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Fighters Anthology Tips Part 2
Q. I created a custom map using the FA Toolkit, but now it doesn't show up in the project in the Toolkit. What is wrong?
A.The FA Toolkit has a bug wherein it looks for custom maps in the cache folder, instead of in the correct project folder. Also, after you create a custom map, it will leave dummy .T2 and .MM files in the cache folder. To get around this bug, create your custom map as usual, and then use Windows Explorer or a similar program to browse to your \Fighters Anthology\TOOLKIT\PROJECT\Project_Name_Here folder. Copy the custom .T2 and .MM files which correspond to your map, and paste them in your \Fighters Anthology\TOOLKIT\CACHE folder. The map should now be editable again in the FA Toolkit. |
Q. A custom library
doesn't affect Fighters Anthology. What do I do?
A.Fighters Anthology always looks for the newest lib files
to use, and if your FA installation (and, therefore, default
FA lib files) are newer, a custom lib won't be recognized.
To remedy this, download Libstamp
from my FA files and utilities page
, and use Windows Explorer to check the date of the custom
lib's .LIB file(s). Run Libstamp, and set the date of the
two default FA libs to be older than the custom lib is.
This will work for any custom lib that doesn't "register"
with Fighters Anthology. |
Q. What does the carpet
bomb check box do?
A. The carpet bombing check for aircraft causes that aircraft
to fire any weapon (with a specific carpet burst specified)
differently from how that weapon would be normally fired.
It will fire the number of weapons that have been specified
in a weapon's "Game rounds in carpet burst" box,
accessable via that weapon's Firing menu. "Delay between
game rounds" specifies the time interval (in 1/4 seconds)
between each projectile in a carpet burst. For example,
if a B-52 has carpet bombing checked and carries Mk-82s,
and the Mk-82 has 20 as the number of game rounds in a carpet
burst, fired at an interval of eight 1/4 seconds, the B-52
will drop 20 Mk-82s over a period of 40 seconds on any target
it attacks. |
Q. How do I import
shapes and textures into the toolkit?
A. To bring shapes into a Toolkit Project, copy the .SH
and it's corresponding .PIC files into the /Projectname
folder. Then, open ITEM.DAT with a text editor, and add
two lines, one for the .SH and one for the .PIC. Preferrably,
copy an existing .PIC line, and an existing .SH line (if
you have already saved a .SH into the project; if not, a
line referring to some other file type should work. Change
the two new lines so that they refer to the new .SH and
.PIC files. Copy the new lines at the top of ITEM.DAT, as
an extra formatted line at the bottom of the file can cause
a toolkit error. This is assuming that the texture for the
shape is already in .PIC format. If it is .BMP format, simply
import it via the toolkit graphics menu. |
Q. What are the Nationality Numbers?
A. One number (1 or 2 digit) is for when the nationality
is set to friendly, and another (1xx) if it is set to enemy.
Here is the list by NVA der DDR, with the numbers being
friendly/enemy:
American 0/128
British 1/129
Chinese 2/130
French 3/131
German 4/132
Belgian 5/133
Jordanian 6/134
Israeli 7/135
Japanese 8/136
North Korean 9/137
Russian 10/138
South Korean 11/139
Syrian 12/140
Arab Egyptian 13/141
Islamic Egyptian 14/142
Estonian 15/143
Latvian 16/144
Lithuanian 17/145
Polish 18/146
Belorussian 19/147
North Vietnamese 20/148
South Vietnamese 21/149
Ukrainian 22/150
Iraqi 23/151
Iranian 24/152
Kuwaiti 25/153
Saudi Arabian 26/154
Omani 27/155
UAE 28/156
Qatari 29/157
Bahraini 30/158
Libyan 31/159
Sudanese 32/160
Cuban 33/161
Panamanian 34/162
Columbian 35/163
Pakistani 36/164
Indian 37/165
Afghani 38/166
Taiwanese 39/167
Greek 40/168
Turkish 41/169
Italian 42/170
Swedish 43/171
Finnish 44/172
Norwegian 45/173
Spanish 46/174
Portuguese 47/175
Austrian 48/176
Danish 49/177
Dutch 50/178
Canadian 51/179
Bulgarian 52/180
Hungarian 53/181
Romanian 54/182
Australian 55/183
Philippine 56/184
Argentinean 57/185
Bosnian 58/186
Serbian 59/187 |
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