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FSXA Noob needs help please distance/ height trigger

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unitedkingdom
Hi, just got into making a runway and a mission for FSXA.
Im part of a re-enactment group that does WWII SOE, im using this to train our 161Sqn guys how to pick up agents.
Im using the FSADDON Lysander Special Operations plane, which is brilliant. And a Halifax for larger groups.

Im going to create missions for the guys to use and i want to add a couple of effects.
1 Flak and tracer
2 Morse signalling form the landing zone.

Both of these need to be triggered from a location and height.

Ive read through the site and believe if i use a controler distance to trigger the effects.
Can i set lat an long for these or should i just plonk them on the area using a programe like airport placement tool ( i think thats what its called , im at work and not on my machine!)
can i set a height controlled effect by offsetting the controller? Is this what the FX xml will set.
May have answered my own questions by writing this but confirmation would be good.
thanks
 
Hi, just got into making a runway and a mission for FSXA.
Im part of a re-enactment group that does WWII SOE, im using this to train our 161Sqn guys how to pick up agents.
Im using the FSADDON Lysander Special Operations plane, which is brilliant. And a Halifax for larger groups.

Im going to create missions for the guys to use and i want to add a couple of effects.
1 Flak and tracer
2 Morse signalling form the landing zone.

Both of these need to be triggered from a location and height.

Ive read through the site and believe if i use a controler distance to trigger the effects.
Can i set lat an long for these or should i just plonk them on the area using a programe like airport placement tool ( i think thats what its called , im at work and not on my machine!)
can i set a height controlled effect by offsetting the controller? Is this what the FX xml will set.
May have answered my own questions by writing this but confirmation would be good.
thanks

I have used controller fs files to create flak sites that pretty much cover
the major targets in occupied Europe. My approach uses a trigger
distance of around 1500 meters. To get full altitude coverage from
the ground up to 30,000' I "stack" controllers every 250 meters or so.

I use SBuilderX to place the controllers, i.e. flak sites. Each "site" of
mine contains 85 controllers to cover a 2km area and I usually
position several of those around depending upon the "target area
size".
Each controller file uses the random location parameters to position
4 controllers which in turn each position 4 flak bursts with random
x,y,z offsets. Think of it as each of the four sub-controllers are located
in 4 quadrants around the Cntrl location. Each sub-controller then
has 4 flak burts generated in 4 quadrants around its location.

Here is my Cntrl file for reference:
Code:
[Library Effect]
Lifetime=5,5
Version=1.00
Radius=2500
Priority=0

[controller.0]
lifetime=0.00, 0.00 
type=3 
delay=1.21, 3.50 
x offset=500.00, 500.00  
y offset=0.00, 0.00  
z offset=-500.00, -500.00
random count=0,0  
distance=700.0,1500.0
effect.0=fsx_flak,   100.00,  -500.00, -500.00, 500.00, 500.00, -100.00, 0.00, 0.60
effect.1=fsx_flak2,  100.00,  -500.00,  100.00, 500.00, 500.00,  500.00, 0.50, 1.50 
effect.2=fsx_flak2, -500.00,  -500.00,  100.00,-100.00, 500.00,  500.00, 1.40, 2.00 
effect.3=fsx_flak2, -500.00,  -500.00, -500.00,-100.00, 500.00, -100.00, 1.60, 3.00  

[controller.1]
lifetime=0.00, 0.00 
type=3 
delay=1.01, 3.50 
x offset=500.00, 500.00  
y offset=0.00,  0.00  
z offset=500.00, 500.00
random count=0,0  
distance=700.0,900.0
effect.0=fsx_flak3,   100.00,  -500.00, -500.00, 500.00, 500.00, -100.00, 0.00, 0.60
effect.1=fsx_flak2,  100.00,  -500.00,  100.00, 500.00, 500.00,  500.00, 0.50, 1.50 
effect.2=fsx_flak2, -500.00,  -500.00,  100.00,-100.00, 500.00,  500.00, 1.40, 2.00 
effect.3=fsx_flak2, -500.00,  -500.00, -500.00,-100.00, 500.00, -100.00, 1.60, 3.00  

[controller.2]
lifetime=0.00, 0.00 
type=3 
delay=2.01, 3.50 
x offset=-500.00, -500.00  
y offset=0.00, 0.00  
z offset=500.00, 500.00
random count=0,0  
distance=700.0,1000.0
effect.0=fsx_flak,   100.00,  -500.00, -500.00, 500.00, 500.00, -100.00, 0.00, 0.60
effect.1=fsx_flak2,  100.00,  -500.00,  100.00, 500.00, 500.00,  500.00, 0.50, 1.50 
effect.2=fsx_flak2, -500.00,  -500.00,  100.00,-100.00, 500.00,  500.00, 1.40, 2.00 
effect.3=fsx_flak2, -500.00,  -500.00, -500.00,-100.00, 500.00, -100.00, 1.60, 3.00

[controller.3]
lifetime=0.00, 0.00 
type=3 
delay=1.51, 2.50 
x offset=-500.00, -500.00  
y offset=0.00, 0.00  
z offset=-500.00,-500.00
random count=0,0  
distance=500.0,800.0
effect.0=fsx_flak3,   100.00,  -500.00, -500.00, 500.00, 500.00, -100.00, 0.00, 0.60
effect.1=fsx_flak2,  100.00,  -500.00,  100.00, 500.00, 500.00,  500.00, 0.50, 1.50 
effect.2=fsx_flak2, -500.00,  -500.00,  100.00,-100.00, 500.00,  500.00, 1.40, 2.00 
effect.3=fsx_flak2, -500.00,  -500.00, -500.00,-100.00, 500.00, -100.00, 1.60, 3.00

I have different flak burst fx files, some with sound some without to
prevent overloading the sound system in "dense" flak areas. Some
with flashes of light when they burst, some without.

I've not dabbled with tracer effects but a gentleman by the name of
Mark Schimmer has with the creation of his Solomons 1943 scenery
package. That is available over at Sim Outhouse, as is my Europe
flak package.

The SDK and the Special Effects Tool will be your friend here :)

Paul
 
wow! thanks for the info. I see what it does now, ive been playing tonight, just to get used to the control side of things.
Ill give that a go tomorrow evening.
Im also toying with arc lights, been playing with the default luxlight, trying to make it move, all ive got so far is different positions when it starts.
thanks agian, ill have a look for you flak file.
 
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