|
From: <fli...@li...> - 2026-02-10 19:59:15
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Revision: 19356
http://sourceforge.net/p/flightgear/fgaddon/19356
Author: helijah
Date: 2026-02-10 19:58:57 +0000 (Tue, 10 Feb 2026)
Log Message:
-----------
Consolidated B-24 Liberator : Improved AI version. MP sound.
Modified Paths:
--------------
branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/B-24-Liberator-bombableinclude.xml
branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/b24.ac
branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/b24.xml
branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/texture.png
branches/release-2024.1/Aircraft/B-24-Liberator/Dialogs/b24-menu.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Models/B-24-Liberator-bombableinclude.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Effects/Bump/normalmap.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Effects/Weapons/bomb/explosion.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Effects/Weapons/release.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Effects/cranking/ALS/smoke.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Effects/cranking/Classic/smoke.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Effects/cranking/HDR/smoke.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Interior/Panel/panel.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Interior/interior.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/240891.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/42-72843.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/458bg.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/AL506RAF.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/NAMU.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/YB-24texture.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/goon.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/raf.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Liveries/2048x2048/subduer.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/Pilot/ww2_pilot_old.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/b24.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Models/light/Classic/lights.png
branches/release-2024.1/Aircraft/B-24-Liberator/Models/texture.png
branches/release-2024.1/Aircraft/B-24-Liberator/Nasal/convert.nas
branches/release-2024.1/Aircraft/B-24-Liberator/Nasal/turrets.nas
branches/release-2024.1/Aircraft/B-24-Liberator/Nasal/weapons.nas
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-0.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-1.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-2.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-3.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-4.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-5.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-6.png
branches/release-2024.1/Aircraft/B-24-Liberator/Previews/b24-7.png
branches/release-2024.1/Aircraft/B-24-Liberator/Read-Me.txt
branches/release-2024.1/Aircraft/B-24-Liberator/Sounds/b24-sound.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Sounds/mp-sound.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Systems/ai.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Systems/aircraft-data.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Systems/b24-base.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Systems/b24-yasim.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Systems/rules.xml
branches/release-2024.1/Aircraft/B-24-Liberator/Systems/views.xml
branches/release-2024.1/Aircraft/B-24-Liberator/b24-set.xml
branches/release-2024.1/Aircraft/B-24-Liberator/b24-splash.png
Modified: branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/B-24-Liberator-bombableinclude.xml
===================================================================
--- branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/B-24-Liberator-bombableinclude.xml 2026-02-10 19:56:28 UTC (rev 19355)
+++ branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/B-24-Liberator-bombableinclude.xml 2026-02-10 19:58:57 UTC (rev 19356)
@@ -2,395 +2,206 @@
<PropertyList>
+ <!-- Nasal code -->
<nasal>
+
<load>
<![CDATA[
- #makes the propellors spin in the AI version of the aircraft
var nodeName = cmdarg().getPath();
print("Loading B-24 ", nodeName);
- ##checks whether it has been initialized already; if so, just return
+ var nodeName = cmdarg().getPath();
+
if ( bombable.check_overall_initialized (nodeName) ) {
return;
}
- setprop (nodeName ~ "/engines/engine/rpm", "3000");
- setprop (nodeName ~ "/engines/engine[1]/rpm", "3000");
- setprop (nodeName ~ "/engines/engine[2]/rpm", "3000");
- setprop (nodeName ~ "/engines/engine[3]/rpm", "3000");
-
- ############################################
- #Bombable INITIALIZER
var object_init = func() {
-
- # Datas of this object are under: cmdarg().getPath()
- var thisNodeName = cmdarg().getPath();
- var thisNode = props.globals.getNode(thisNodeName);
- # Add some useful nodes
-
- ########################################################################
- ########################################################################
- # INITIALIZE BOMBABLE
- #
- # Initialize constants and main routines for maintaining altitude
- # relative to ground-level, relocating after file/reset, and
- # creating bombable/shootable objects.
- #
- # These routines are found in FG/nasal/bombable.nas
- #
- ########################################################################
- # INITIALIZE BOMBABLE Object
- # This object will be slurped in the object's node as a child
- # node named "bombable".
- # All distances are specified in meters.
