SD RENAME HELPERS...is wrong.
Missile_SAM5 --> POINT_KORTIK_1_1
Missile_SAM6 --> POINT_KORTIK_1_2 etc.
To radar....yes i think is only 1,2,3 arg to anim. radar but with diferent rotation....
SD i think problem is here:
Update:
--for radar make only 3 arg for animation
-- Igla use this Helpers name:"POINT_KORTIK_1_1", "POINT_KORTIK_1_2", "POINT_KORTIK_1_3", "POINT_KORTIK_1_4"
Example copy from A-10C folder materials and fonts lua file and paste in your cockpit folder and define this line in device_init
dofile(LockOn_Options.script_path.."materials.lua")
Now i test and your lua code...work correct...but only what you need is define fonts in cockpit folder(this changes was in late vers. DCS patch) but lua is ok......;)
LeVince here is one example from Alex....this post: http://forums.eagle.ru/showpost.php?p=1470816&postcount=9 ;)
Chcek your log file(there you see error your lua code) in SavedGames folder.....
SD can you upload log file? I see only this problem line 112:
In your sec file you define only new missile,but you need define new launcher in other lua file(now i work and i dont remember which it is) If i make on my carrier with new ASTER missile i rewrite original lua but than i have problem with integrity on multiplayer. Only what we need is define(if is possible) define new launcher in new lua file for ship or missile....but this question is for ED.....
UPDATE:
SD change and make test with original launcher.Here is my line for ma missile from carrier mod:
If you testing with original launcher then you have no problem with lua file for missile(you chceck if you have problem with missile file) and than you have problem only with definition for launcher....
Or im wrong???
It is very interesting what i read here...for me this model(and pilot head too) is very similar work of one guy from militarymeshes.....or am I wrong?? ;-)
Where i see problem for community:
If you make detail pit with 2 seat and 2 pilot with 40k polygons than for other part you have 100k polygons....I think if we have model with max 100k or 150k(maybe200k) polys is flyable for all people from dcs community....
EDIT: but nice work!! :)
What i see problem is with map channel and material id....First select polygon for fuselage and SET ID to 1,next wings and SET ID to 2...etc...
Next aply Unwrap UVW and select material id....make uvw for fuselage and export to ps or gimp....
next back to uvw editor select material to 2 make uvw for wings...etc
Than select multimaterial in material editor and aply your textures.....;-)