It's a little known fact that static models (such as airport buildings etc.) can have embedded Nasal. Since a few days this is also possible for AI objects. For details see the documentation: $FG_ROOT/Docs/README.scenery -- last section.
The only example that uses this is Alexis' KNID airport. Hangar 1 has a door that opens when you taxi right in front of it, and it closes again when you move away. Though, for performance reasons, the scenery shouldn't be overloaded with such active objects, it would be nice to see more of them. Also, I expect CPU and GPU speeds to increase at a *much* higher rate than the number of airport buildings in fgfs, so this shouldn't be an issue. ;-) There are many possibilities to make objects more interesting by using Nasal logic. Random behavior, behavior that depends on how far the user's aircraft is away. Complicated light signal sequences, etc. Random objects (cows, trees) and OBJECT_SHARED objects (windsocks etc.) don't support embedded Nasal. m. ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

