A
Aviasim
Guest
And this is just BEYOND my abilities, why don't you understand this? I simply CAN NOT do it. So please, somebody, make this APAPI come to life for me
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Stepping through the syntax (and comparing to my PAPI4 code I've just dug up) things look ok.
Is the WRONGSIDE code working at all? Ie do the lights remain visible from the other end of the runway?
Hang in there Darren, I just don't have time to mess with it right at the moment. Move on to something else for a little while. I don't even have the fs9 gamepack installed anymore and I'll have to dig up a copy of the papi tutorial, I know I've got it on a backup disk somewhere. Maybe I'll just fire up the old XP machine that's still got all this stuff on it tonight and have a look.
Can you post your gmax file so I can understand exactly what you mean by "2 lights rather than 4"? It should be a simple matter of having half as many lines to tweak in the .asm I believe. I'll try and have a look at it this evening, gotta run to town now. Not trying to be a dick, I just think you're selling yourself short with the "I can't do this" attitude - don't give up so easily, and that applies to life in general, not just FS development. Of course you can do it, you just need to perservere a bit more is all.
back in a bit,
Jim

Yes, I can see the PAPI's from the other end of the runway...

BGL_ZBIAS 1
SEPARATION_PLANE WrongSide, -10668, 0, -30983, 32768
SEPARATION_PLANE below1, 503, 32732, 1459, 32768
BGL_LIGHT LIGHT_NAV, 0.254, 1.232, 0.025, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 395
BGL_LIGHT LIGHT_NAV, -0.203, 1.232, 0.025, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 396
BGL_JUMP_32 above1
below1 label BGLCODE
BGL_LIGHT LIGHT_NAV, 0.254, 1.232, 0.025, 20, 0.60, 0.40, 0FFFF0C00h, 0.000000, 0.000000, 1.000000 ; source poly num = 393
BGL_LIGHT LIGHT_NAV, -0.203, 1.232, 0.025, 20, 0.60, 0.40, 0FFFF0C00h, 0.000000, 0.000000, 1.000000 ; source poly num = 394
above1 label BGLCODE
SEPARATION_PLANE below2, 688, 32700, 1999, 32768
BGL_LIGHT LIGHT_NAV, 0.254, 1.232, -30.455, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 398
BGL_LIGHT LIGHT_NAV, -0.203, 1.232, -30.455, 20, 0.60, 0.40, 0FFFFFFFFh, 0.000000, 0.000000, 1.000000 ; source poly num = 400
BGL_JUMP_32 above2
below2 label BGLCODE
BGL_LIGHT LIGHT_NAV, 0.254, 1.232, -30.455, 20, 0.60, 0.40, 0FFFF0C00h, 0.000000, 0.000000, 1.000000 ; source poly num = 397
BGL_LIGHT LIGHT_NAV, -0.203, 1.232, -30.455, 20, 0.60, 0.40, 0FFFF0C00h, 0.000000, 0.000000, 1.000000 ; source poly num = 399
above2 label BGLCODE
WrongSide label BGLCODE

BGL_ZBIAS 1
SEPARATION_PLANE WrongSide, 32591, 0, -3402, 32768
SEPARATION_PLANE below1, -1564, 32730, 163, 32768
BGL_LIGHT LIGHT_NAV, 1035.272, 1.010, 12.969, 20, 0.60, 0.40, 0FFFF4646h, 0.000000, 0.000000, 1.000000 ; source poly num = 1
BGL_JUMP_32 above1
below1 label BGLCODE
BGL_LIGHT LIGHT_NAV, 1035.361, 1.010, 13.698, 20, 0.60, 0.40, 0FFFEFF90h, 0.000000, 0.000000, 1.000000 ; source poly num = 2
above1 label BGLCODE
SEPARATION_PLANE below2, -1753, 32721, 183, 32768
BGL_LIGHT LIGHT_NAV, 1035.272, 1.010, 24.811, 20, 0.60, 0.40, 0FFFF4646h, 0.000000, 0.000000, 1.000000 ; source poly num = 3
BGL_JUMP_32 above2
below2 label BGLCODE
BGL_LIGHT LIGHT_NAV, 1035.361, 1.010, 25.540, 20, 0.60, 0.40, 0FFFEFF90h, 0.000000, 0.000000, 1.000000 ; source poly num = 4
above2 label BGLCODE
WrongSide label BGLCODE
