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This is from the SDK:
IMPORTANT! While these elements may still appear in the XML for airports, they will not work. At the time of publishing this SDK documentation, these elements are scheduled for revision and the documentation will be updated when this happens.
The available attributes for both elements are as follows:
The generic airports don't have boundary fences. Code has just been added for VectorPlacement to allow fences and hedgerows, etc. But it is a bit buggy, I read.
The generic airports haven't been updated in quite a while, so they don't have fences, and might never have fences.
Here's some code for the fences:
From the SDK:
I'm not sure why they didn't call the GUID as ID or GUID... but profile it is. VectorPlacement is part of the Airport definition.
<BoundaryFence>, <BlastFence>
These elements both define different fence types that can be placed around or within an <Airport>. If you are using these elements, then you must also set the appropriate attribute in the <DeleteAirport> element (deleteAllBlastFences or deleteAllBoundaryFences) to TRUE. Both these elements require at least two <Vertex /> sub elements to be considered valid.IMPORTANT! While these elements may still appear in the XML for airports, they will not work. At the time of publishing this SDK documentation, these elements are scheduled for revision and the documentation will be updated when this happens.
The available attributes for both elements are as follows:
Attribute | Description | Type | Required |
---|---|---|---|
profile | GUID that defines the profile for the fence | String | Yes |
instanceId | Optional GUID to identify the element | String | No |
The generic airports don't have boundary fences. Code has just been added for VectorPlacement to allow fences and hedgerows, etc. But it is a bit buggy, I read.
The generic airports haven't been updated in quite a while, so they don't have fences, and might never have fences.
Here's some code for the fences:
XML:
<Airport groupIndex="2" groupID="1" groupGenerated="FALSE" state="Wisconsin" city="Delavan" name="Lake Lawn" ident="C59" lat="42.63388284867607" lon="-88.60112657613251" alt="288.77326180133969" magvar="2.000000" airportTestRadius="5000.00000000000000" applyFlatten="FALSE" isOnTIN="FALSE" starAirport="TRUE">
<VectorPlacement displayName="ElephantLine" parentGroupID="1" groupIndex="1" profile="{2AFA52E3-EB66-411E-93A1-E7781E495CF2}" spacing="11.740000" heading="0.000000" scale="1.000000" scaleDelta="1.574400" rotation="Random" avoidDiscontinuity="FALSE">
<Vertex lat="42.63074342774348" lon="-88.60067647441822"/>
<Vertex lat="42.63269675888878" lon="-88.60053083614795"/>
</VectorPlacement>
<VectorPlacement parentGroupID="1" profile="{3539A258-D892-481E-82EB-D60201DF09FE}" spacing="4.600000" heading="0.000000" scale="1.000000" scaleDelta="0.000000" rotation="Follow edge" avoidDiscontinuity="TRUE">
<Vertex lat="42.63014046895842" lon="-88.60073226981866"/>
<Vertex lat="42.63009893873452" lon="-88.60026226472387"/>
<Vertex lat="42.63058645722074" lon="-88.60030370778469"/>
<Vertex lat="42.63060905277261" lon="-88.60068975530825"/>
<Vertex lat="42.63014361409324" lon="-88.60072992152207"/>
</VectorPlacement>
<Aprons/>
<PaintedElements/>
<ApronEdgeLights/>
</Airport>
<VectorPlacement>
This element is for adding in a series of points that will be connected by a vector path and then have a model placed along the path, useful for creating things like fences or power-lines, etc... This element requires at least two <Vertex /> sub-elements to define the points between which the models will be placed. The element has the following parameters:Attribute | Description | Type | Required |
---|---|---|---|
profile | This is the GUID of the model that will be used to populate the vector path. | String | Yes |
snapToVertices | When this attribute is set to "TRUE" the chosen model will only be placed on the single vertices (points) that make up the vector path, instead of being placed along the lengths of the vectors. Default value is "FALSE". | Bool | No |
spacing | This sets the spacing (in meters) between the models as they are placed along the vector path. This set to a avalue that brings the object models closer together to keep continuity between them. | Float | Yes |
heading | This attribute can be used to modify the orientation (heading) of the model by a value in degrees. This will be a relative orientation if the rotation attribute is set to "Follow edge" or "Random", and an absolute orientation if the attribute is "Same". | Float | Yes |
scale | This attribute is used to scale the model up or down. The base value is 1, and a value less than one will scale it down and a value greater than 1 will scale it up. This will also be cummulative with the scale applied if the scaleDelta option is greater than 0. | Float | Yes |
scaleDelta | This attribute will add a random variation in scale to each model placed along the vector path. The default value is 0, which is no random variation, and any value greater than 0 will be used to apply a random variation in size to each model using the given value as a magnitude for the variation. This variation will be cumulative with the scale setting. | Float | Yes |
rotation | With this attribute you can change the way the model rotation will be handled by the simulation. It can be one of the following strings:
| String | Yes |
avoidDiscontinuity | This attribute can be set to "TRUE" to have the scenery editor try and ensure that the models used match up correctly at the corners of the vector path. If set to "FALSE" then the model may overrun the length of the vectors. | Bool | Yes |
castShadow | If this attribute is set to "TRUE" the models used will cast a shadow, and if set to "FALSE" they won't. | Bool | No |
I'm not sure why they didn't call the GUID as ID or GUID... but profile it is. VectorPlacement is part of the Airport definition.
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