- # All altitudes are relative to current ground level at the object's
- # location
- #
-
thisNodeName = cmdarg().getPath();
var bombableObject = {
objectNodeName : thisNodeName,
- objectNode : props.globals.getNode(thisNodeName),
-
- # time, in seconds, between the updates that
- # keep the object at its AGL. Tradeoff is high-speed updates look more
- # realistic but slow down the framerate/cause jerkiness. Faster-moving
- # objects will need more frequent updates to look realistic.
- # update time faster than about 1/3 seems to have a noticeable effect
- # on frame rate
- updateTime_s : 1/3,
-
- #########################################
- # ALTITUDE DEFINITIONS
- #
+ objectNode : props.globals.getNode(thisNodeName),
+ updateTime_s : 1/3,
altitudes : {
- # altitude correction to add to your aircraft or ship that is needed to put wheels on
- # ground (or, for a ship, make it float in the water at the correct level). For most
- # objects this is 0 but some models need a small correction to place them exactly at
- # ground level
- wheelsOnGroundAGL_m : 1 ,
-
- # minimum altitude above ground level this object is allowed to fly
- minimumAGL_m : 100,
-
- # maximum altitude AGL this object is allowed to fly, ie, operational ceiling
- maximumAGL_m : 13715,
-
- # altitude AGL when crashed. Ships will sink to this level, aircraft or vehicles will
- # sink into the ground as landing gear collapses or tires deflate. Should be negative,
- # even just -0.001.
- crashedAGL_m : 0.6,
+ wheelsOnGroundAGL_m : 1,
+ minimumAGL_m : 100,
+ maximumAGL_m : 13715,
+ crashedAGL_m : 0.6,
},
- #
- #########################################
- # VELOCITIES DEFINITIONS
- #
velocities : {
- # max % to reduce speed, per step, when damaged
maxSpeedReduce_percent : 0.5,
-
- # minimum speed to reduce to when damaged. Ground vehicles and ships might stop completely
- # when damaged but aircraft will need a minimum speed so they keep moving until they hit the
- # ground.
minSpeed_kt : 83,
-
- # cruising speed, typical/optimal cruising speed, V C for aircraft
- cruiseSpeed_kt : 187,
-
- # typical/optimal speed when aggressively attacking or evading, in
- # level flight for aircraft
- attackSpeed_kt : 210,
-
- # Maximum possible speed under dive or downhill conditions, V NE for aircraft
+ cruiseSpeed_kt : 184,
+ attackSpeed_kt : 200,
maxSpeed_kt : 258,
+ damagedAltitudeChangeMaxRate_meterspersecond : 30,
- # max rate to sink or fly downwards when damaged, in meters/second
- damagedAltitudeChangeMaxRate_meterspersecond : 30,
+ diveTerminalVelocities: {
+ point1: { airspeed_kt : 377, vertical_speed_fps : -41.8},
+ point2: { airspeed_kt : 416, vertical_speed_fps : -87.2},
+ point3: { airspeed_kt : 430, vertical_speed_fps : -188.8},
+ point4: { airspeed_kt : 547, vertical_speed_fps : -302},
+ },
+ climbTerminalVelocities: {
+ point1: { airspeed_kt : 344, vertical_speed_fps : 27.6},
+ point2: { airspeed_kt : 314, vertical_speed_fps : 52.6},
+ point3: { airspeed_kt : 297, vertical_speed_fps : 88},
+ point4: { airspeed_kt : 252, vertical_speed_fps : 88},
+ },
},
- #
- #########################################
- # EVASION DEFINITIONS
- #
- # The evasion system makes the AI aircraft dodge when they come under
- # fire.
evasions : {
- # max time to delay/wait between dodges
- dodgeDelayMax_sec : 200,
-
- # minimum time to delay/wait between dodges
- dodgeDelayMin_sec : 100,
-
- # Max amount to turn when dodging
- dodgeMax_deg : 1,
-
- # minimum amount to turn when dodging
- dodgeMin_deg : 1,
-
- # you can figure this out by rolling the corresponding FG aircraft and
- # timing a 180 or 360 deg roll
- rollRateMax_degpersec : 20,
-
- # Preference for right turns vs. left when dodging. 90% means 90% right
- # turns, 50% means 50% right turns.
