Buzzer1977 Posted Saturday at 12:44 PM Posted Saturday at 12:44 PM (edited) Does anyone know if there is a QF-4 livery for the F-4E with a pilot disable draw argument in the custom_args section so the cockpit will be empty? Edited Saturday at 04:49 PM by Buzzer1977 typo AMD Ryzen 9 5950x, MSI MEG x570 Unify, G.Skill 128GB DDR4-3200, MSI RTX3090 Ventus 3x 24GB, Samsung PCIe 4.0 M.2 1TB 980 Pro, Seagate PCIe 4.0 M.2 2TB FireCuda 520, Quest 3
G.J.S Posted Saturday at 07:19 PM Posted Saturday at 07:19 PM There’s a few QF skins, can’t remember the authors, but go through the skins and they will be found. - - - The only real mystery in life is just why kamikaze pilots wore helmets? - - -
Alpiinoo Posted yesterday at 12:03 PM Posted yesterday at 12:03 PM custom_args = { [50] = -1, [701] = 0.5, } 50 for pilot. 701 for wso. But pilot's custom arg also disable pilot ejection seat too. 1
Zabuzard Posted yesterday at 12:20 PM Posted yesterday at 12:20 PM Looks like this, so potentially okay-enough for the use case: 1
II.JG1_Vonrd Posted yesterday at 05:59 PM Posted yesterday at 05:59 PM I had tried those ARGs in my QF-4 skin and was unable to make it work. Perhaps one of the Wizards at Heatblur could make it work (probably needs something like what turns the in person pilot view on / off).
Zabuzard Posted yesterday at 06:47 PM Posted yesterday at 06:47 PM I had tried those ARGs in my QF-4 skin and was unable to make it work. Perhaps one of the Wizards at Heatblur could make it work (probably needs something like what turns the in person pilot view on / off).For an AI or player controlled aircraft?If latter you have the HB code of the F4 fighting your livery setup. The livery will set the draw_args only once but the F4 code will attempt to set them constantly in order to correctly represent the ejection sequence state (which these draw_args are actually used for). So your choice of values is then overwriten.
II.JG1_Vonrd Posted yesterday at 07:06 PM Posted yesterday at 07:06 PM 10 minutes ago, Zabuzard said: For an AI or player controlled aircraft? If latter you have the HB code of the F4 fighting your livery setup. The livery will set the draw_args only once but the F4 code will attempt to set them constantly in order to correctly represent the ejection sequence state (which these draw_args are actually used for). So your choice of values is then overwriten. Yeah, it's the latter. I doubt that there is a work around. Am I correct in that assumption? Although this would be a cool feature, it would only be applicable to drones and not really worth Dev time to implement. Besides, it's a NOLO aircraft and shouldn't have live player. You seem to be implying that it would work in an AI aircraft to remove the crew. Where would the draw args be placed? Should there be a copy of the livery for AI use only with the args in it's description lua?
Zabuzard Posted yesterday at 08:06 PM Posted yesterday at 08:06 PM Yeah, it's the latter. I doubt that there is a work around. Am I correct in that assumption? Although this would be a cool feature, it would only be applicable to drones and not really worth Dev time to implement. Besides, it's a NOLO aircraft and shouldn't have live player. You seem to be implying that it would work in an AI aircraft to remove the crew. Where would the draw args be placed? Should there be a copy of the livery for AI use only with the args in it's description lua?Try out your livery with an AI, I think it would work because with AI aircraft barely any of our code is executed. Its almost exclusively ED code then. In which case nothing would be fighting your choice of draw_arg.And yes, no workaround available. Id offer to just make a quick draw-arg that hides the pilot body that isn't used/overwritten by any code. But im not an artist, so this is sorta out of my domain. Ill bring it up though, maybe it's just a 5min thing :)
II.JG1_Vonrd Posted 21 hours ago Posted 21 hours ago Nope, nothing seems to work. I made a separate livery for AI only and tried various values both minus and plus values for the custom args. Pilots visible in external view no matter what. I found args for VR Pilot and VR WSO in the draw args lua but no affect either (I didn't try it in VR though). The pylons removed did work. Here's the complete "custom args": custom_args = { [50] = -0.60, --Pilot removed [308] = -0.60, --Pylon removed [312] = -0.60, --Pylon removed [316] = -0.60, --Pylon removed [512] = 0.6, -- 0 is no mirrors, 0 - 0.4 is both mirrors (mickey mouse) and 0.5+ is top mirror only. [701] = 0.60, --WSO removed [775] = 0.60, --VR Pilot removed [776] = 0.60, --VR WSO removed [2006] = 0.95, --Pilot Helmet, 0.95 is HGU-55 [2016] = 0.26, --Pilot, 0.26 is white male, no mustache [2017] = 0.6, --WSO, 0.6 is black male, no mustache [3004] = -0.60, --Pylon removed [3004] = -0.60, --Pylon removed } name = "USAF_QF-4E-Target Drone_IA Only"
LanceCriminal86 Posted 20 hours ago Posted 20 hours ago This came up as being something that was desired, part of the issue I believe is that there are scripts when the aircraft loads in, particularly when manned, that set up all of the various arguments. That loadup activity overrides the custom args, as Yae tried similar in the Tomcat to hide the RIO. They may work with a static aircraft but they don't work with AI or manned, it would take a deeper approach to allow those args to be overriden after the aircraft loads in. Or that's what I recall from when we last brought it up. 1 Heatblur Rivet Counting Squad™ VF-11 and VF-31 1988 [WIP] VF-201 & VF-202 [WIP]
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