
    								down[] = {"LevelM20", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM20", {-0.23, -0.085}, 1};
    								right[] = {"LevelM20", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -20;
    								type = "text";
    							};
    							class VALM_2_20: VALM_1_20 {
    								align = "right";
    								down[] = {"LevelM20", {0.22, -0.035}, 1};
    								pos[] = {"LevelM20", {0.22, -0.085}, 1};
    								right[] = {"LevelM20", {0.32, -0.085}, 1};
    							};
    							class LevelP20: Level0 {
    								points[] = {{"LevelP20", {-0.2, 0.03}, 1}, {"LevelP20", {-0.2, 0}, 1}, {"LevelP20", {-0.05, 0}, 1}, {}, {"LevelP20", {0.05, 0}, 1}, {"LevelP20", {0.2, 0}, 1}, {"LevelP20", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_20 {
    								align = "left";
    								down[] = {"LevelP20", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP20", {-0.23, 0.035}, 1};
    								right[] = {"LevelP20", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 20;
    								type = "text";
    							};
    							class VALP_2_20: VALP_1_20 {
    								align = "right";
    								down[] = {"LevelP20", {0.22, 0.085}, 1};
    								pos[] = {"LevelP20", {0.22, 0.035}, 1};
    								right[] = {"LevelP20", {0.32, 0.035}, 1};
    							};
    							class LevelM25: Level0 {
    								points[] = {{"LevelM25", {-0.2, -0.03}, 1}, {"LevelM25", {-0.2, 0}, 1}, {"LevelM25", {-0.15, 0}, 1}, {}, {"LevelM25", {-0.1, 0}, 1}, {"LevelM25", {-0.05, 0}, 1}, {}, {"LevelM25", {0.05, 0}, 1}, {"LevelM25", {0.1, 0}, 1}, {}, {"LevelM25", {0.15, 0}, 1}, {"LevelM25", {0.2, 0}, 1}, {"LevelM25", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_25 {
    								align = "left";
    								down[] = {"LevelM25", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM25", {-0.23, -0.085}, 1};
    								right[] = {"LevelM25", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -25;
    								type = "text";
    							};
    							class VALM_2_25: VALM_1_25 {
    								align = "right";
    								down[] = {"LevelM25", {0.22, -0.035}, 1};
    								pos[] = {"LevelM25", {0.22, -0.085}, 1};
    								right[] = {"LevelM25", {0.32, -0.085}, 1};
    							};
    							class LevelP25: Level0 {
    								points[] = {{"LevelP25", {-0.2, 0.03}, 1}, {"LevelP25", {-0.2, 0}, 1}, {"LevelP25", {-0.05, 0}, 1}, {}, {"LevelP25", {0.05, 0}, 1}, {"LevelP25", {0.2, 0}, 1}, {"LevelP25", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_25 {
    								align = "left";
    								down[] = {"LevelP25", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP25", {-0.23, 0.035}, 1};
    								right[] = {"LevelP25", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 25;
    								type = "text";
    							};
    							class VALP_2_25: VALP_1_25 {
    								align = "right";
    								down[] = {"LevelP25", {0.22, 0.085}, 1};
    								pos[] = {"LevelP25", {0.22, 0.035}, 1};
    								right[] = {"LevelP25", {0.32, 0.035}, 1};
    							};
    							class LevelM30: Level0 {
    								points[] = {{"LevelM30", {-0.2, -0.03}, 1}, {"LevelM30", {-0.2, 0}, 1}, {"LevelM30", {-0.15, 0}, 1}, {}, {"LevelM30", {-0.1, 0}, 1}, {"LevelM30", {-0.05, 0}, 1}, {}, {"LevelM30", {0.05, 0}, 1}, {"LevelM30", {0.1, 0}, 1}, {}, {"LevelM30", {0.15, 0}, 1}, {"LevelM30", {0.2, 0}, 1}, {"LevelM30", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_30 {
    								align = "left";
    								down[] = {"LevelM30", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM30", {-0.23, -0.085}, 1};
    								right[] = {"LevelM30", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -30;
    								type = "text";
    							};
    							class VALM_2_30: VALM_1_30 {
    								align = "right";
    								down[] = {"LevelM30", {0.22, -0.035}, 1};
    								pos[] = {"LevelM30", {0.22, -0.085}, 1};
    								right[] = {"LevelM30", {0.32, -0.085}, 1};
    							};
    							class LevelP30: Level0 {