+ dodgeDelayMax_sec : 15,
+ dodgeDelayMin_sec : 5,
+ dodgeMax_deg : 79,
+ dodgeMin_deg : 58,
+ rollRateMax_degpersec : 65,
dodgeROverLPreference_percent : 50,
-
- # Aircraft will begin to move up or down
- dodgeAltMin_m : -20,
-
- # Max & Min are relative to current alt
- dodgeAltMax_m : 20,
+ dodgeAltMin_m : -5000,
+ dodgeAltMax_m : 5000,
+ dodgeVertSpeedClimb_mps : 80,
+ dodgeVertSpeedDive_mps : 160,
},
- #
- #########################################
- # ATTACK DEFINITIONS
- #
- # The attack system makes the AI aircraft turn and fly towards
- # other aircraft
- # The B17 won't actually turn and attack but it has a rear-ward facing gun that will shoot
attacks : {
- # max distance to turn & attack main aircraft
- maxDistance_m : 700,
-
- # min distance to turn & attack main aircraft, ie, fly away this far before turning
- # to attack again
- minDistance_m : 1,
-
- #when within minDistance_m, the aircraft will continue to turn towards the main aircraft
- # and attack *if* if the angle is less than this amount from dead ahead
- continueAttackAngle_deg : 20,
-
- # will attack the main aircraft unless this amount higher than it or more
- altitudeHigherCutoff_m : 700,
-
- # will attack the main aircraft unless this amount lower than it or more
- altitudeLowerCutoff_m : 700,
-
- # when turning on attack, roll to this angle min
- rollMin_deg : 0,
-
- # when turning on attack, roll to this angle max
- rollMax_deg : 0,
-
- # you can figure this out by rolling the corresponding FG aircraft and
- # timing a 180 or 360 deg roll
- rollRateMax_degpersec : 20,
-
- # How powerful the aircraft is when climbing during an attack; 4000 would
- # be typical for, say a Zero--scale accordingly for others; higher is stronger
- climbPower : 0,
-
- # How powerful the aircraft is when diving during and attack; 6000 typical of
- # a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver
- divePower : 0,
-
- # check for need to attack/correct course this often
- attackCheckTime_sec : 10,
-
- # once engaged with enemy, check/update course this frequently
- attackCheckTimeEngaged_sec : 1,
-
- # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
- maxDamage_percent : 7,
-
- # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
- maxDamageDistance_m : 700,
-
- # direction the aircraft's main weapon is aimed.
- # 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
- weaponAngle_deg : { heading: 180, elevation: 0 },
-
- # Offset of the weapon from the main aircraft center
- weaponOffset_m : {x:-8, y:0, z:0},
+ maxDistance_m : 20000,
+ minDistance_m : 1600,
+ continueAttackAngle_deg : 80,
+ altitudeHigherCutoff_m : 15000,
+ altitudeLowerCutoff_m : 10000,
+ climbPower : 4500,
+ divePower : 9000,
+ rollMin_deg : 58,
+ rollMax_deg : 79,
+ rollRateMax_degpersec : 65,
+ attackCheckTime_sec : 6,
+ attackCheckTimeEngaged_sec : 0.6,
},
- #
- #########################################
- # WEAPONS DEFINITIONS
- #
- # The weapons system makes the AI aircraft fire on the main aircraft
- # You can define any number of weapons--just enclose each in curly brackets
- # and separate with commas (,).
- # Let's try 2 guns for the B17. This could be improved/tweak for historical accuracy.
- # vs framerate. It might be worthwhile to try 4, as FR isn't too bad with 2.
- # The B17 actually had 13 guns in different positions:
- # http://wiki.flightgear.org/Boeing_B-17_Flying_Fortress
weapons : {
- # internal name - this can be any name you want; must be a valid nasal variable name
- cannon_front : {
- # name presented to users, ie in on-screen messages
- name : "Front Machine Gun",
-
- # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
- maxDamage_percent : 8,
-
- # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
- maxDamageDistance_m : 250,
-
- # direction the aircraft's main weapon is aimed.
- # 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
- weaponAngle_deg : { heading: 0, elevation: 0 },
-
- # Offset of the weapon from the main aircraft center
- weaponOffset_m : {x:0, y:6, z:0},
-
- # Visual size of the weapon's projectile, in meters, at start & end of its path
- weaponSize_m : {start:.15, end:.15},
+ cannon_up_left : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: 180, elevation: 10 },
+ weaponOffset_m : { x:-5.445, y:-0.171, z:1.132 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
},
- # internal name - this can be any name you want; must be a valid nasal variable name
- cannon_rear : {
- # name presented to users, ie in on-screen messages
- name : "Rear Machine Gun",
-
- # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
- maxDamage_percent : 8,
-
- # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
- maxDamageDistance_m : 250,
-
- # direction the aircraft's main weapon is aimed.
