I don't know about the rest of you, but getting 50 annunciator lights to light up and extinguish has to be among the most tedious and boring tasks in sim development!
This is the annunciator sub-panel for the Avanti P180.Questions:
Nice panel by the way Bill. To which aircraft does it belong?
- Are you only referring to the changing textures in this case?
- Does this panel/gauge use with backlight-ing that dynamically in/decreases in light-intensity when turned on/off?
- Is it possible to automate these boring tasks in any way, with macro's of some sort?
<!-- ANNUNCIATOR LIGHTS VISIBILITY --> <PartInfo> <Name>Avt_L_FIRE_LIGHT_OFF</Name> <Visibility> <Parameter> <Code> (L:Avt_SysTest_SEL,enum) 0 != (L:Avt_SysTest_PULL, bool) ! or (L:Avt_L_FIRE_LIGHT,bool) ! and </Code> </Parameter> </Visibility> </PartInfo> <PartInfo> <Name>Avt_L_FIRE_LIGHT_ON</Name> <Visibility> <Parameter> <Code> (L:Avt_SysTest_SEL,enum) 0 == (L:Avt_SysTest_PULL, bool) and (L:Avt_L_FIRE_LIGHT,bool) or </Code> </Parameter> </Visibility> </PartInfo>
Might I suggest another approach: My unlighted lamps are part of the OH texture - there are no seperate polygons for them, they are always there. The lighted polygons "hover" directly above the unlighted. Therefore only the lighted polygons require a "Visibility" entry in the modeldef.xml. Saves you 50% of workload and you can't tell a difference visually.Each "light" requires two polygons; one for the unlighted text, the other for the lighted text (Additive mode, Self-Illumination)
They are controlled by <Visibility> conditions, so 50 of them require 100 unique entries in the modeldef.xml file.