It should be possible to enable or disable pylons on Dynamic loadout based on animation sources.
That is, the state of an animation source in the VhC should be usable to enable or disable a pylon so that no more weapons could be loaded onto it.
It should be possible to enable or disable pylons on Dynamic loadout based on animation sources.
That is, the state of an animation source in the VhC should be usable to enable or disable a pylon so that no more weapons could be loaded onto it.
As an example:
The CUP UH-60 is available with ESSS (External Stores Support System) that can be toggled on or off via animation sources, and extended from two to four pylons with the same vehicle customization. There is, however, no way to prevent weapons being loaded onto the outer pylons even if those are hidden. It would be preferable if the appropriate pylons could be disabled if they are not visible.
Extra: Animations have a "lockCargo" feature:
// if the animation phase is 0, then the given cargo indexes (lockCargo) will be locked // if undefined, default value of lockCargoAnimationPhase is 0 lockCargoAnimationPhase = 0; lockCargo[] = {0,1,5};
Similarly, this could work for pylons:
lockPylongAnimationPhase = 0; lockPylon[] = {1,2,3];