- # 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
- weaponAngle_deg : { heading: 180, elevation: 0 },
-
- # Offset of the weapon from the main aircraft center
- weaponOffset_m : {x:-8, y:0, z:0},
-
- # Visual size of the weapon's projectile, in meters, at start & end of its path
- weaponSize_m : {start:.15, end:.15},
+ cannon_up_right : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: 180, elevation: 10 },
+ weaponOffset_m : { x:-5.445, y:0.171 z:1.132 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
},
+ cannon_tail_left : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: 180, elevation: -5 },
+ weaponOffset_m : { x:8.938, y:-0.158, z:0.352 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
+ },
+ cannon_tail_right : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: 180, elevation: -5 },
+ weaponOffset_m : { x:8.938, y:0.158, z:0.352 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
+ },
+ cannon_left : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: -140, elevation: -5 },
+ weaponOffset_m : { x:2.435, y:-1.129, z:-0.323 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
+ },
+ cannon_right : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: 140, elevation: -5 },
+ weaponOffset_m : { x:2.435, y:1.129, z:-0.323 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
+ },
+ cannon_nose : {
+ name : "12.7 mm M2/AN Browning gun",
+ maxDamage_percent : 18,
+ maxDamageDistance_m : 1500,
+ weaponAngle_deg : { heading: 0, elevation: -30 },
+ weaponOffset_m : { x:-10.681, y:0.000, z:-0.619 },
+ weaponSize_m : { start: 0.1, end: 0.1 },
+ },
},
- #
- #########################################
- # DIMENSION DEFINITIONS
- #
- # All dimensions are in meters
- # These dimensions must reach outside the actual model, ie,
- # slightly too large is better than slightly too small
- # Some models (like ships) have wake or other models and these
- # dimensions must be larger than those so if we go out to this
- # distance we will reach 'ground' and not 'model'
- #
dimensions : {
- # width of your object, ie, for aircraft, wingspan
- width_m : 33.5,
-
- # length of your object, ie, for aircraft, distance nose to tail
- length_m : 20.6
-
- # height of your object, ie, for aircraft ground to highest point when sitting on runway,
- height_m : 5.5,
-
- # typically 1/2 the longest dimension of the object. Hits within this distance of the
- damageRadius_m : 10.3,
-
- # center of object have some possibility of damage
- # typically the radius of the fuselage or cockpit or other most
- # vital area at the center of the object. Always smaller than damageRadius_m
- vitalDamageRadius_m : 7,
+ width_m : 33.50,
+ length_m : 20.60,
+ height_m : 5.50,
+ damageRadius_m : 15.81,
+ vitalDamageRadius_m : 2,
+ crashRadius_m : 6,
},
- #
- #########################################
- # VULNERABILITIES DEFINITIONS
- #
vulnerabilities : {
- # Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill
- # and lower to make them more difficult. This is a multiplier, so 5 means 5X easier to kill
- # than an M1, 1/5 means 5X harder to kill.
- damageVulnerability : 20,
-
- # Chance that a small-caliber machine-gun round will damage the engine.
- engineDamageVulnerability_percent : 4,
-
- # Vulnerability to catching on fire. 100% means even the slightest impact will
- # set it on fire; 20% means quite difficult to set on fire; 0% means set on fire
- # only when completely damaged; -1% means never set on fire.
- fireVulnerability_percent : 10,
-
- # Amount of damage to add, per second, when on fire. 100% = completely damaged.
- fireDamageRate_percentpersecond : 0.2,
-
- # Once a fire starts, for this many seconds there is a chance to put out the fire;
- # fires lasting longer than this won't be put out until the object burns out.
- fireExtinguishMaxTime_seconds : 180,
-
- # Chance of the crew putting out the fire within the MaxTime above.
- fireExtinguishSuccess_percentage : 60,
-
- # mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives.
