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Hi Tom,
I had a look at the taxi lights now. I see what the problem is there. It seems your modeldef.xml does not contain the default light_taxi_vis condition. That's why you get a custom visibility condition.
I checked with the modeldef.xml you send me before with the stairs and blocks conditions in there and that one indeed does not have the default entry in it. The issue is that the landing and taxi lights both use the same effect, so when the visibility condition is not one of the entries listed in the light_mapping.ini file, MCX does not know it is a taxi light and based on the effect it will then make a landing light.
I also noticed that light_landing_vis does read als light_general for the visibility condition (they both have the same visibility condition code), so I will extend the light_mapping.ini file to handle that correctly.
I had a look at the taxi lights now. I see what the problem is there. It seems your modeldef.xml does not contain the default light_taxi_vis condition. That's why you get a custom visibility condition.
Code:
<PartInfo>
<Name>light_taxi_vis</Name>
<Visibility>
<Parameter>
<Sim>
<Variable>LIGHT TAXI</Variable>
<Units>bool</Units>
</Sim>
</Parameter>
</Visibility>
</PartInfo>
I checked with the modeldef.xml you send me before with the stairs and blocks conditions in there and that one indeed does not have the default entry in it. The issue is that the landing and taxi lights both use the same effect, so when the visibility condition is not one of the entries listed in the light_mapping.ini file, MCX does not know it is a taxi light and based on the effect it will then make a landing light.
I also noticed that light_landing_vis does read als light_general for the visibility condition (they both have the same visibility condition code), so I will extend the light_mapping.ini file to handle that correctly.