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Different Pilots Selector

Wozza,

Is it possible to illustrate this in gauge code?
Hi Bill
the code is in the link above in message 12
<part>
<name>pilot_mod1</name>
<visible_in_range>
<parameter>
<code>(A:PAYLOAD STATION WEIGHT:1,Pound)</code>
</parameter>
<minvalue>140</minvalue>
<maxvalue>150</maxvalue>
</visible_in_range>
</part>
just make 3 copy's of this (one for each pilot) changing the name
and the min and max number to 3 different sets.
Setup the loadout 1 position in the aircraft.cfg for station1 and your preferred default pilot figure.Then the end user just needs to bring up the load out screen in sim and change the weight for station 1 to change the visual model displayed
Wozza
 
Wozza,

Many thanks Sir. I didnt catch that before.

Brilliant!!


Thanks also for teaching us all and helping out on the up-scaling (16X) on FS9 model exports. Massively appreciated.



Now... to open up Poser and design a nicely shaped 'fraulein' for a co-pilot/pilot.
 
Im sorry Vitus.

The code doesnt seem to work.

I did make some mild changes, but only in the parts names and adding a sound trigger to the switch.

What happens is the pilots 'all' show up at once, and they do not seem to hide in any order, all remaining visible.

Here is what I have so far.


Code:
<part>
   <name>lhc_pilot_selector</name>
   <mouserect>
     <cursor>Hand</cursor>
     <tooltip_text>Toggle Pilots</tooltip_text>
     <callback_code>
       (L:PILOT SHOW,enum) 1 + 4 % (&gt;L:PILOT SHOW,enum)
                     1 (&gt;L:XMLSND7,enum)
     </callback_code>
   </mouserect>
</part>


<part>
   <name>lhc_pilot_male</name>
      <visibility>
        <parameter>
          <code>
            (L:PILOT SHOW,enum) 1 ==
          </code>
        </parameter>
      </visibility>
   <mouserect>
     <cursor>Hand</cursor>
     <tooltip_text>Toggle Pilots</tooltip_text>
     <callback_code>
       (L:PILOT SHOW,enum) 1 + 4 % (&gt;L:PILOT SHOW,enum)
     </callback_code>
   </mouserect>
</part>


<part>
   <name>lhc_pilot_female</name>
      <visibility>
        <parameter>
          <code>
            (L:PILOT SHOW,enum) 2 ==
          </code>
        </parameter>
      </visibility>
   <mouserect>
     <cursor>Hand</cursor>
     <tooltip_text>Toggle Pilots</tooltip_text>
     <callback_code>
       (L:PILOT SHOW,enum) 1 + 4 % (&gt;L:PILOT SHOW,enum)
     </callback_code>
   </mouserect>
</part>


<part>
   <name>lhc_pilot_couple</name>
      <visibility>
        <parameter>
          <code>
            (L:PILOT SHOW,enum) 3 ==
          </code>
        </parameter>
      </visibility>
   <mouserect>
     <cursor>Hand</cursor>
     <tooltip_text>Toggle Pilots</tooltip_text>
     <callback_code>
       (L:PILOT SHOW,enum) 1 + 4 % (&gt;L:PILOT SHOW,enum)
     </callback_code>
   </mouserect>
</part>


Any ideas?

I wonder if its possible to make one extra slot that has no pilot? Thus, you boot up the plane, and a pilot is there. Click, female pilot appears, no male. Click, couple is now there. Click once more and no pilots at all, empty seats. One more click, and you are back to the default male pilot.


On a side note, I created the extra copies of pilots, an extra male for the 'couple' and then an extra female for the stand alone female pilot. Goodness. The two pilots alone were already near capacity limit for polygons for a model, lolololol.... I had to create a new LOD for one, that still didnt allow enough room, so I had to connect two pilots to the secondary pilots LOD Hierarchy. That finally got the system export. This dang thing is a huge model! Now over 16 megs...


Bill
 
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Another thing I would like to do when I get this code working is something I think would be so cool...

Have exchanging wingtips, with one being winglets. The wingtips are tradeable!

