Entry Lua Code for Aircraft

dirName	  	 = current\_mod\_path, --whereever the entry.lua is located is current
displayName  = \_("TIE"), --change to your AIrplane
developerName = \_("Dimitriov"), --optional

fileMenuName = \_("PX"), --change to what you want
update\_id        = "TIE",
version		 = "2.5.0", --doesnt really matter
state		 = "installed",
info		 = \_("0"), --optional
--basic information end

InputProfiles = --for your controls
	{
		["TIE"] = current\_mod\_path .. '/Input/PX', --make sure this path exists
	},                                             --with the controls you want
--binaries = --only needed for dlls
--{
--'MiG29',
--},

Skins	= --optional can be deleted
	{
		{
			name	= \_("TIE"),
			dir		= "Theme",
		},
	},

## })
mount\_vfs\_model\_path    (current\_mod\_path ..  "/Cockpit/Shape") --folder for edm etc.
mount\_vfs\_model\_path	(current\_mod\_path.."/Shapes") --folder for edm, you can just put all edms in here.
mount\_vfs\_liveries\_path (current\_mod\_path.."/Liveries")  --optional
--Textures: PX" is the name zip file
mount\_vfs\_texture\_path  (current\_mod\_path.."/Textures/PX") --folder for Textures
mount\_vfs\_sound\_path	(current\_mod\_path.."/Sounds/") --optional, check "sounders" for
## --more options

--Config.lua, not sure if it works hence i usually dont use it. Tested with no results
-- local cfg\_path = current\_mod\_path .. "/FM/F15/config.lua"
-- --dofile(cfg\_path)
-- TIE[1] = self\_ID
--TIE[2] = 'TIE'
--TIE.config\_path = cfg\_path
--TIE.old = 6

make\_view\_settings('TIE', ViewSettings, SnapViews)--I think this creates viewsettings in your config folder.

## make\_flyable('TIE'	, current\_mod\_path..'/Cockpit/KneeboardRight/', {nil,old = 6}, current\_mod\_path..'/comm.lua')
--Every not already called lua you created for the aircraft needs to be called
--here with "dofile"
dofile(current\_mod\_path.."/PX\_Pit.lua") --needed for pit location aka the "view.lua" just with different name
dofile(current\_mod\_path..'/PX.lua') --your main lua
dofile(current\_mod\_path..'/PXA.lua') --this one is optional main I made for AI
dofile(current\_mod\_path..'/TIE\_Weapons.lua') --for new weapons if added
dofile(current\_mod\_path..'/UnitPayloads/TIE.lua') -- payload for your aircraft
## dofile(current\_mod\_path..'/UnitPayloads/TIE\_AI.lua') --payload for optional AI
plugin\_done() --needed

```

### **Make Flyable:**

the make flyable line :

make\_flyable('TIE'    , current\_mod\_path..'/Cockpit/KneeboardRight/', {nil,old = 6}, current\_mod\_path..'/comm.lua')

1. make\_flyable - declaration, that´s how you start this command, apparently MAC\_flyable also works
2. ('TIE'... - this is the name of your aircraft, for convenience make all names the same in this whole lua
3. current\_mod\_path..'/Cockpit/KneeboardRight/' - this is where your device\_init.lua is called, make sure this folder exists with the necessary lua inside it. If not just copy it from another mod into your mod folder
4. {nil,old = 6} - we will always use nil for now. Old="number" defines the type of avionics you want to use for your aircraft(Refer to this list). Keep in mind that different avionics also need the necessary connectors in your EDM file to use their special displays. If nothing is called or uncorrectly called it will be defaulting to Su25 Frogfoot avionics.
5. current\_mod\_path..'/comm.lua') - Your mod folder should also have a comm.lua, just leave this part then as is.