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FSX FSXME - Substitute Object Capability?

Messages
121
Country
us-california
Hi all,
Still learning! One thing I wondered is if you could easily substitute one object for another - this is key when the object has many references - say, over 10. You might have the need to change from a MenuItem or one kind of trigger to another. I ran into this with replacing the MenuItem in the OilRig fire mission with a trigger - it had 14 references and I had to tediously relink them all.
Also, have you ever had some scenery object (that was activated at the start) just disappear and then reappear if you restart a few times - don't get that at all. Seen it happen maybe twice.
Back to the animation issue, also with the Oilrig Fire, you can see from the SDK xml that there are specific GUIDs for specific PlayAnimations - any way to find that out from some sort of object scan like ModelConverterX? Maybe some of the other models have animations.
Another neat to have feature for scenery object placement in FSXME would be a "bump" button - do a grab and then increment the position in lat/lon a few feet (or so) at a time and then retest. Right now, I use the popup to text edit a few "seconds" of displacement by hand.
Enough for now - thanks for all your help!

whitav8 (Dave)
 
Messages
84
Country
us-oregon
RE::Back to the animation issue, also with the Oilrig Fire, you can see from the SDK xml that there are specific GUIDs for specific PlayAnimations - any way to find that out from some sort of object scan

Yes use
List of Lists for "C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\"

this one has 750 entrys with thousands of items.
SimObjectDisplayMap : Mapping from models' display name to GUID (140 entries)
TargetPlayerType : Name and GUID for the special Player nodes (4 entries)
 
Messages
315
Country
us-virginia
Regarding changing/substituting one object for another:

In your example, I would have created the trigger, and then opened it.

Next I would have gone to your MenuItem and selected all 14 linked actions by selecting each one while holding down the shift key.

Next I would have dragged all 14 at once to the new trigger. (they will show up as a lighter color indicating that they are also linked somewhere else, that is what you want)

Finally, I would have gone back and deleted the MenuItem.

Looking back at the new trigger, all 14 actions and any/all attached nodes should be now linked to the trigger.

This works well for almost all triggers. Proximity triggers can be tricky. You must remember which of the actions are tied to the Enter field and which are tied to the Exit field.


Cheers!
Hangar32
 
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