> FYI: I've now added Nasal support for scenery objects to my copy of
> sg & fg. This can be used for 'intelligent' objects -- special lighting
> features, specific lighthouse signals, things that couldn't be done
> with animations alone.
That is great! Thank you Melchior :-)
That will open new horizons to people like me who like adding nice widgets
to the scenery. Serious air flight 'addicted' ones will be pleased with more
realistic environment too, of course :-)
I was trying to get realistic lighthouse signals with the former animation
system but that has a few limitations which cannot be overcome with any
amount of fantasy. I hope Nasal scripting will help more.
> The code is run as soon as the tile loader
> decided to load the model. It can use listeners and timers and so
> run as long as it wishes. If the object is removed from memory,
> then a variable is changed in the object's namespace, so that the
> code can stop itself. An optional destructor part can be used for
> further cleanup (remove listeners etc.)
Is there any chance we can get a nasal-modified binary for Win platform to
play with as soon as something works in an acceptable stable way? I'd
appreciate that a lot.
cheers,
Roberto
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