    								points[] = {{"LevelP30", {-0.2, 0.03}, 1}, {"LevelP30", {-0.2, 0}, 1}, {"LevelP30", {-0.05, 0}, 1}, {}, {"LevelP30", {0.05, 0}, 1}, {"LevelP30", {0.2, 0}, 1}, {"LevelP30", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_30 {
    								align = "left";
    								down[] = {"LevelP30", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP30", {-0.23, 0.035}, 1};
    								right[] = {"LevelP30", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 30;
    								type = "text";
    							};
    							class VALP_2_30: VALP_1_30 {
    								align = "right";
    								down[] = {"LevelP30", {0.22, 0.085}, 1};
    								pos[] = {"LevelP30", {0.22, 0.035}, 1};
    								right[] = {"LevelP30", {0.32, 0.035}, 1};
    							};
    							class LevelM35: Level0 {
    								points[] = {{"LevelM35", {-0.2, -0.03}, 1}, {"LevelM35", {-0.2, 0}, 1}, {"LevelM35", {-0.15, 0}, 1}, {}, {"LevelM35", {-0.1, 0}, 1}, {"LevelM35", {-0.05, 0}, 1}, {}, {"LevelM35", {0.05, 0}, 1}, {"LevelM35", {0.1, 0}, 1}, {}, {"LevelM35", {0.15, 0}, 1}, {"LevelM35", {0.2, 0}, 1}, {"LevelM35", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_35 {
    								align = "left";
    								down[] = {"LevelM35", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM35", {-0.23, -0.085}, 1};
    								right[] = {"LevelM35", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -35;
    								type = "text";
    							};
    							class VALM_2_35: VALM_1_35 {
    								align = "right";
    								down[] = {"LevelM35", {0.22, -0.035}, 1};
    								pos[] = {"LevelM35", {0.22, -0.085}, 1};
    								right[] = {"LevelM35", {0.32, -0.085}, 1};
    							};
    							class LevelP35: Level0 {
    								points[] = {{"LevelP35", {-0.2, 0.03}, 1}, {"LevelP35", {-0.2, 0}, 1}, {"LevelP35", {-0.05, 0}, 1}, {}, {"LevelP35", {0.05, 0}, 1}, {"LevelP35", {0.2, 0}, 1}, {"LevelP35", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_35 {
    								align = "left";
    								down[] = {"LevelP35", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP35", {-0.23, 0.035}, 1};
    								right[] = {"LevelP35", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 35;
    								type = "text";
    							};
    							class VALP_2_35: VALP_1_35 {
    								align = "right";
    								down[] = {"LevelP35", {0.22, 0.085}, 1};
    								pos[] = {"LevelP35", {0.22, 0.035}, 1};
    								right[] = {"LevelP35", {0.32, 0.035}, 1};
    							};
    							class LevelM40: Level0 {
    								points[] = {{"LevelM40", {-0.2, -0.03}, 1}, {"LevelM40", {-0.2, 0}, 1}, {"LevelM40", {-0.15, 0}, 1}, {}, {"LevelM40", {-0.1, 0}, 1}, {"LevelM40", {-0.05, 0}, 1}, {}, {"LevelM40", {0.05, 0}, 1}, {"LevelM40", {0.1, 0}, 1}, {}, {"LevelM40", {0.15, 0}, 1}, {"LevelM40", {0.2, 0}, 1}, {"LevelM40", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_40 {
    								align = "left";
    								down[] = {"LevelM40", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM40", {-0.23, -0.085}, 1};
    								right[] = {"LevelM40", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -40;
    								type = "text";
    							};
    							class VALM_2_40: VALM_1_40 {
    								align = "right";
    								down[] = {"LevelM40", {0.22, -0.035}, 1};
    								pos[] = {"LevelM40", {0.22, -0.085}, 1};
    								right[] = {"LevelM40", {0.32, -0.085}, 1};
    							};
    							class LevelP40: Level0 {
    								points[] = {{"LevelP40", {-0.2, 0.03}, 1}, {"LevelP40", {-0.2, 0}, 1}, {"LevelP40", {-0.05, 0}, 1}, {}, {"LevelP40", {0.05, 0}, 1}, {"LevelP40", {0.2, 0}, 1}, {"LevelP40", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_40 {
    								align = "left";
    								down[] = {"LevelP40", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP40", {-0.23, 0.035}, 1};
    								right[] = {"LevelP40", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 40;
    								type = "text";
    							};
    							class VALP_2_40: VALP_1_40 {
    								align = "right";
    								down[] = {"LevelP40", {0.22, 0.085}, 1};
