A couple of GUID questions involving runway lights.
First, do any of the runway lights (specifically the PAPI4 approach lights or the touchdown lights) have GUIDs? Are they defined somewhere in the global object library? If so, what are they and how do I find their associated GUIDs?
If they do not have defined GUIDs, is there any way to use FsxPlanner (or ADE) to specify an instanceId/GUID somewhere in xml?
What I am really trying to accomplish is the ability to turn various runway lights on and off during a custom mission. I feel like this could be done using action triggers if I simply had a reference to the actual light (their instance id’s). For example, once the user aircraft enters a proximity area, turn on light X. The problem is I cannot figure out what "X" is.
My only other thought was creating an "invisible" runway with some attached lights, compile it into a .bgl, and then somehow attach a GUID to the entire .bgl file. Is there any way to do that?
Any other suggestions would be greatly appreciated.
Thanks!
First, do any of the runway lights (specifically the PAPI4 approach lights or the touchdown lights) have GUIDs? Are they defined somewhere in the global object library? If so, what are they and how do I find their associated GUIDs?
If they do not have defined GUIDs, is there any way to use FsxPlanner (or ADE) to specify an instanceId/GUID somewhere in xml?
What I am really trying to accomplish is the ability to turn various runway lights on and off during a custom mission. I feel like this could be done using action triggers if I simply had a reference to the actual light (their instance id’s). For example, once the user aircraft enters a proximity area, turn on light X. The problem is I cannot figure out what "X" is.
My only other thought was creating an "invisible" runway with some attached lights, compile it into a .bgl, and then somehow attach a GUID to the entire .bgl file. Is there any way to do that?
Any other suggestions would be greatly appreciated.
Thanks!


