obj
type MIG23.PT
pos 1270429 0 1300699
angle 90 0 0
nationality3 161
flags $4497
speed 0
alias -1
skill 2
react $c000 $0 $0
searchDist 25
startTime 1200
wing 7 0
wng 1 0 2048 0
.
obj
type MIG23.PT
pos 1270429 0 1300699
angle 90 0 0
nationality3 161
flags $4497
speed 0
alias -1
skill 2
react $c000 $0 $0
searchDist 25
startTime 1200
wing 7 0
wng 1 0 2048 0
hardpoint 4 1 MIG29I.SEE
hardpoint 5 2 AA11.JT
hardpoint 6 4 AA10.JT
hardpoint 7 2 AA12.JT
hardpoint 8 2 AA12.JT
.
This is a very handy trick, as it can be used to change the player aircraft's loadout as well. Say that you are making a precision strike mission in a F-15J, taking laser-guided bombs for attack and AMRRAMs along for defense. That Eagle isn't going to be able to carry both the weapons and a laser seeker, 'cause it only has two hardpoints that can be player-loaded. So, insert this line just before the period.
hardpoint 0 1 PAVESPK.SEE
If you remember Vark's ToolKit tips, you'll know that every aircraft has a VIS seeker on hardpoint 0, but none need it. So mount a laser or IR seeker there!
Also, Kay Ove has sent me his list of all the default hardpoints forATF Gold and USNF '97!
Lookdown: Open the Toolkit, and then open a seeker (.SEE) file to edit. In the lower right corner, there is a setting for "Lookdown". If you want a radar that can look perfectly down at 45 to 90 degrees, the value would be '0'. As the values get higher, radars lose their effectiveness on tracking targets below them. I chose about '75' for older radars, and '50' for new ones. Targeting aircraft got lower (the E-3 Sentry got '20'). If you really want to downgrade radars, change the "FOV Pitch" on the TWS and RWS Parameters screens to a number lower than '90'. This will keep the radars from looking at anything from the new value to 90 degress below.
Doppler:On the right side of the box, find the "Doppler Parameters" field. "Speed Above" indicates how fast an above horizon target must be going in order to be locked/tracked by the radar. "Speed Below" does the same for below horizon targets. If the target is beyond the distance specified by "Min Range", the "Speed Above" and "Below" settings will take effect.
0500 ------ 5
FFFF ------ unlimited
0A00 ------ 10
1900 ------ 25
4600 ------ 70
0F00 ------ 15
FA00 ------ 250
6400 ------ 100
1400 ------ 20
3200 ------ 50
4B00 ------ 75
You can use these to designate numbers of weapons, jamming pods, chaff/flare pods, seekers, or fuel tanks.
waypoint2 6
w_index 0
w_flags $1
w_goal 0
w_next 0
w_pos2 0 0 611242 1000 746057
w_speed 0
w_wng 0 0 0 0
w_react $0 $0 $0
w_searchDist 0
w_preferredTargetId2 $0
w_name 150 feet
Now, the altitude is set by changing the underlined number:
waypoint2 6
w_index 0
w_flags $1
w_goal 0
w_next 0
w_pos2 0 0 611242 1000 746057
w_speed 0
w_wng 0 0 0 0
w_react $0 $0 $0
w_searchDist 0
w_preferredTargetId2 $0
w_name 150 feet
Change that to 150, and you got those choppers coming into target undetectable by ground based radar.
First, go into the toolkit and make sure that Paint Shop Pro is selected as your paint program. Then open an object icon and open it up in PSP. Now, "Edit Pallete" and make sure that the colors are listed by "Palette Order". The bottom right color should have the RGB values 255 255 255. It seems that the ATF-FA considers color #255 to automatically be transparent, but not if the values are the same as another color on the pallete! So change the values of #255 to something not on the palette: like 255 200 220, or something like that. The background of the image changes to the new color, and now anytime you want to make a part of the image transparent, just paint it that new color.