A second feature is switching fuselages, from one that has windows, to one that doesnt. I presently have these features which must be compiled separately, but with switch out codes, I could have 'in-sim' switch-ability in changing the model variants without having to go into the sims selection center and booting up another model variant.

It cant be done though with float plane variants... arrgh. That requires changes in the config file, float contact points, etc. Skis would work though. Snow skis that is.
 
Hi Bill,

the only thing that I can think of is that the parts are not correctly tagged. If you use the tagging-tool in Gmax/SMax, make sure that you select the visibility and the mouserect tag at the same time. If you try to assign the tags in sequence, the first tag will be overwritten.
Check the "user defined" page in the properties of the part and make sure that the code for the mouserect AND the visibility shows up.

If everything works properly the aircraft should show NO pilot once loaded. If you want to change the default state you just have to change the order by editing the visibilty tags. As all L: variables are initialized with "0", change the code for the part that should show up:
Code:
   <name>lhc_pilot_male</name>
      <visibility>
        <parameter>
          <code>
            (L:PILOT SHOW,enum) [COLOR="Red"]0[/COLOR] ==
          </code>
        </parameter>
      </visibility>

In other words, you can change the order of appearance by changing the number in the visibility tags.


In regards to you second question: all the things you suggest are basically no big deal. The only thing that makes this stuff a bit more complicated is the user interface. HOW do you want the user to change the appearance of the aircraft? You can build a 2D panel for that (as seen in Anthony Lynchs Tiger Moth), or you can make the parts directly interactive by assigning mouse rects, as shown above.
In either way you would use a L: variable to control the visibility of the effected part.

On the other hand, if you want to change the whole fuselage it might be a better idea to simply create different models. Because as you mentioned, with many changes on the fuselage or wings, you also change the physical behaviour of your craft... ;)
 
Thanks Vitus.

Brilliant on just needing to change the enum numbers.


I am doing this for FS2004, so that must be my problem. I do not see your code is capitalized, but wondering if its in FSX format.
 
uuuh I forgot that you are still working for FS9 as well.. :p

If you use the FSX gamepack, you tag parts using the "Attach Point tool". By doing so the part gets a user defined entry in the properties that looks like this:
Code:
FSXML = <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Visibility name="wheel_chocks"> </Visibility> <MouseRect name="wheel_chocks"> </MouseRect> </FSMakeMdlData>

I have no idea how you tag parts for FS9 though :confused:
 
uuuh I forgot that you are still working for FS9 as well.. :p

If you use the FSX gamepack, you tag parts using the "Attach Point tool". By doing so the part gets a user defined entry in the properties that looks like this:
Code:
FSXML = <?xml version="1.0" encoding="ISO-8859-1" ?> <FSMakeMdlData version="9.0"> <Visibility name="wheel_chocks"> </Visibility> <MouseRect name="wheel_chocks"> </MouseRect> </FSMakeMdlData>

I have no idea how you tag parts for FS9 though :confused:



How in the HECK did you get that copied out of FSX? You cant 'clipboard' that attach string into nor out of the Properties box.... Surely you found a way? or just copied it slowly..

I found out 'there' the reasons why I couldnt get my landing lights to work. The Attach tool worked with LL's like 1/3rd of the time and would print the wrong thing into the properties string. I could correct it there.


How does something in software only work 'sometimes'??? I could never figure that out.
 
I have no idea how you tag parts for FS9 though :confused:

All the script examples above are in FS9 format. In FS9 one "tags parts" via the partname!

The parser will match the partname from the model to the <name> entry in the MakeMDL.parts.xml script...

...obviously, they must be an exact match!

Another point to keep in mind: spaces in partnames are contra-indicated. Use underscore (_) instead of a space!

Pilot Show = invalid name
PilotShow = valid name
Pilot_Show = valid name

Also keep in mind that duplicated parts that need to use the same XML script MUST have an underscore+number suffix.

PilotShow01 = invalid name if the "partname" is actually "PilotShow"...
PilotShow_01 = valid name
 
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