Do you want to make X-wings s-foils really moving?
Because i found a way to do it on IA model.
You need to have this in Sbanks
$Allowed SBanks: ( "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket" "Space Bomb" "Phoenix"
"Ion Pulse" "Mag Pulse" "HM4 Swarm" "Concussion Missile" "Discord Missile" "Proton Torpedo"
"Seismic Charge" "Intruder Rocket" "Proton Bomb" "Phoenix" "Ion Pulse" "Mag Pulse" "D-Boron" )
$Allowed Dogfight SBanks: ( "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket" "Space Bomb"
"Phoenix" "Ion Pulse" "Mag Pulse" ) ( "Missile" "Adv Missile" "Torpedo" "Adv Torpedo" "Heavy Rocket"
"Space Bomb" "Phoenix" "Ion Pulse" "Mag Pulse" ) ( "Nothing" ) ( "Nothing" )
$Default SBanks: ( "Torpedo" "Torpedo" "nothing" "nothing" )
$SBank Capacity: ( 15, 15, 1, 1 )
Second slot is needed when you run out of torpedoes ,if it wasn't there after firing all torpedoes s-foils will close and you will be unable to fire. Change loadout if you want. "Nothing" secondary was from TBP and is needed.
It's important to make nothing unfireable ("No dumbfire" and +Weapon range: 1 may do the trick) or you will be unable either to close or to open s-foils.
And then the animation:
$Subsystem: Engine01, 25, 0.0
$Subsystem: Engine02, 25, 0.0
$Subsystem: Engine03, 25, 0.0
$Subsystem: Engine04, 25, 0.0
$Subsystem: Sfoil01, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil02, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,-10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil03, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
$Subsystem: Sfoil04, 25, 0.0
$Flags: ( "Carry no damage" "Untargetable" )
$animation: triggered
$type: Secondary_bank
+sub_type: 2
+delay: 0
+relative_angle: 0,0,-10
+velocity: 0,0,180
+acceleration: 0,0,90
+time: 2000
"Engine0#" subsystems are for ion cannons ,because i don't want them to destroy submodels but there must be a way to disable a ship ,so when you destroy an s-foil its respective engine gets destroyed as well.
Anyway you will need this set of events in each mission (i also made a similar thing for B-wing).
$Formula: ( every-time
( and
( is-ship-class "X-Wing" "Alpha 1" )
( is-secondary-selected "Alpha 1" 2 )
)
( lock-primary-weapon "Alpha 1" )
( lock-secondary-weapon "Alpha 1" )
)
+Name: Sfoils
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( every-time
( and
( is-ship-class "B-Wing" "Alpha 1" )
( is-secondary-selected "Alpha 1" 0 )
)
( lock-primary-weapon "Alpha 1" )
( lock-secondary-weapon "Alpha 1" )
)
+Name: Sfoils1
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( every-time
( and
( is-ship-class "B-Wing" "Alpha 1" )
( not
( is-secondary-selected "Alpha 1" 0 )
)
)
( unlock-primary-weapon "Alpha 1" )
( unlock-secondary-weapon "Alpha 1" )
)
+Name: Unlock
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( every-time
( and
( is-ship-class "X-Wing" "Alpha 1" )
( not
( is-secondary-selected "Alpha 1" 2 )
)
)
( unlock-primary-weapon "Alpha 1" )
( unlock-secondary-weapon "Alpha 1" )
)
+Name: Unlock1
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( and
( is-ship-class "X-Wing" "Alpha 1" )
( is-subsystem-destroyed-delay
"Alpha 1"
"Sfoil01"
0
)
)
( set-subsystem-strength
"Alpha 1"
"engine01"
0
)
)
+Name: Engines1
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( and
( is-ship-class "X-Wing" "Alpha 1" )
( is-subsystem-destroyed-delay
"Alpha 1"
"Sfoil02"
0
)
)
( set-subsystem-strength
"Alpha 1"
"engine02"
0
)
)
+Name: Engines2
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( and
( is-ship-class "X-Wing" "Alpha 1" )
( is-subsystem-destroyed-delay
"Alpha 1"
"Sfoil03"
0
)
)
( set-subsystem-strength
"Alpha 1"
"engine03"
0
)
)
+Name: Engines3
+Repeat Count: 1
+Interval: 1
+Team: 0
$Formula: ( when
( and
( is-ship-class "X-Wing" "Alpha 1" )
( is-subsystem-destroyed-delay
"Alpha 1"
"Sfoil04"
0
)
)
( set-subsystem-strength
"Alpha 1"
"engine04"
0
)
)
+Name: Engines4
+Repeat Count: 1
+Interval: 1
+Team: 0
Worked for me on 3.6.10 INF most recent at this time ( there was no test multiplayer INF build with nearly all features from the latest nightly).
Maybe you will find some use for this ,or maybe you already have something similar.
I also tried to get pair fire on X-wing ,but "Cycle" flag $Swarm: 2 and $Swarm wait: 0.000001 didn't worked for some reason. I wonder how you want to solve this problem.
Anyway ,i hope i just made FoTG a bit closer to release ,if not ,no problem.
I may also post my animations for B-wing if you want.