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FSXA Custom Animations not working

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319
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unitedkingdom
I've programmed a custom animation for the VC, and the code is listed below. The mouse rect works fine, but the animation doesn't function in FSX. It's all keyframed and tagged in Max, but it doesn't move the switch in the game. Could it be that I've put the <Animation> entry with the <PartInfo> at the bottom of my modeldef.xml file? Do they have to be separated as they are with all the default animations?

<Animation name="AP_Star_LightsMaster" guid="22D4F56D-A4B7-44b8-B754-89380BF2530A" type="Sim" typeparam="" length="50"/>
<PartInfo>
<Name>AP_Star_LightsMaster</Name>
<AnimLength>50</AnimLength>
<Animation>
<Parameter>
<Code>
(L:Lights Master, bool) 50 *
</Code>
<Lag>400</Lag>
</Parameter>
</Animation>
<MouseRect>
<Cursor>Hand</Cursor>
<CallbackCode>(L:Lights Master, bool) ! (&gt;L:Lights Master, bool)</CallbackCode>
</MouseRect>
</PartInfo>
 
Nope. The problem is that you misnamed "typeparam2" and didn't repeat the name= entry. It is required... :D

Code:
<Animation name="AP_Star_LightsMaster" guid="22D4F56D-A4B7-44b8-B754-89380BF2530A" type="Sim" typeparam2="AP_Star_LightsMaster" length="50"/>


<PartInfo>
  <Name>AP_Star_LightsMaster</Name>
  <AnimLength>50</AnimLength>
  <Animation>
    <Parameter>
      <Code>
        (L:Lights Master, bool) 50 *
      </Code>
      <Lag>400</Lag>
    </Parameter>
  </Animation>
  <MouseRect>
    <Cursor>Hand</Cursor>
    <CallbackCode>(L:Lights Master, bool) ! (&gt;L:Lights Master, bool)</CallbackCode>
  </MouseRect>
</PartInfo>
 
Hmmm.... It still didn't work, even after doing that, but I took a closer look at the defualt animations and it turns out I had to add

typeParam="AutoPlay"

as well to get it to work. Tested and that, one, at least, works in FS now!:)
 
Ah yes! Sorry I missed that myself when replying...

Although where you have that entry doesn't really matter (as you've found), I still tend to keep my "custom entries" organized by project name, and I even take the time to construct an <AnimationGroup> table, which allows me to quickly filter only those specific tags in the FSX Animation Tool's window:

Code:
  <AnimationGroup name="C310 LLights" guid="0x6E72FD3B,0x9C9E3698,0x8E44F665,0xFFFF10D0">
    <AnimationRef guid="ecde0816-e025-4065-8709-f3b33818ab6f"/>
    <AnimationRef guid="78e65bb9-6426-4c85-ad32-7f6711041009"/>
    <AnimationRef guid="c7909187-b943-4647-b319-b3926d138289"/>
    <AnimationRef guid="737165b0-8a88-406d-9aa6-f77804286b35"/>
    <AnimationRef guid="5c5b306f-c797-43a2-ae6f-82572247e19c"/>
    <AnimationRef guid="a36b62a2-830c-476e-92c8-e38f13818f7a"/>
    <AnimationRef guid="d7320a03-9c95-4d3e-bafb-bd8750a86fce"/>
    <AnimationRef guid="59fc1c01-f7d6-4012-865b-49b6741808d0"/>
    <AnimationRef guid="d41a87b2-0caa-4b11-9812-8949a075a993"/>
    <AnimationRef guid="375d4237-9461-44b8-9734-f3a04c5cea38"/>
    <AnimationRef guid="da6adecc-9a9e-455f-aba7-dc1ad85516ea"/>
  </AnimationGroup>

The above for example is a list of all the GUIDs used by the "C310 LLights" scripts. When it comes time to add the animations, I simply select that Group by name when using the Animation Tool... ;)
 
I might do that - I've got about a hundred switches to program.. although I thankfully don't have to do the breakers, they're being carried over from the 2D panel.
 
May I ask how do we obtain the custom Guids?

Alternatively, you could simply have one of the many "on line generators" create a bunch of GUIDs for you, and paste 'em into a text file.

I work from the bottom up, and Ctrl-X 'em from the list so I don't accidentally reuse one I've already assigned!

I use this one, and can ask for up to 2000 at one time:

http://www.guidgenerator.com/
 
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