• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Doors/Exits in VC

Messages
85
I would like to be able to open both doors and the left seat window seperately with the mouse pointer in the VC but I can only get the left side door to work, I tried to copy the code from [lever_door_open] and create another event in the [modeldef.xml] file but it still opens the left side door instead of door_1 (set to SHIFT+E 3)

Any help would be appreciated,

Brian Kumanchik :(
 
Hey Brian,

Make sure you have the proper amount of exists called for in the 'aircraft.cfg' file. Otherwise your doors will not open.



Bill
 
They're set, all of the exits open properly with the Shift+e (1,2,3,4) but I can't get them to open with the pointer (mouse rec) there is only support for one door in the .XML file

Brian
 
Brian,

Make sure you have SP3 update in the SDK. The Accelleration udpate has alot of new parts.

I had thought they had 4 exits in the XML list, but I have the Accelleration XML parts list, so that might be why you dont have it on yours.

Edit.. I re-read your original post. My apologies. You want your own door lever. You will indeed need to create a new lever that will only work the door you wish to open. This might be a bit difficult. Make sure there isnt a 'second canopy' opening lever, or a cargo door opening release lever somewhere first though. That might be all you need.


Bill
 
Last edited:
Alocate your animations to "door 0", "door 1" and "door 2" instead of f_canopy etc

allocate your mouse areas as "lever door open" for door 0,
"lever exit open 2" for door 1 etc.

yes that's right the doors animations are numbered differently to the mouse overs :eek:

You will need to create "lever exit open 3" for door 2, don't forget to add your guid entry and then use this:

<PartInfo>
<Name>lever_exit_open3</Name>
<MouseRect>
<Cursor>Hand</Cursor>
<CallbackCode>3 (&gt;K:TOGGLE_AIRCRAFT_EXIT)</CallbackCode>
<TooltipID>TOOLTIPTEXT_EXIT_DOOR_OPEN_2</TooltipID>
</MouseRect>
</PartInfo>
 
Last edited:
I do have SP3, I have the doors assigned like this:

door_0 = left seat door
door_1 = Right seat door
door_2 = left seat window
door_3 = engine compartment (oil check door)

These open with SHIFT+e (1,2,3 &4)

They work perfectly with the keyboard input, If I use the [attach point tool / mouse rec] there is only an entry for [lever_door_open] there is also one for [switch_exit_2] but if I assign that one it still opens the first door.

I did find entries for door_0 thru door_3 in the .XML file but they are not listed in the [attach point tool] and if I add them manually they don't work.

Brian
 
I am hoping Fr. Bill will chime in on this one. I dont know how to get a keyboard command animation to function via XML.



Bill
 
Code:
    <Animation name="door_0" guid="9B5ED86C-B114-4924-B5C9-163A99042F2F" length="100" type="Sim" typeparam2="door_0" typeparam="AutoPlay" />
    <Animation name="door_1" guid="3A57E6F3-93D9-470e-A7DA-5878A033D933" length="100" type="Sim" typeparam2="door_1" typeparam="AutoPlay" />
    <Animation name="door_2" guid="5F2A41F8-EA1E-4b17-B987-84A45A75B88C" length="100" type="Sim" typeparam2="door_2" typeparam="AutoPlay" />
    <Animation name="door_3" guid="5D79AF88-3ADF-475a-BB65-19A61B2626BF" length="100" type="Sim" typeparam2="door_3" typeparam="AutoPlay" />
    

  <PartInfo>
    <Name>door_0</Name>
    <AnimLength>100</AnimLength>
    <Animation>
      <Parameter>
        <Sim>
          <Variable>EXIT OPEN:0</Variable>
          <Units>percent</Units>
        </Sim>
      </Parameter>
    </Animation>
    <MouseRect>
      <TooltipText>Open Door</TooltipText>
      <Cursor>Hand</Cursor>
      <CallbackCode>
         (&gt;K:TOGGLE_AIRCRAFT_EXIT)
      </CallbackCode>
    </MouseRect>
  </PartInfo>

