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What the..?

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nicaragua
Hi!
So, yeah I made 4 very simple codes for four switches to toggle four different visibility conditions:
They all look like this:
Code:
<PartInfo>
<Name>pointer_switch</Name>
<AnimLength>100</AnimLength>  
<Animation>
<Parameter>
<Sim>
<Variable>point</Variable>
<Units>Bool</Units>
</Sim>
<Lag>50</Lag>
</Parameter>
</Animation>
<MouseRect>
      <Cursor>Hand</Cursor>
         <TooltipText>Show situation display close up</TooltipText>
         <CallbackCode>
               (L:point,bool) ! (&gt;L:point,bool)
      </CallbackCode>
</MouseRect>
</PartInfo>

<Animation name="point_vis" guid="8c621c44-8c18-4e21-bea1-90a5da6fc8f2" type="Sim" typeParam="AutoPlay" length="100" typeParam2="point_vis" />


 <PartInfo>
    <Name>point_vis</Name>
    <Visibility>
      <Parameter>
        <Code>
        (L:point, bool)
	</Code>
      </Parameter>
    </Visibility>
  </PartInfo>

Only the variables change...

They work perfectly fine... Until I change from another plane to the one that uses this code or load a flight with this same plane, where all the 4 buttons vanish and the mouse turns into a "hand" inside the whole cockpit, no matter where you point it at, and it activates only the last object with the visibility code (the one I posted here).

It seems like a freak bug too me...
Did this happen to any of you people?
 
INVALID!

Code:
<Sim>
  <Variable>point</Variable>
  <Units>Bool</Units>
</Sim>

You can NOT use <Sim> construct with custom L:vars. Only A:, E:, & P: variables are <Sim> types.
 
But it works perfectly! :confused:
I mean, really perfectly! I've been using this method since I learned it from that yoke tutorial... Only now it's becoming weird...

And if that's the problem, how do I use custom variables!?

Thanks!
 
Last edited:
You used the correct form in your second example!

Code:
 <Code>(L:point, bool)</Code>
 
Holy Jeezaas! Thanks! :eek:
Had the answer right in front of me and I didn't see it! Typical...
 
LOLOL.... Dont you just hate that! they hide where you least expect them...

Should be quite the opposite!

Don't you just love it when suddenly all the pain and worries of the last few weeks are swept away in a split second and this incredible feeling of joy, pride, supremacy and pure awesomeness is physically going through your body! :eek:



Ok, it just lasts until the next export when the next crisis awaits you, but boy....!
 
Don't you just love it when suddenly all the pain and worries of the last few weeks are swept away in a split second and this incredible feeling of joy, pride, supremacy and pure awesomeness is physically going through your body! :eek:

Developing for MSFS - better than sex!
 
Should be quite the opposite!

Don't you just love it when suddenly all the pain and worries of the last few weeks are swept away in a split second and this incredible feeling of joy, pride, supremacy and pure awesomeness is physically going through your body! :eek:



Ok, it just lasts until the next export when the next crisis awaits you, but boy....!

lololol....

You must be on the next Plateau of spiritual FS design then me.
 
Another "wut?" situation:

I added a lever and two buttons for the naval version of the S-46.
The lever's for the tailhook. Alright add the lever_tailhook_extend animation tag and mouserect attach, tailhook works on FSX? Yes? Good...
The buttons are:
One for the wing fold animation, no problems with finding the tag, wing_fold_r_pct and same for the left wing (works right in FSX? Yes? Good) and for the button, lever_toggle_wing_fold.
The other for the launchbar added the tags launch_bar_pct on the launchbar itself and the switch_launch_bar on the switch. (works on FSX? No? Hmm)
Now here's the thing:
The tailhook lever shows the folowing tooltip: Engine 2 Torque. I click it, the tailhook comes down but the lever doesn't move...
The wing fold switch: Tooltip: Manifol Pressure Boost. Click it the wings fold, the button moves.
The launch bar: Click the button, nothing happens inside nor outside... The lauch bar is animated from 0 to 100 frames and in the sim it appears in the fully deployed position. I added all the stuff to the aircraft.cfg...
All the tags are default from the Accel SDK...
 
The SDK states that TOGGLE_LAUNCH_BAR_SWITCH "Toggles the request for the launch bar to be installed or removed" Which I would assume gets the aircraft connected to the catapult in a mission. In addition to toggling this switch, the modeldef code also toggles (L:switch_launch_bar). Guess there is some F-18 internal code associated with that.

The tooltips you see are nothing to do with modeldef, no torque or manifold pressure there.

Roy
 
Yeah, on the modeldef everything's right. The problems only appear on FS. But that doesn't explain why the hook lever doesn't move...
 
It is odd because they both work off the same variable TAILHOOK POSITION.

Sometimes you get weird tooltips if there is a nearby gauge with a size error in the mouse "Area" section. It might interfere with the hook mouse rectangle. That could explain Engine 2 Torque, but Manifold Pressure???

I have animated hook levers and hooks in two planes and they work using standard modeldef. Tooltip should be "Arresting hook handle"

Roy
 
I have no gauges with mouserect in the entire VC. The switches are all 3D...

Um, how the hell do you control them then? The <MouseRect> script is in the appropriate section of the modeldef.xml file.

For every "switch" you have to do two things:

1. tag them using the Animation Manager

2. tag them using the Attachpoint Tool to add the "Mouse" action.
 
For every "switch" you have to do two things:

1. tag them using the Animation Manager

2. tag them using the Attachpoint Tool to add the "Mouse" action.


Thank you Bill, that's just confirmed something I've been trying to get my head around. :D
 
I meant I have no 2D gauges with mouserect. They are only to display info. The buttons all have mouserect attacted to them, except for a few that don't have a clear function. But there's none with those tooltips and they aren't nowhere near the lever...
 
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