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XML programed parts in gmax

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nicaragua
Hi!
I wanted to know how to make those animations that are programed in gmax like ailerons dropping when the engines shut down and other.
Anyone can awnser, please?:)
Thanks.
 
Yep, Felix is on it..


Basically you open up the Part Code list with Notepad. This will have all your animations codes. This is what the compiler uses when it compiles your plane.


Note that you can then copy/paste/modify a part name and change it to one that you wish.

But, you must make a 'new' name and any L:var custom animations must be different (in naming) then any other part in that list, or it will mimick other parts that share the same name.

Example; (L:SunVisorLeft, bool) <-- if you have any other parts with that code in it, they will all work at the same time, so you must change it, such as 'SunVisorLeftA, SunVisorLeftB, etc..

Same for parts name tags. You cannot have two or more parts with the same name tag.


When going out to make such custom "new" animations, make periodic backup copies of your master parts list. If you mess it up, you can always backstep. Remember, one small symbol will cause the rest of the entire stack of code to not function, which means when you burn a MDL, the animations will not work until you find out what symbol you messed up.


Learning code will be another thing to do. Very difficult at first. Best to use 'similar parts' to go by and gradually learn how they work. Ask questions on code here or in Gauges to find out meanings of things. The best area to find out all the lists of commands and aircraft readouts (base codes) is in the FS2004 Panel SDK in the Docs folder. Some brilliant reading in there, and all tag and readouts are in there as well.. (Well, most of them, some exist and are found at Nick Pikes great website).



Once you start to learn how to make your own code, you will be addicted. You'll have so many wild animations going on.. Your list will double in size.

Just be careful and be patient.


Bill
 
Ok, thanks!
Just another doubt: my landing lights are always facing down even when I rotate the pivot, do you know what's the matter? I did it the right way: with a triangle and then apply the material but it always shows the light faced down. :(
 
You didn't say what sim version, FS9 or FSX?

That's important because they use two completely different techniques!

In either case though, the answers may be found at http://freeflightdesign.com using a Search.
 
Ok, thanks!
Just another doubt: my landing lights are always facing down even when I rotate the pivot, do you know what's the matter? I did it the right way: with a triangle and then apply the material but it always shows the light faced down. :(

What call tag did you label the landing lights with?



Bill
 
My exporter is the FS2004 MakeMDL, but I use FSX (I got the standart version before I knew about the SDK in the deluxe version) and the call tag I labelled was (in the material) light_land.
 
My exporter is the FS2004 MakeMDL, but I use FSX (I got the standart version before I knew about the SDK in the deluxe version) and the call tag I labelled was (in the material) light_land.

In that case, you need TWO polygons, both with the Material named LIGHT_LAND applied.

One of the polys is Linked as a Child of the other. The top level poly's axis is aligned such that the Blue Arrow points in the opposite direction from where the beam of light should point...

...the Child poly's axis remains "Align(ed) to World."
 
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