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New Guy Questions about AI XML code

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us-southcarolina
Am trying to learn by modifying examples provided in the SDK documentation. Referring specifically to the Carrier Tutorial Mission xml file.

1. The file contains 'Activate waypoints action" with a 'waypoints list' and a separate section for the aircraft carrier "AI object'. The AI object has a 'world position' for a starting point and one additional waypoint (which is different from any of the waypoints in the waypoints list.

How is the data in the activate waypoints action related to the data in the AI objects ... does the carrier start at its world position, move to the waypoint in the AI object list and then move to the waypoints listed in the 'activate waypoint action? I ask becuase I want to move the aircraft to another part of the world.

2. Is there a way to make the aircraft carrier a permanent AI in FSX ... meaning will it be active outside of a mission? That's so if I'm in free flight in the vicinity of the carrier, I can just drop in for a couple of landings.

3. One general question ... I'm used to writing code that follows a chronological sequence (like Fortran in which the code followed the steps to solve a problem). I get the sense that FSX code doesn't have to follow a sequence - can be in any order just as long as it provided the necessary data.

Thanks
 
Wow, I really hesitate to try to offer answers here because I am just as clueless as you -- but it does appear we are asking the same questions and working on similar projects.

1. I had the same question and do not know why there are different sets of waypoints. But my own experimenting suggests you really only need one set of waypoints for the carrier.

2. You can set up the carriers on traffic routes to run at predetermined intervals. Get Boat Traffic Compiler by Lamont, which allows you to set up your own routes and schedules for carriers and other ships.

http://lc0277.nerim.net/boat/#mozTocId76194

3. About the code I am no programmer, but the XML code is very much a 'cause and effect' logic, meaning you use a series of triggers and timers to script out what you want to happen, based on the actions of the player. It is not a linear series of events, unless you build it that way. As far as understanding how all the parts of the XML link together, it recommend getting FSX ME (mission editor) by Jim Keir. There is a freeware version you can use for basic stuff -- that helps me understanding what I can link to what. I quickly saw the value and purchased it after a month.

Ripcord
 
I did it!! Changed the location and course of the carrier to 90 mn south of Pensacola, FL. Changed aircraft to the flight line at NAS Pensacola. Took off and found the ship! Not all of the dialog matched up for my scenario but close enough for my first attempt.

Read and re-read the code and SDK documentation. Here's what I figured out. Three things involved: the data section that describes the AI carrier, starting location, speed heading, etc; an action that activates the waypoints for the course of the carrier; and a timer trigger that started the carrier in motion after the mission started by trying together the AI carrier and waypoints.

Not sure I really understand the code good enough to start with a clean sheet of paper but I'm getting there.

Only complaint is that the modelling of the fresnel lens (the glide slope landing aid) has the lighting too bright. The meatball doesn't break out with required clarity until in close (from my real world experience).
 
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