Interesting !!
How is this XML used? Is it compiled by some sort of compiler that generates a BGL? (like the scenery creation tools) Or does it update an existing BGL?
Anyway, having the ability to create new airspaces is interesting, but I'm afraid modifying an existing airspace is more difficult...
Eric
I just drag it onto the BglComp.exe to create the bgl file and then
place that in an activated scenery folder. I don't recall exactly how
I was creating the XML code as my project has been on the back
burner for awhile now.Typically I use SBuilderX to get lat/lon information
by drawing polys. Circular shapes are easy. The XML for irregular shapes
can be rather tedious as I recall.
I've been experimenting with this to create special airspaces that do
not normally display on the GPS that will encompass the various flak
sites I have placed in 'occupied Europe' with my flak package. There
are several hundred of them!
I am planning on adding a gauge that will inflict damage to the A2A
Accu-Sim aircraft as a result of transiting a 'flak zone' and the
outcome of a couple of random number generators.
I needed some way of autonomously determining when the user aircraft
was in the flak, since those are simply effects triggered by proximity
controllers and not detectable through any, simulation variables.
The airspace solution seems to be viable as all I need to do is query
the nearest airspace(s) and when inside one with the 1st 4 characters
of the ID as "FLAK" the damage gauge will go to work.
So far I have some test code for that gauge but haven't written the
airspace detection code yet nor have I fleshed out the damage
infliction code that can be anything from minor fuel/hydraulic/etc
leaks to electrical system failures, loss of engine cylinders, jammed
control surfaces to full blown engine fires.
Paul