    								pos[] = {"LevelP40", {0.22, 0.035}, 1};
    								right[] = {"LevelP40", {0.32, 0.035}, 1};
    							};
    							class LevelM45: Level0 {
    								points[] = {{"LevelM45", {-0.2, -0.03}, 1}, {"LevelM45", {-0.2, 0}, 1}, {"LevelM45", {-0.15, 0}, 1}, {}, {"LevelM45", {-0.1, 0}, 1}, {"LevelM45", {-0.05, 0}, 1}, {}, {"LevelM45", {0.05, 0}, 1}, {"LevelM45", {0.1, 0}, 1}, {}, {"LevelM45", {0.15, 0}, 1}, {"LevelM45", {0.2, 0}, 1}, {"LevelM45", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_45 {
    								align = "left";
    								down[] = {"LevelM45", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM45", {-0.23, -0.085}, 1};
    								right[] = {"LevelM45", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -45;
    								type = "text";
    							};
    							class VALM_2_45: VALM_1_45 {
    								align = "right";
    								down[] = {"LevelM45", {0.22, -0.035}, 1};
    								pos[] = {"LevelM45", {0.22, -0.085}, 1};
    								right[] = {"LevelM45", {0.32, -0.085}, 1};
    							};
    							class LevelP45: Level0 {
    								points[] = {{"LevelP45", {-0.2, 0.03}, 1}, {"LevelP45", {-0.2, 0}, 1}, {"LevelP45", {-0.05, 0}, 1}, {}, {"LevelP45", {0.05, 0}, 1}, {"LevelP45", {0.2, 0}, 1}, {"LevelP45", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_45 {
    								align = "left";
    								down[] = {"LevelP45", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP45", {-0.23, 0.035}, 1};
    								right[] = {"LevelP45", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 45;
    								type = "text";
    							};
    							class VALP_2_45: VALP_1_45 {
    								align = "right";
    								down[] = {"LevelP45", {0.22, 0.085}, 1};
    								pos[] = {"LevelP45", {0.22, 0.035}, 1};
    								right[] = {"LevelP45", {0.32, 0.035}, 1};
    							};
    							class LevelM50: Level0 {
    								points[] = {{"LevelM50", {-0.2, -0.03}, 1}, {"LevelM50", {-0.2, 0}, 1}, {"LevelM50", {-0.15, 0}, 1}, {}, {"LevelM50", {-0.1, 0}, 1}, {"LevelM50", {-0.05, 0}, 1}, {}, {"LevelM50", {0.05, 0}, 1}, {"LevelM50", {0.1, 0}, 1}, {}, {"LevelM50", {0.15, 0}, 1}, {"LevelM50", {0.2, 0}, 1}, {"LevelM50", {0.2, -0.03}, 1}};
    								type = "line";
    							};
    							class VALM_1_50 {
    								align = "left";
    								down[] = {"LevelM50", {-0.23, -0.035}, 1};
    								pos[] = {"LevelM50", {-0.23, -0.085}, 1};
    								right[] = {"LevelM50", {-0.13, -0.085}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = -50;
    								type = "text";
    							};
    							class VALM_2_50: VALM_1_50 {
    								align = "right";
    								down[] = {"LevelM50", {0.22, -0.035}, 1};
    								pos[] = {"LevelM50", {0.22, -0.085}, 1};
    								right[] = {"LevelM50", {0.32, -0.085}, 1};
    							};
    							class LevelP50: Level0 {
    								points[] = {{"LevelP50", {-0.2, 0.03}, 1}, {"LevelP50", {-0.2, 0}, 1}, {"LevelP50", {-0.05, 0}, 1}, {}, {"LevelP50", {0.05, 0}, 1}, {"LevelP50", {0.2, 0}, 1}, {"LevelP50", {0.2, 0.03}, 1}};
    								type = "line";
    							};
    							class VALP_1_50 {
    								align = "left";
    								down[] = {"LevelP50", {-0.23, 0.085}, 1};
    								pos[] = {"LevelP50", {-0.23, 0.035}, 1};
    								right[] = {"LevelP50", {-0.13, 0.035}, 1};
    								scale = 1;
    								source = "static";
    								sourcescale = 1;
    								text = 50;
    								type = "text";
    							};
    							class VALP_2_50: VALP_1_50 {
    								align = "right";
    								down[] = {"LevelP50", {0.22, 0.085}, 1};
    								pos[] = {"LevelP50", {0.22, 0.035}, 1};
    								right[] = {"LevelP50", {0.32, 0.035}, 1};
    							};
    						};
    					};
    					class RadarTargets {
    						points[] = {{{-0.05, -0.055}, 1}, {{0.05, -0.055}, 1}, {{0.05, 0.055}, 1}, {{-0.05, 0.055}, 1}, {{-0.05, -0.055}, 1}};
    						pos0[] = {0.51, 0.305};
    						pos10[] = {1.31, 1.185};
    						type = "radar";
    					};
    				
