On Fri, 19 May 2006 12:11:49 +1200, dene wrote in message
[EMAIL PROTECTED]:
still just the question about multiple AI objects... any help
including *RTFM* would be appreciated (hopefully with links) ... I
apologise for wasting time, my only excuse is I'm keen :-/
..keen enough? ;o)
Does
On Friday 19 May 2006 13:33, Arnt Karlsen wrote:
..and, just where you guys hide the framerate display on that launcher
thing? (No framerates yet, too busy debugging the boot.)
No idea about fgrun, but the current fps display can be enabled from the FG
menus - it's a checkbox in the rendering
On Thursday 18 May 2006 07:11 pm, dene maxwell wrote:
known good sim)...but still only the first entry shows how do I get
more than 1 AI object to show?
The AI scenario files can define any number of AI objects. The default files
you see are all demo files, just to get you started, and
On Friday 19 May 2006 03:04 pm, dene maxwell wrote:
So in the AI scenario file it would take the form;
PropertyList
!-- AI object #1 --
It should go like this (for two AI objects):
PropertyList
scenario
entry
...
/entry
entry
...
/entry
/scenario
Hi
I fired up FG this morning to explore the property tree..
From: dene maxwell [EMAIL PROTECTED]
Date: Thu, 18 May 2006 20:09:57 +1200
Hi
I have been exploring what's possible with the AI features of 098a (win32
Binary). By careful substitution in the Nimitz files, have got Roberto's
Hi
I looked in CVS and downloaded and read Dave Culp's AI Doc... :-}I now
have the answer to some of the questions RTFM!!! :-}
From: dene maxwell [EMAIL PROTECTED]
Date: Fri, 19 May 2006 10:00:48 +1200
Hi
I fired up FG this morning to explore the property tree..
From: dene
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