  <PartInfo>
    <Name>door_1</Name>
    <AnimLength>100</AnimLength>
    <Animation>
      <Parameter>
        <Sim>
          <Variable>EXIT OPEN:1</Variable>
          <Units>percent</Units>
        </Sim>
      </Parameter>
    </Animation>
    <MouseRect>
      <TooltipText>Open Door</TooltipText>
      <Cursor>Hand</Cursor>
      <CallbackCode>
		(>K:TOGGLE_AIRCRAFT_EXIT,bool)
		(>K:SELECT_2,bool)
      </CallbackCode>
    </MouseRect>
  </PartInfo>

  <PartInfo>
    <Name>door_2</Name>
    <AnimLength>100</AnimLength>
    <Animation>
      <Parameter>
        <Sim>
          <Variable>EXIT OPEN:2</Variable>
          <Units>percent</Units>
        </Sim>
      </Parameter>
    </Animation>
    <MouseRect>
      <TooltipText>Open Door</TooltipText>
      <Cursor>Hand</Cursor>
      <CallbackCode>
		(>K:TOGGLE_AIRCRAFT_EXIT,bool)
		(>K:SELECT_3,bool)
      </CallbackCode>
    </MouseRect>
  </PartInfo>

  <PartInfo>
    <Name>door_3</Name>
    <AnimLength>100</AnimLength>
    <Animation>
      <Parameter>
        <Sim>
          <Variable>EXIT OPEN:3</Variable>
          <Units>percent</Units>
        </Sim>
      </Parameter>
    </Animation>
    <MouseRect>
      <TooltipText>Open Door</TooltipText>
      <Cursor>Hand</Cursor>
      <CallbackCode>
		(>K:TOGGLE_AIRCRAFT_EXIT,bool)
		(>K:SELECT_4,bool)
      </CallbackCode>
    </MouseRect>
  </PartInfo>
 
Sorry Brian, when you said you had been in the modeldef I assumed you already new how to generate the guids etc. That will teach me not to make assumptions

Father Bill's code does the job and brings the handle and door into the same entry.
If you are going to need guids in the future there is a link in the SDK's to an Aces' GUID generator, it is towards the bottom of the "Overview section".


Father Bill usually jumps on these things before the rest of us get a chance so a few of us got together and tied him to a chair but it he is more slippery than we thought.
 
Thank You for all the help, I won't be able to try this out until this afternoon, I'll let you know how it goes. Can't wait to get this working! :)
 
Father Bill's code does the job and brings the handle and door into the same entry.
If you are going to need guids in the future there is a link in the SDK's to an Aces' GUID generator, it is towards the bottom of the "Overview section".

Father Bill usually jumps on these things before the rest of us get a chance so a few of us got together and tied him to a chair but it he is more slippery than we thought.

::laughing: I've found the easiest way to get unique GUIDs is to simply go to one of the following sites and generate as many as I think I'll need. I copy/paste the new GUIDs to a text file, and then copy/delete them from the list as they are "used," pasting the snipped one into my new <Animation...guid= definition:

http://www.guidgenerator.com/
http://www.famkruithof.net/uuid/uuidgen
 
Still can't get this working, do I need to insert the GUIDs even if there is already entries for door_0 thru door_3 (the default ones)

Now my pointer doesn't change when I move it over the mouse rec for door_2 in the VC

Brian
 
WooHoo! got it working, I just had to remove the default animation entries, they don't have a mouse trigger attached to them, I've learned a ton about the modeldef.xml file.

Big Thanks Guys!

Brian
 
I'm glad you got it sorted out, Brian...

I suppose had I remembered that I added the <MouseRect> sections to the default <Animation> script, I could have saved you some time and frustration... :duck:

The problem is that I had added mouse control over two years ago and promptly forgot about it... :scratchch
 
Thanks!

No problem, thanks again for the .xml code and your patience.

I'll be back as soon as I start tweaking guages

Brian:)
 
Back
Top