It's probably not well known that livery files (or other "overlay" files) have no defined structure. They are just XML files that are copied ("laid") over the property tree on request. What you put in there, and where, is entirely your business. It doesn't have to do with liveries and textures at all. Take this example:
Overlay file (in $FG_ROOT/Airports/Places/): <?xml version="1.0"?> <PropertyList> <sim> <presets> <name>Vienna City</name> <latitude-deg>48.2402400</latitude-deg> <longitude-deg>16.4106300</longitude-deg> </presets> </sim> </PropertyList> Nasal: gui.teleport_dialog = gui.OverlaySelector.new( "Teleport to", # dialog title "Airports/Places", # directory with overlay XML files "sim/presets/name", # where the name is in those files nil, # no sorting property (-> sort by name) nil, # no MP property (-> no MP transmission) func fgcommand("presets-commit")); # what to do if new entry was chosen Binding: gui.teleport_dialog.open(); And if you now click entry "Vienna City", you'll immediately get telported there. BTW: menu bindings should always use the open() method, keys always the toggle() method. m. ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel