so far it has been many missions and many cases. i think the only confirmed case of a shuttle closing its sfoils when entering a hangar is b5m5 but i will give you b6m1.
shuttle.ini wrote:;Lambda Shuttle by DTM - Rebel
[Camera]
;Camera X,Y,Z
X = -170
Y = 750
Z = 120
FamX = -170
FamY = 750
FamZ = 120
//DEFAULT POV FOR REFERENCE - Remove ; in Header to activate
[;CockpitPov]
CockpitPovX = 35
CockpitPovY = 160
CockpitPovZ = 96
[Exterior]
LodDistance = 0x7fffffff
[ObjectProfiles]
Default = 12, 13, 14, 15, 16, 17, 18, 19
Rebel = 12, 13, 14, 15, 16, 17, 18, 19
Imperial = 20, 21, 22, 23, 24, 25, 26, 27
[Pilot]
;mesh index, angle, speed, behavior
18, 32, 2, 2 ;Imperial Officer
19, 32, 2, 2 ;Imperial Officer
20, 32, 2, 2 ;Rebel Soldier
21, 32, 2, 2 ;Rebel Soldier
[Reticle]
;Shuttle Reticle #12
Reticle_5 = 205
Reticle_6 = 206
Reticle_7 = 207
Reticle_8 = 208
Reticle_9 = 209
Reticle_10 = 210
Reticle_15 = 211
Reticle_16 = 212
Reticle_17 = 213
Reticle_18 = 214
Reticle_19 = 215
Reticle_20 = 216
Reticle_21 = 217
Reticle_22 = 218
[SFoils]
;mesh index, angle, closing speed, opening speed (Press V = open/close)
28, 100, 2, 2 ;Right Wing Laser
29, 100, 2, 2 ;Left Wing Laser
30, 100, 2, 2 ;Right Bottom Wing
31, 100, 2, 2 ;Left Bottom Wing
;S-Foil Sound is defined in Sfx_SFoil.Lst. SFoilShuttle.wav
AllowFireWhenSFoilsAreClosed = 0 ;0 = No. 1 = Yes
CloseSFoilsInHyperspace = 0 ;0 = No. 1 = Yes
ParkOrderSFoilsClosed = 0 ;0 = No. 1 = Yes
SFoilsAnimationSpeed = 1 ;1 = Default. Higher # slows animation
[SFoilsLandingGears]
;mesh index, angle, opening speed, closing speed (Ctrl+L keys = open/close)
32, 21, 1, 1 ;Walkway
33, 64, 2, 2 ;Right Side Hatch
34, 64, 2, 2 ;Right Top Door
35, 64, 2, 2 ;Right Bottom Door
36, 64, 2, 2 ;Left Side Hatch
37, 64, 2, 2 ;Left Top Door
38, 64, 2, 2 ;Left Bottom Door
39, 100, 3, 3 ;Right Landing Gear
40, 100, 3, 3 ;Left Landing Gear
[Size]
ClosedSFoilsElevation = 100 ;Hangar floor distance
[Slam]
HasSlam = 0 ;0 = No. 1 = Has Slam Boost (Press K key)
[Sound]
EngineSoundInterior = 5 ;5 = EngineIntAG. 0 = No sound
EngineSoundFlyBy = 5 ;5 = FlyByAG or FlyByAG3D
EngineSoundTakeOff = 1 ;1= LandingGearUp. 2 = MFTakeoff
HyperSoundBehavior = 0 ;-1 = IFF based. 0 = Rebel. 1 = Imperial. 2 = Imperial and Zoom
WeaponSoundBehavior = Empire
;Uses EmpireLaser Sounds or defined in Sfx_Weapon.Lst. 0 = Default Laser Sounds
//DEFAULT STATS PROFILE FOR REFERENCE - Remove ; in Header to activate
[;StatsProfile_Default]
Speed = 66
Acceleration = 11
Deceleration = 13
Roll = 33
Pitch = 13
Yaw = 35
HasShieldGenerator = 1
HasHyperdrive = 1
ShieldStrength = 100
HullStrength = 66
SystemStrength = 20
[WeaponColor]
WeaponSwitchBasedOnIff = 0 ;0 = Default. Laser Hardpoint colors. 1 = Based on IFF color. -1 = Global Default.
