* 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. ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel