Hi,
The missile location could be change in the ../ME/MeInit.xml. Check the selected plane pylon section. The meinit file contains a list of objects, weapons, aircraft, and pylons and defines each item, and how they are used together.
Check it: http://simmod.pbwiki.com/
I had a damage modeling tutorial vid, but I can't found at the moment. So there is my way.
Our example will be for Arg No. 60 , Right elevator destruction (0=off, 1=On).
The idea is to have 2 models for the elevator, one of them is the damage model and have it replace the original model when its triggered by the game engine, hence the "ArgBased Visibility" controller.
Since this is not a key animation, its on/off, I will use the "Track viewer" to do the whole job.I usually use a frame span of 61 from -30 to 30 whenever the argument is from -1 to 1 for arguments from 0 to 1 span I use frames 0 to 30 since there is no reverse movement.
In our example, frame 15 is midway and the model's visibility swaping should occure there. Its a good practice to have the damage model visible one frame before the original model dissapears. Hence frame 15: damage model visible, Frame 16: original model invisible (this is ofcourse for 30 frame span)
So, very simply, I just reverse the visibility track curve at the desired frame. 1 being visible, and -1 invisible. Of course the damage model will start in a -1 state.
All the beest,
beczl