    					class Static
    					{
    						type = "line";
    						width = 4.0;
    						points[] = 
    						{
    							//speedbox//
    							{ {0.235, 0.446}, 1},
    							{ {0.235, 0.494}, 1},
    							{ {0.1, 0.494}, 1},
    							{ {0.1, 0.446}, 1},
    							{ {0.235, 0.446}, 1},
    							{},
    							//headingbox//
    							{ {0.44, 0.070}, 1},
    							{ {0.44, 0.118}, 1},
    							{ {0.58, 0.118}, 1},
    							{ {0.58, 0.070}, 1},
    							{ {0.44, 0.070}, 1},
    							{},
    							//altbox//
    							{ {0.77, 0.446}, 1},
    							{ {0.77, 0.494}, 1},
    							{ {0.95, 0.494}, 1},
    							{ {0.95, 0.446}, 1},
    							{ {0.77, 0.446}, 1},
    							{},
    							//altRbox//
    							{ {0.74, 0.642}, 1},
    							{ {0.74, 0.690}, 1},
    							{ {0.92, 0.690}, 1},
    							{ {0.92, 0.642}, 1},
    							{ {0.74, 0.642}, 1}
    							
    						};
    					};
    
    					class SpeedNumber {
    						align = left;
    						down[] = {"SpeedNumber", {0.06, 0.12}, 1};
    						pos[] = {"SpeedNumber", {0.06, 0.07}, 1};
    						right[] = {"SpeedNumber", {0.14, 0.07}, 1};
    						scale = 1;
    						source = "speed";
    						sourcescale = 1.94384449;
    						type = "text";
    					};
    					class AltNumber: SpeedNumber {
    						align = left;
    						down[] = {"AltNumber", {0.86, 0.12}, 1};
    						pos[] = {"AltNumber", {0.86, 0.07}, 1};
    						right[] = {"AltNumber", {0.94, 0.07}, 1};
    						source = "altitudeASL";
    						sourcescale = 3.2808399;
    					};
    					class AltRNumber: SpeedNumber {
    						align = left;
    						down[] = {"AltRNumber", {-0.025, 0.01}, 1};	
    						pos[] = {"AltRNumber", {-0.025, -0.04}, 1};
    						right[] = {"AltRNumber", {0.055, -0.04}, 1};
    						source = "altitudeAGL";
    						sourcescale = 3.2808399;
    					};
    					class RText
    					{
    						type = "text";
    						source = "static";
    						text = R;
    						align = "right";
    						scale = 1;
    						sourceScale = 1;
    						down[] = {"Rtext", {-0.025, 0.01}, 1};
    						pos[] = {"Rtext", {-0.025, -0.04}, 1};
    						right[] = {"Rtext", {0.055, -0.04}, 1};
    					};	
    					
    					class DGFTText
    					{
    						condition = "Mgun";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = DGFT;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    						};
    					};	
    					
    					class DGFTText2
    					{
    						condition = "AAmissile";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = DGFT;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    						};
    					};	
    					class GRNDText
    					{
    						condition = "Bomb";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = GRND;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    						};
    					};	
    					
    					class GRNDText2
    					{
    						condition = "Rocket";
    						class Circle
    						{
    							type = "text";
    							source = "static";
    							text = GRND;
    							align = "right";
    							scale = 0.5;
    							sourceScale = 1;
    							down[] = {"DGFTtext", {-0.025, 0.00}, 1};
    							pos[] = {"DGFTtext", {-0.025, -0.04}, 1};  
    							right[] = {"DGFTtext", {0.035, -0.04}, 1};
    							
    						};
    					};	
    					class HeadingNumber: SpeedNumber {
    						align = left;
    						down[] = {"HeadingNumber", {0.86, 0.12}, 1};
    						pos[] = {"HeadingNumber", {0.86, 0.07}, 1};
    						right[] = {"HeadingNumber", {0.94, 0.07}, 1};
    						source = "Heading";
    						sourcescale = 1;
    					};
    					
    					//class GNumber: SpeedNumber {
    						//align = left;
    						//down[] = {"Gnumber", {0.86, 0.12}, 1};
    						//pos[] = {"GNumber", {0.86, 0.07}, 1};
    						//right[] = {"GNumber", {0.94, 0.07}, 1};
    						//source = "aoa";
    						//sourcescale = 1;
    					//};
    					
    					class Gear {
    						condition = "ils";
    						class text {
    							align = "right";
    							down[] = {{0.84, 0.92}, 1};
    							pos[] = {{0.84, 0.88}, 1};
    							right[] = {{0.9, 0.88}, 1};
    							scale = 0.5;
    							source = "static";
    							sourcescale = 1;
    							text = "GEAR";
    							type = "text";
    						};
    					};
    					class Flaps {
    						condition = "flaps";
    						class text {
    							align = "right";
    							down[] = {{0.84, 0.97}, 1};
    							pos[] = {{0.84, 0.93}, 1};
    							right[] = {{0.9, 0.93}, 1};
    							scale = 0.5;
    							source = "static";
    							sourcescale = 1;
    							text = "FLAPS";
    							type = "text";
    						};
    					};
    					class weapons {
    						align = "right";
    						down[] = {{0.1, 0.92}, 1};
    						pos[] = {{0.1, 0.88}, 1};
    						right[] = {{0.16, 0.88}, 1};
    						scale = 0.5;
    						source = "weapon";
    						sourcescale = 1;
    						type = "text";
    					};
    					class ammo {
    						align = "right";
    						down[] = {{0.1, 0.97}, 1};
    						pos[] = {{0.1, 0.93}, 1};
    						right[] = {{0.16, 0.93}, 1};
    						scale = 0.5;
    						source = "ammo";
    						sourcescale = 1;
    						type = "text";
    					};
    					class VspeedNumber {
    						align = "right";
    						down[] = {{0.15, 0.65}, 1};
    						pos[] = {{0.15, 0.60}, 1};
    						right[] = {{0.23, 0.60}, 1};
    						scale = 1;
    						source = "vspeed";
    						sourcescale = 1;
    						type = "text";
    					};
    					class ILS {
    						condition = "ils";
    						class Glideslope {
    							clipbr[] = {1, 1};
    							cliptl[] = {0, 0};
    							class ILS {
    								points[] = {{"ILS_W", {-0.24, 0}, 1}, {"ILS_W", {0.24, 0}, 1}, {}, {"ILS_W", {0, 0.0264}, 1}, {"ILS_W", {0, -0.0264}, 1}, {}, {"ILS_W", {0.12, 0.0264}, 1}, {"ILS_W", {0.12, -0.0264}, 1}, {}, {"ILS_W", {0.24, 0.0264}, 1}, {"ILS_W", {0.24, -0.0264}, 1}, {}, {"ILS_W", {-0.12, 0.0264}, 1}, {"ILS_W", {-0.12, -0.0264}, 1}, {}, {"ILS_W", {-0.24, 0.0264}, 1}, {"ILS_W", {-0.24, -0.0264}, 1}, {}, {"ILS_H", {0, -0.264}, 1}, {"ILS_H", {0, 0.264}, 1}, {}, {"ILS_H", {0.024, 0}, 1}, {"ILS_H", {-0.024, 0}, 1}, {}, {"ILS_H", {0.024, 0.132}, 1}, {"ILS_H", {-0.024, 0.132}, 1}, {}, {"ILS_H", {0.024, 0.264}, 1}, {"ILS_H", {-0.024, 0.264}, 1}, {}, {"ILS_H", {0.024, -0.132}, 1}, {"ILS_H", {-0.024, -0.132}, 1}, {}, {"ILS_H", {0.024, -0.264}, 1}, {"ILS_H", {-0.024, -0.264}, 1}};
    								type = "line";
    							};
    						};
    					};
    			
