* Melchior FRANZ -- Friday 29 February 2008:
> (3) initialize the livery class somewhere in a Nasal context (but *not*
>     embedded in the animation XML file!)
> 
>       aircraft.livery.init("Aircraft/foo/Models/Liveries");

BTW: you can attach a listener to /sim/model/livery/file if you want
to get noticed of livery changes. That way you can do some post-processing.
This will be used in the bo105 to update the weapon systems and to do
other variant-dependent stuff.



> (4) in the animaion XML file add a <nasal> block like so:
> 
>       <nasal>
>           <load>
>               var livery_update = 
> aircraft.livery.update("Aircraft/foo/Models/Liveries");
>           </load>

This has been changed to

   var livery_update = 
aircraft.livery_update.new("Aircraft/foo/Models/Liveries");

that is: it's no longer part of the aircraft.livery class, but is a
separate class aircraft.livery_update. There's also a third, optional
argument: a callback function, to be used for post-processing after
livery switches. Will be used in the bo105 for exchanging the emblem,
which isn't static information and has to be transmitted in a separate
property (/multiplayer/generic/string[0]).


For testing just run two instances of FlightGear in your own local
single-computer multiplayer network:

  $ fgfs --aircraft=R22 --multiplay=out,10,localhost,5701 
--multiplay=in,10,localhost,5702

and in another terminal window the opposite port numbers:

  $ fgfs --aircraft=R22 --multiplay=out,10,localhost,5702 
--multiplay=in,10,localhost,5701



I'll put all this information on a wiki page, so please look there
for further changes.

m.

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