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Proximity Rectangle Dimensions

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unitedkingdom
Does anybody understand how the x,y,z dimensions of a proximity rectangle actually function?

I understand that rather counter-intuitively the “y” axis is vertical , ( z axis everywhere else); but I am struggling to size the rectangle. I want to limit the size so that I can taxi past a HAS with an animated door without triggering it.

Are the values in metres or some other metric? He,p appreciated that is.

Any advice /
 
This is what if found on an initial Google search:

https://www.google.com/search?q=MSF...4xNrgH2BHCBwUzLTkuN8gHowKACAE&sclient=gws-wiz


Does the Properties dialog get its coordinate input from another dialog such as the Gizmo, or by manual Dragging of Rectangle borders with the Mouse ?


I would next look at XML and other source code for existing worked examples of Hangars with animation triggers to see how they did it.

GaryGB
 
Last edited:
This is what if found on an initial Google search:

https://www.google.com/search?q=MSF...4xNrgH2BHCBwUzLTkuN8gHowKACAE&sclient=gws-wiz


Does the Properties dialog gets its coordinate input from another dialog such as the Gizmo, or by manual Dragging of Rectangle borders with the Mouse ?


I would next look at XML and other source code for existing worked examples of Hangars with animation triggers to see how they did it.

GaryGB
Thanks for that.

I think I may have got a handle on how these things work. The following code is an extract from my use of MAMU's animation triggered by proximity scenarii source which he shared a while ago.

I was wanting to tighten the detection rectangle for an animated HAS so that it still opened as the user aircraft approached the doors; but that if the user taxied past on the way to another HAS, it did not trigger the shelter the user was not going to.

It looks as if the "Length" dimension is in fact the short axis of the rectangle and so as I reduce that value, the passing user does not trigger the animation.

I am assuming that "WorldBase.Orientation" is relative to the animated object, and so the detection rectangle moves with the SimObject if it is rotated using GIZMO in the SDK.

""
<SimMission.RectangleArea InstanceId="{484374ca-ab3f-488d-847a-be9b20780a2f}"> <!-- any guid here: GUID2 this is the reference to the trigger, a rectangle area-->
<Length>25.000</Length> <!-- rectangle trigger dimensions -->
<Width>140.00</Width><!-- rectangle trigger dimensions -->
<Height>5.000</Height><!-- rectangle trigger dimensions -->
<WorldBase.Orientation>0.000,0.000,0.000</WorldBase.Orientation><!-- rectangle orientation-->
<WorldBase.InitRelativeToWorldObject>
<IsOnGround>true</IsOnGround>
<OffsetXYZ>0.000,0.000,0.000,0.000</OffsetXYZ>
<Orientation>0.000,0.000,0.000</Orientation>
<NodeName>Cube</NodeName><!-- any node name -->
<ObjectReference InstanceId="{4aeb2505-6ce1-498b-bb48-fd41333718f3}" id="Container" /><!-- GUID1-->
</WorldBase.InitRelativeToWorldObject>
""
 
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