WeaponColor = 0 ;0 = Default
WeaponColor282 = 0 ;0 = Green
WeaponColor283 = 0 ;0 = Turbo Green
WeaponImpactColor_3100 = BF5FD6FF ;Light Blue
WeaponImpactColor_3200 = 80FF0000 ;Light Red
WeaponImpactColor_3300 = BF55FF00 ;Light Green
WeaponImpactColor_3400 = 804A0080 ;Light Purple
WeaponImpactColor_3500 = BFFFE700 ;Light Yellow
WeaponImpactColor282 = BF55FF00 ;Light Green
WeaponImpactColor283 = BF55FF00 ;Light Green
EnergyBarColorLaserHigh = FF00FF00 ;Green. Full Laser Energy Bar
EnergyBarColorLaserLow = FF009E00 ;Dark Green. Low Laser Energy Bar
WeaponLightColor282 = 0 ;0 = Green
WeaponLightColor283 = 0 ;0 = Green
calamariwinged.ini wrote:;CalamariWinged.ini (Liberty Star Cruiser)
[Exterior]
;LodDistance = 0x7fffffff
[HangarCamera]
;Camera X,Y,Z
Key1_X = 1130
Key1_Y = -2320
Key1_Z = -300
Key2_X = 2850
Key2_Y = -700
Key2_Z = -400
Key3_X = -1820
Key3_Y = -7300
Key3_Z = -190
Key6_X = -1200
Key6_Y = -1530
Key6_Z = -300
Key9_X = 1070
Key9_Y = 3800
Key9_Z = -130
[HangarMap]
;REBEL HANGAR
; Must contain at least 4 object line.
; Format is: model index, markings, position X, position Y, position Z, heading XY, heading Z
; Numbers can be in decimal or hexadecimal (0x) notation.
; When position Z is set to 0x7FFFFFFF, this means that the object stands at the ground.
;ModelIndex_314_HangarMonitor
314, -1759, 813, 0x7FFFFFFF, 38600, 0
;ModelIndex_309_HangarCrane
309, 0, 1350, -915, 0x7FFFFFFF, 23500, 0
;ModelIndex_313_HangarGenerator
313, -2500, -5360, 0x7FFFFFFF, -2000, 0
;ModelIndex_315_HangarWorkStand
315, 0, 1879, -473, 0x7FFFFFFF, 8000, 0
315, 2, 1060, -1305, 0x7FFFFFFF, 49036, 0
315, 2, -1350, 150, 0x7FFFFFFF, 6600, 0
;315, 3, -1065, 200, 0x7FFFFFFF, 16600, 0
315, 3, -1250, 800, 0x7FFFFFFF, 16600, 0
;ModelIndex_084_ContainerSphere
84, -1950, -2684, 0x7FFFFFFF, 32336, 0
;ModelIndex_083_ContainerBox
83, -1500, -2136, -722, 32836, 16480
83, -1541, -2428, 0x7FFFFFFF, 53100, 0
83, -1751, -1996, 0x7FFFFFFF, 31172, 0
83, 1579, -2860, 0x7FFFFFFF, 37036, 0
83, 1880, -2828, -722, 272, 16480
;ModelIndex_080_CargoCanister
80, -1195, -1910, 0x7FFFFFFF, 54372, 0
;ModelIndex_050_Shuttle
50, 2, 1600, -2200, -741, 50536, 0
;ModelIndex_050_Shuttle Lift
;50, 0, -1550, -4350, -933, 24500, 0
;ModelIndex_065_Otana Lift
65, 0, -1500, -4350, -865, 24500, 0
;ModelIndex_058_CorellianTransport Lift
58, 1500, -4325, -825, -8000, 0
;ModelIndex_052_Stormtrooper Transport
52, 4, -2450, -275, 0x7FFFFFFF, 4500, 0
;ModelIndex_001_Xwing Rear
1, 2, 0, -5050, -825, 33000, 0
;ModelIndex_014_Z-95
14, 3, -3100, -2400, 0x7FFFFFFF, 20000, 0
;ModelIndex_002_Ywing
2, 0, 1300, -1123, 0x7FFFFFFF, 49036, 0
2, 1, -1538, -798, 0x7FFFFFFF, 7700, 0
;ModelIndex_004_Bwing
4, 2, 2078, -740, 0x7FFFFFFF, 40036, 0
4, 1, 4200, -3000, 0x7FFFFFFF, -10000, 0
;ModelIndex_002_Ywing
;2, 1, -1038, -798, 0x7FFFFFFF, 7700, 0
;2, 3, -1838, -798, 0x7FFFFFFF, 16600, 0
;ModelIndex_001_Xwing
1, 0, -1103, -100, 0x7FFFFFFF, 16600, 0
;ModelIndex_003_Awing
3, 3, -1250, 560, 0x7FFFFFFF, 16600, 0
;3, 2, -2250, 500, 0x7FFFFFFF, 21600, 0
;PLAYER POSITION
;1, 0, 0, -800, 0x7FFFFFFF, 0, 0
;RESCUE SHUTTLE POSITION
;50, 0, 1527, 259, 0x7FFFFFFF, 43136, 0
;EJECTED SHUTTLE POSITION
;50, 0, 1127, 959, 0x7FFFFFFF, 43136, 0
;ROOF CRANE POSITION
;316, 0, -1400, 786, -282, 0, 0
[HangarObjects]
HangarIff = -1 ;Hangar FG. Default is -1. The IFF of the command ship is used
PlayerOffsetX = 0
PlayerOffsetY = 0
PlayerOffsetZ = 0 ;-800 Floor level Estimate
