Deano1973
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Hi folks,
A quick question for the XML experts. I'm looking to make my aircraft's port propeller spinner "disappear" when the airplanes's "Door_2" is activated. This second exit is the engine cover, which is removed upon opening the second exit. Having the spinner vanish will allow more of the engine and prop assembly to be visible. ( This is something that I'd also be happy to accomplish using a mouse rect ).
I've done much reading here and elsewhere, but I don't believe that I can assign such a code to the part in question ( Prop1_still.1 ) as it's already parented to another part and of course animated itself. So far, this is where I'm at in my understanding of how this process works;
1) Create the necessary code with a GUID in XML format
2) Edit the modeldef.xml with the new name of the XML code in question so the sim can recognise and read the required effect.
3) In FSDS, use an attach point to which the part in question can be parented, named for the new effect.
4 ) Compile the model, marvel at how everything works perfectly first time
I'm a total newbie to XML, but I have looked at lots of such gauges and can see the fundamentals of how it all works. Piccy attached of the spinner off in MCX - if anyone can point me in the right direction to get me started I'd be very happy. Will continue to experiment in the meantime...
A quick question for the XML experts. I'm looking to make my aircraft's port propeller spinner "disappear" when the airplanes's "Door_2" is activated. This second exit is the engine cover, which is removed upon opening the second exit. Having the spinner vanish will allow more of the engine and prop assembly to be visible. ( This is something that I'd also be happy to accomplish using a mouse rect ).
I've done much reading here and elsewhere, but I don't believe that I can assign such a code to the part in question ( Prop1_still.1 ) as it's already parented to another part and of course animated itself. So far, this is where I'm at in my understanding of how this process works;
1) Create the necessary code with a GUID in XML format
2) Edit the modeldef.xml with the new name of the XML code in question so the sim can recognise and read the required effect.
3) In FSDS, use an attach point to which the part in question can be parented, named for the new effect.
4 ) Compile the model, marvel at how everything works perfectly first time
I'm a total newbie to XML, but I have looked at lots of such gauges and can see the fundamentals of how it all works. Piccy attached of the spinner off in MCX - if anyone can point me in the right direction to get me started I'd be very happy. Will continue to experiment in the meantime...