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.

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