    		
    		
    				class airplaneHUD2
    					{
    						borderbottom = 0;
    						borderleft = 0;
    						borderright = 0;
    						bordertop = 0;
    						bottomleft = "HUD LD";
    						color[] = {0, 1, 0, 0.1};
    						enableparallax = 1;
    						topleft = "HUD LH";
    						topright = "HUD PH";			
    						class bones
    						{
    							class WeaponAim {
    								pos0[] = {0.50, 0.305};
    								pos10[] = {1.31, 1.185};
    								type = "vector";
    								source = "weapon";
    							};
    						};
    						
    						class Draw
    						{
    							class MGun {
    								condition = "Mgun";
    								class Circle {
    									points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.011}, 1}, {"WeaponAim", {0, -0.011}, 1}, {}, {"WeaponAim", {0, -0.077}, 1}, {"WeaponAim", {0.049, -0.0539}, 1}, {"WeaponAim", {0.07, 0}, 1}, {"WeaponAim", {0.049, 0.0539}, 1}, {"WeaponAim", {0, 0.077}, 1}, {"WeaponAim", {-0.049, 0.0539}, 1}, {"WeaponAim", {-0.07, 0}, 1}, {"WeaponAim", {-0.049, -0.0539}, 1}, {"WeaponAim", {0, -0.077}, 1}, {}, {"WeaponAim", {0, -0.154}, 1}, {"WeaponAim", {0.07, -0.13398}, 1}, {"WeaponAim", {0.1218, -0.077}, 1}, {"WeaponAim", {0.14, 0}, 1}, {"WeaponAim", {0.1218, 0.077}, 1}, {"WeaponAim", {0.07, 0.13398}, 1}, {"WeaponAim", {0, 0.154}, 1}, {"WeaponAim", {-0.07, 0.13398}, 1}, {"WeaponAim", {-0.1218, 0.077}, 1}, {"WeaponAim", {-0.14, 0}, 1}, {"WeaponAim", {-0.1218, -0.077}, 1}, {"WeaponAim", {-0.07, -0.13398}, 1}, {"WeaponAim", {0, -0.154}, 1}, {}, {"WeaponAim", {0, -0.154}, 1}, {"WeaponAim", {0, -0.176}, 1}, {}, {"WeaponAim", {-0.07, -0.133368}, 1}, {"WeaponAim", {-0.08, -0.15242}, 1}, {}, {"WeaponAim", {-0.121244, -0.077}, 1}, {"WeaponAim", {-0.138564, -0.088}, 1}, {}, {"WeaponAim", {-0.14, "6.73155e-009"}, 1}, {"WeaponAim", {-0.16, "7.6932e-009"}, 1}, {}, {"WeaponAim", {-0.121244, 0.077}, 1}, {"WeaponAim", {-0.138564, 0.088}, 1}, {}, {"WeaponAim", {-0.07, 0.133368}, 1}, {"WeaponAim", {-0.08, 0.15242}, 1}, {}, {"WeaponAim", {"1.22392e-008", 0.154}, 1}, {"WeaponAim", {"1.39876e-008", 0.176}, 1}, {}, {"WeaponAim", {0.07, 0.133368}, 1}, {"WeaponAim", {0.08, 0.15242}, 1}, {}, {"WeaponAim", {0.121244, 0.077}, 1}, {"WeaponAim", {0.138564, 0.088}, 1}, {}, {"WeaponAim", {0.14, "-1.83643e-009"}, 1}, {"WeaponAim", {0.16, "-2.09878e-009"}, 1}, {}, {"WeaponAim", {0.121244, -0.077}, 1}, {"WeaponAim", {0.138564, -0.088}, 1}, {}, {"WeaponAim", {0.07, -0.133368}, 1}, {"WeaponAim", {0.08, -0.15242}, 1}, {}};
    									type = "line";
    								};
    							};
    							class Bomb {
    								condition = "bomb";
    								class Circle {
    									points[] = {{"WeaponAim", {0, -0.11}, 1}, {"WeaponAim", {0.05, -0.0957}, 1}, {"WeaponAim", {0.087, -0.055}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {0.087, 0.055}, 1}, {"WeaponAim", {0.05, 0.0957}, 1}, {"WeaponAim", {0, 0.11}, 1}, {"WeaponAim", {-0.05, 0.0957}, 1}, {"WeaponAim", {-0.087, 0.055}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.087, -0.055}, 1}, {"WeaponAim", {-0.05, -0.0957}, 1}, {"WeaponAim", {0, -0.11}, 1}, {}, {"Velocity", 0.001, "WeaponAim", {0, 0}, 1}, {"Velocity", {0, 0}, 1}, {}, {"Target", {0, -0.077}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.077}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.077}, 1}};