- explosiveMass_kg : 47772,
+ engineDamageVulnerability_percent : 7,
+ fireVulnerability_percent : 15,
+ fireDamageRate_percentpersecond : 0.5,
+ damageVulnerability : 3.5,
+ fireExtinguishSuccess_percentage : 23,
+ fireExtinguishMaxTime_seconds : 30,
+ explosiveMass_kg : 735,
+ airspeed_damage:{
+ damage_threshold_kt : 450,
+ warning_threshold_kt : 420,
+ damage_multiplier_percentpersecond : 0.5
+ },
+ gforce_damage: {
+ damage_enabled : 1,
+ warning_enabled : 1,
+ damage_threshold_g : {positive:15.6, negative:10},
+ warning_threshold_g : {positive:12, negative:8},
+ damage_multiplier_percentpersecond : {positive:12, negative:12 }
+ },
+ redout: {
+ enabled : 1,
+ parameters: {
+ blackout_onset_g : 5,
+ blackout_complete_g : 9,
+ redout_onset_g : -2.5,
+ redout_complete_g : -5
+ }
+ }
},
- #
- #########################################
- # LIVERY DEFINITIONS
- #
- # Path to livery files to use at different damage levels.
- # Path is relative to the AI aircraft's directory.
- # The object will start with the first livery listed and
- # change to succeeding liveries as the damage
- # level increases. The final livery should indicate full damage/
- # object destroyed.
- #
- # If you don't want to specify any special liveries simply set
- # damageLivery : nil and the object's normal livery will be used.
- #
damageLiveries : {
damageLivery : [ ]
},
};
-
- #########################################
- # INITIALIZE ROUTINES
- #
- # OVERALL INITIALIZER: Needed to make all the others work
bombable.initialize ( bombableObject );
- #
- # LOCATION: Relocate object to maintain its position after file/reset
- # (best not used for airplanes)
# bombable.location_init ( thisNodeName );
- #
- # GROUND: Keep object at altitude relative to ground level
bombable.ground_init ( thisNodeName );
- #
- # BOMBABLE: Make the object bombable/damageable
- var bombableListenerid = bombable.bombable_init ( thisNodeName );
- #
- # ATTACK: Make the object attack the main aircraft
- #bombable.attack_init ( thisNodeName );
- # Attack turned off for B-17s--they don't attack, they simply fly formation & shoot back
- #
- # WEAPONS: Make the object shoot the main aircraft
+ bombable.attack_init ( thisNodeName );
bombable.weapons_init ( thisNodeName );
- #
- # SMOKE/CONTRAIL: Start a flare, contrail, smoke trail, or exhaust
- # trail for the object.
- # Smoke types available: flare, jetcontrail, pistonexhaust, smoketrail,
- # damagedengine
+ bombable.bombable_init ( thisNodeName );
bombable.startSmoke("pistonexhaust", thisNodeName );
- #
- # END INITIALIZE BOMBABLE
- ########################################################################
- ########################################################################
}
-
object_init();
]]>
</load>
<unload>
<![CDATA[
- print("Unload B-24");
- var nodeName= cmdarg().getPath();
- print("Unload object "~ nodeName );
- bombable.de_overall_initialize( nodeName );
- bombable.initialize_del( nodeName );
- bombable.ground_del( nodeName );
- # bombable.location_del (nodeName);
- bombable.bombable_del( nodeName );
- # bombable.attack_del( nodeName );
- bombable.weapons_del (nodeName);
- # </unload>
- ]]>
+ print("Unload B-24.");
+ var nodeName= cmdarg().getPath();
+ bombable.de_overall_initialize( nodeName );
+ bombable.initialize_del( nodeName );
+ bombable.ground_del( nodeName );
+ bombable.location_del (nodeName);
+ bombable.bombable_del( nodeName );
+ bombable.attack_del( nodeName );
+ bombable.weapons_del (nodeName);
+ ]]>
</unload>
</nasal>
Modified: branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/b24.ac
===================================================================
--- branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/b24.ac 2026-02-10 19:56:28 UTC (rev 19355)
+++ branches/release-2024.1/Aircraft/B-24-Liberator/AI/Aircraft/B-24-Liberator/Models/b24.ac 2026-02-10 19:58:57 UTC (rev 19356)
@@ -2,89683 +2,107432 @@
MATERIAL "DefaultWhite" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 0.5 0.5 0.5 shi 64 trans 0
MATERIAL "transparent" rgb 1 1 1 amb 1 1 1 emis 0 0 0 spec 1 1 1 shi 64 trans 0.7
OBJECT world
-kids 56
+kids 21
OBJECT poly
-name "HDRvitres"
-loc 0.027863 -0.454035 0
-data 9
-HDRvitres
+name "b24"
+loc 0.460001 -0.598471 0
+data 3
+b24
texture "texture.png"
texrep 1.000000 1.000000
crease 30.000001
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