PlayerAnimationElevation = 0 ;0 floor level. Distance the player rises before launch
PlayerAnimationStraightLine = 0 ;Distance the Player flies straight on launch
LoadShuttle = 1 ;0 = Off. 1 = Default
ShuttleModelIndex = 50 ;50=Shuttle, 51=EscortShuttle, 52=StormTrans
ShuttleMarkings = 0 ;0=None, 1=Imperial, 2=Rebel, 3=Grey
ShuttlePositionX = 1527
ShuttlePositionY = 259
ShuttlePositionZ = 0
ShuttleOrientation = 43136
ShuttleAnimation = Right
ShuttleAnimationElevation = 0 ;Distance the Shuttle rises before launch
ShuttleAnimationStraightLine = 2000 ;Distance the Shuttle flies straight before turning
LoadDroids = 1 ;0 = Off. 1 = Default
DroidsPositionZ = 0
Droid1PositionZ = 0 ;Astromech Droid
Droid2PositionZ = 350 ;Floating Droid height
Droid1Update = 1 ;0 = Off. 1 = Default
Droid2Update = 1 ;0 = Off. 1 = Default
HangarRoofCranePositionX = -1400
HangarRoofCranePositionY = 786
HangarRoofCranePositionZ = -282
HangarRoofCraneAxis = 0 ;0 = X axis. 1 = Y axis. 2 = Z axis
HangarRoofCraneLowOffset = 0
HangarRoofCraneHighOffset = 2800
IsPlayerFloorInverted = 0 ;0 for normal launch, 1 for drop down launch
IsDroidsFloorInverted = 0 ;0 for Default. 1 for Droids near the hangar roof
IsHangarFloorInverted = 0 ;0 for normal launch, 1 for drop down launch
IsShuttleFloorInverted = 0 ;0 for normal launch, 1 for drop down Shuttle launch
FoldOutside = 1 ;Ships landing close S-foils when they reach the OutsideHangar Hardpoint
;Rebel Hangar Options
FlightModels\HangarCrane.opt = FlightModels\RebHangarCrane.opt
FlightModels\HangarDroid.opt = FlightModels\HangarDroidR5D4.opt
FlightModels\HangarDroid2.opt = FlightModels\RebHangarDroid2.opt
FlightModels\HangarGenerator.opt = FlightModels\RebHangarGenerator.opt
FlightModels\HangarMonitor.opt = FlightModels\RebHangarMonitor.opt
FlightModels\HangarRoofCrane.opt = FlightModels\RebHangarRoofCrane.opt
FlightModels\HangarWorkStand.opt = FlightModels\RebHangarWorkStand.opt
[ObjectProfiles]
Default = 33, 34
Closed = 24, 25, 26, 27, 28, 29, 30, 31, 32
[Sound]
EngineSoundWash = 1 ;1 = EngineWash
;WeaponSoundBehavior = 0
;0 = Default Laser Sounds
//DEFAULT STATS PROFILE FOR REFERENCE - Remove ; in Header to activate
[;StatsProfile_Default]
Speed = 11
Acceleration = 4
Deceleration = 9
Roll = 1
Pitch = 2
Yaw = 4
HasShieldGenerator = 1
HasHyperdrive = 1
ShieldStrength = 3968
HullStrength = 1936
SystemStrength = 80
[WeaponColor]
WeaponSwitchBasedOnIff = 0 ;0 = Default. Laser Hardpoint colors. 1 = Based on IFF color. -1 = Global Default.
WeaponColor = 0 ;0 = Default
WeaponColor280 = 0 ;0 = Red
WeaponColor281 = 0 ;0 = Turbo Red
WeaponColor288 = 0 ;0 = Super Red
WeaponColor302 = 0 ;0 = Super Red
WeaponColor284 = 1 ;1 = Ion Blue
WeaponColor285 = 1 ;1 = Ion Turbo Blue
WeaponImpactColor_3100 = BF5FD6FF ;Light Blue
WeaponImpactColor_3200 = 80FF0000 ;Light Red
WeaponImpactColor_3300 = BF55FF00 ;Light Green
WeaponImpactColor_3400 = 804A0080 ;Light Purple
WeaponImpactColor_3500 = BFFFE700 ;Light Yellow
WeaponImpactColor280 = 80FF0000 ;Light Red
WeaponImpactColor281 = 80FF0000 ;Light Red
WeaponImpactColor288 = 80FF0000 ;Light Red
WeaponImpactColor302 = 80FF0000 ;Light Red
WeaponImpactColor284 = 803333FF ;Light Blue
WeaponImpactColor285 = 803333FF ;Light Blue
WeaponLightColor280 = 0 ;0 = Red
WeaponLightColor281 = 0 ;0 = Red
WeaponLightColor288 = 0 ;0 = Red
WeaponLightColor302 = 0 ;0 = Red
WeaponLightColor284 = 3333FF ;Blue
WeaponLightColor285 = 3333FF ;Blue