    									type = "line";
    								};
    							};
    							class AAMissile {
    								condition = "AAmissile";
    								class Circle {
    									points[] = {{"WeaponAim", {0, -0.275}, 1}, {"WeaponAim", {0.125, -0.23925}, 1}, {"WeaponAim", {0.2175, -0.1375}, 1}, {"WeaponAim", {0.25, 0}, 1}, {"WeaponAim", {0.2175, 0.1375}, 1}, {"WeaponAim", {0.125, 0.23925}, 1}, {"WeaponAim", {0, 0.275}, 1}, {"WeaponAim", {-0.125, 0.23925}, 1}, {"WeaponAim", {-0.2175, 0.1375}, 1}, {"WeaponAim", {-0.25, 0}, 1}, {"WeaponAim", {-0.2175, -0.1375}, 1}, {"WeaponAim", {-0.125, -0.23925}, 1}, {"WeaponAim", {0, -0.275}, 1}, {}, {"Target", {0, -0.077}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.077}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.077}, 1}};
    									type = "line";
    								};
    							};
    							class ATMissile {
    								condition = "ATmissile";
    								class Circle {
    									points[] = {{"WeaponAim", {0, -0.198}, 1}, {"WeaponAim", {0.09, -0.17226}, 1}, {"WeaponAim", {0.1566, -0.099}, 1}, {"WeaponAim", {0.18, 0}, 1}, {"WeaponAim", {0.1566, 0.099}, 1}, {"WeaponAim", {0.09, 0.17226}, 1}, {"WeaponAim", {0, 0.198}, 1}, {"WeaponAim", {-0.09, 0.17226}, 1}, {"WeaponAim", {-0.1566, 0.099}, 1}, {"WeaponAim", {-0.18, 0}, 1}, {"WeaponAim", {-0.1566, -0.099}, 1}, {"WeaponAim", {-0.09, -0.17226}, 1}, {"WeaponAim", {0, -0.198}, 1}, {}, {"Target", {0, -0.077}, 1}, {"Target", {0.07, 0}, 1}, {"Target", {0, 0.077}, 1}, {"Target", {-0.07, 0}, 1}, {"Target", {0, -0.077}, 1}};
    									type = "line";
    								};
    							};
    							class Rockets {
    								condition = "Rocket";
    								class Circle {
    									points[] = {{"WeaponAim", {0.01, 0}, 1}, {"WeaponAim", {-0.01, 0}, 1}, {}, {"WeaponAim", {0, 0.011}, 1}, {"WeaponAim", {0, -0.011}, 1}, {}, {"WeaponAim", {0, -0.132}, 1}, {"WeaponAim", {0.06, -0.11484}, 1}, {"WeaponAim", {0.1044, -0.066}, 1}, {"WeaponAim", {0.12, 0}, 1}, {"WeaponAim", {0.1044, 0.066}, 1}, {"WeaponAim", {0.06, 0.11484}, 1}, {"WeaponAim", {0, 0.132}, 1}, {"WeaponAim", {-0.06, 0.11484}, 1}, {"WeaponAim", {-0.1044, 0.066}, 1}, {"WeaponAim", {-0.12, 0}, 1}, {"WeaponAim", {-0.1044, -0.066}, 1}, {"WeaponAim", {-0.06, -0.11484}, 1}, {"WeaponAim", {0, -0.132}, 1}, {}};
    									type = "line";
    								};
    							};
    						};
    					};
    				};
    			};
    		};	
    		
    	
    		
    	
    		class Library {
    			libtextdesc = "The A-143 Buzzard is a single seat light multipurpose combat aircraft able to carry a wide range of equipment and weaponry. A-143 has seven weapon hardpoints, three under each wing and one under the fuselage. Standard armament consists of 20mm cannon, and a mixture of AA and AG rockets.";
    		};
    	};
    
    	
    
    	class BRAF_A29A: BRAF_A29_BASE {
    		_generalmacro= "BRAF_A29A";
    		model = "\braf_air\BRAF_A29\BRAF_A29A.p3d";
    		cost = "3e+006";
    		crew = "I_pilot_F";
    		displayname = "A-29A";
    		faction = "BRAF";
    		vehicleClass = BRAF_Air;
    		magazines[] = {"500Rnd_127x99_mag", "120Rnd_CMFlare_Chaff_Magazine","38Rnd_missiles","2Rnd_AAA_missiles","2Rnd_FFAR_Launcher", "1Rnd_GBU12_LGB"}; 
    		scope = 2;
    		side = 2;
    		typicalcargo[] = {"I_pilot_F"};
    		weapons[] = {"BRAF_master_arm_safe","BRAF_M3", "CMFlareLauncher","missiles_ASRAAM", "BRAF_EQ_LMF", "BRAF_GBU12BombLauncher"};
    		hiddenSelectionsTextures[] =
    		{
    			"braf_air\braf_a29\data\a29_body_co.paa",
    		};
    	};
    

    Thank you!


  8. Hello guys, I am trying to introduce to my vehicle a formation light. I am having problem the user action does not appear on the list. Can someone please explain how to do this.

    So this is what i did.

    1 Added the model and the texture and the material in the p3d Lod 1

    2 Added on the model config

    class CfgSkeletons 
    {
      class Plane;
      class BRAF_A29Skeleton: Plane  
       { 
           isDiscrete=1; 
           skeletonInherit="";
           skeletonBones[]= 
           { 	
    		"formationlights","",

    3 Added this to the model config

    class Rotation;
    class CfgModels
    {
       class Plane;
       class BRAF_A29A: Plane
       {
           skeletonName = "BRAF_A29Skeleton";
           sectionsInherit="";
           sections[] = {"skin","vrtule","vrtule staticka","vrtule blur","aileron_1","aileron_2","rudder","elevator","Light_wing_L","Light_wing_R","zasleh","zbytek","sklo predni L","camo1","podsvit pristroju","Light_L",
    		"Light_R",
    		"Light_L_hitpoint",
    		"Light_R_hitpoint"};
    
           class Animations
           {
    
    			class FormationLights
    		{
    			type="hide";
    			hideValue=0;
    			minValue=0;
    			maxValue=1;
    			minPhase=0;
    			maxPhase=1;
    			source="user";
    			sourceAddress=0;
    			selection="formationlights";
    		};

    4 added this to the config cpp

    class AnimationSources: AnimationSources 
    	{
    
    		class FormationLights{
    			source = "user";
    			animPeriod = 0.001;
    			initPhase = 0;
    		};
    
    
    class UserActions
    		{	
    			class FormationON
    			{
    				displayName = "Formation lights on";
    				displayNameDefault = "Formation lights on";
    				position = "zamerny";
    				radius = 1;
    				onlyForPlayer = "true";
    				condition = "(player==driver this OR player==gunner this)and(this animationphase ""FormationLights"" != 1)";
    				statement = "this animate [""FormationLights"",1];";
    				showWindow = 0;
    				priority = -1;
    				source = "user";
    			};
    			class FormationOFF
    			{
    				displayName = "Formation lights off";
    				displayNameDefault = "Formation lights off";
    				position = "zamerny";
    				radius = 1;
    				onlyForPlayer = "true";
    				condition = "(player==driver this OR player==gunner this)and(this animationphase ""FormationLights"" != 0)";
    				statement = "this animate [""FormationLights"",0];";
    				showWindow = 0;
    				priority = -1;
    				source = "user";
    			};
    	    };
    	};
    
    

    Can someone help please


  9. Hello guys, I am i m trying to introduce one helicopter into the game. I am almost done. but it seems that my contact points are a little weird. first my helicopter was sinking into the ground when a player got in it.

    So i raised the landContact points in relations to my model in the 3d space and problem was in a way solved. Now i understand that the RTD file is responsible for the rotorlib. So i found a line called GroundContact after i read the https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML). Which did not help me much, since there is nothing explaining in detail how to adjust the groundcontact points the helicopter.

    I try to use logic then I started to change the line MountStation . It did work in some cases. but i can seems to get it adjusted in the right place. Since i dont understand the logic. Can someone explain to me?

    here is the ground contact i have.

     <GroundContacts>
       <GeneralConfiguration	gearExtensionTime="3" maxSteerableGearDeflection="80" 	steerableGearSpeedCorrectionFactor="0.0"/>
    
       <GroundContact type="FGGroundContact200" >
         <Features isBrakable="false" isRetractable="false" isSteerable="false"  />
         <Aerodynamics equivalentFlatPlateArea ="0.0" />
         <Suspension>
           <MountStation  x="-1.23" y="2.575" z="-1.6"/>
           <SliderAxis x="0" y="0" z="1" />
           <SuspensionLength length="0.2" />
           <SpringParameters springConstant="420000" damperConstant="50000" maxCompression="0.18" />
         </Suspension>
         <Wheel mass="1" radius="0.1" >
           <RollAxis x="1" y="0" z="0" />
           <Friction slidingFriction="0.5" resistanceTorqueNoBrake="400" resistanceTorqueFullBrake="400" />
         </Wheel>
         <Damage thresholdLoad="20000000" />
       </GroundContact>
    
       <GroundContact type="FGGroundContact200" >
         <Features isBrakable="false" isRetractable="false" isSteerable="false"  />
         <Aerodynamics equivalentFlatPlateArea ="0.0" />
         <Suspension>
           <MountStation  x="1.23" y="2.575" z="-1.6"/>
           <SliderAxis x="0" y="0" z="1" />
           <SuspensionLength length="0.2" />
           <SpringParameters springConstant="420000" damperConstant="50000" maxCompression="0.18" />
         </Suspension>
         <Wheel mass="1" radius="0.1" >
           <RollAxis x="1" y="0" z="0" />
           <Friction slidingFriction="0.5" resistanceTorqueNoBrake="400" resistanceTorqueFullBrake="400" />
         </Wheel>
         <Damage thresholdLoad="20000000" />
       </GroundContact>
    
       <GroundContact type="FGGroundContact200" >
         <Features isBrakable="false" isRetractable="false" isSteerable="false"  />
         <Aerodynamics equivalentFlatPlateArea ="0.0" />
         <Suspension>
           <MountStation  x="-1.23" y="-1.007" z="-1.6"/>
           <SliderAxis x="0" y="0" z="1" />
           <SuspensionLength length="0.2" />
           <SpringParameters springConstant="420000" damperConstant="50000" maxCompression="0.18" />
         </Suspension>
         <Wheel mass="1" radius="0.1" >
           <RollAxis x="1" y="0" z="0" />
           <Friction slidingFriction="0.5" resistanceTorqueNoBrake="400" resistanceTorqueFullBrake="400" />
         </Wheel>
         <Damage thresholdLoad="20000000" />
       </GroundContact>
    
       <GroundContact type="FGGroundContact200" >
         <Features isBrakable="false" isRetractable="false" isSteerable="false"  />
         <Aerodynamics equivalentFlatPlateArea ="0.0" />
         <Suspension>
           <MountStation  x="1.23" y="-1.007" z="-1.6"/>
           <SliderAxis x="0" y="0" z="1" />
           <SuspensionLength length="0.2" />
           <SpringParameters springConstant="420000" damperConstant="50000" maxCompression="0.18" />
         </Suspension>
         <Wheel mass="1" radius="0.1" >
           <RollAxis x="1" y="0" z="0" />
           <Friction slidingFriction="0.5" resistanceTorqueNoBrake="400" resistanceTorqueFullBrake="400" />
         </Wheel>
         <Damage thresholdLoad="20000000" />
       </GroundContact>  
    
     	<GroundContact type="FGGroundContact200" >
         <Features isBrakable="false" isRetractable="false" isSteerable="false"  />
         <Aerodynamics equivalentFlatPlateArea ="0.0" />
         <Suspension>
           <MountStation  x="0" y="4.665" z="-1.228"/>
           <SliderAxis x="0" y="0" z="1" />
           <SuspensionLength length="0" />
           <SpringParameters springConstant="420000" damperConstant="50000" maxCompression="0" />
         </Suspension>
         <Wheel mass="0.1" radius="0.1" >
           <RollAxis x="1" y="0" z="0" />
           <Friction slidingFriction="0.5" resistanceTorqueNoBrake="1000" resistanceTorqueFullBrake="1000" />
         </Wheel>
         <Damage thresholdLoad="20000000" />
       </GroundContact>
    
     	<GroundContact type="FGGroundContact200" >
         <Features isBrakable="false" isRetractable="false" isSteerable="false"  />
         <Aerodynamics equivalentFlatPlateArea ="0.0" />
         <Suspension>
           <MountStation  x="0" y="-7.091" z="-1.023"/>
           <SliderAxis x="0" y="0" z="1" />
           <SuspensionLength length="0" />
           <SpringParameters springConstant="420000" damperConstant="50000" maxCompression="0" />
         </Suspension>
         <Wheel mass="0.1" radius="0.1" >
           <RollAxis x="1" y="0" z="0" />
           <Friction slidingFriction="0.5" resistanceTorqueNoBrake="1000" resistanceTorqueFullBrake="1000" />
         </Wheel>
         <Damage thresholdLoad="20000000" />
       </GroundContact>
    
     </GroundContacts>

    Thx


  10. Alright guys, i found it. Thank you. Now since i dont want to open a new topic. I have an helicopter in game. it uses a skid, and it is sinking in to the ground when i get in it. Does anyone knows what is could be wrong? Here is a image http://images.akamai.steamusercontent.com/ugc/442827790320403976/CDE1A2271A123C2D0AF1F3D31BE1D78BF90752BA/

    I know it is something to do with the ground contact, but i cant figure out what it is. Please help!

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