mako.ac 0 0 var livery_update = aircraft.livery_update.new("Aircraft/Mako/Models/Liveries"); #if you're just using the pack, change the values according to the MP bindings in the -set.xml file #you don't need to delete the entries if the path is nil - it gets skipped automatically and the MP path is just ignored var mirrorValues = [ mpVar.new(mpPath~"sim/multiplay/generic/int[7]", mpPath~"sim/crashed"), mpVar.new(mpPath~"sim/multiplay/generic/int[0]", navSwitch), mpVar.new(mpPath~"sim/multiplay/generic/int[1]", beaconSwitch), mpVar.new(mpPath~"sim/multiplay/generic/int[1]", strobeSwitch), mpVar.new(mpPath~"sim/multiplay/generic/int[3]", landingSwitch), mpVar.new(mpPath~"sim/multiplay/generic/int[4]", taxiSwitch), mpVar.new(mpPath~"sim/multiplay/generic/int[4]", probeSwitch), mpVar.new(mpPath~"sim/multiplay/generic/int[0]", whiteSwitch), ]; #loop at the default MP transfer frequency (10Hz) var mirrorTimer = maketimer(0.1, func { foreach(var mir; mirrorValues) { mir.check(); } }); mirrorTimer.start(); #### NAV LIGHTS #### #class for a periodic fade in/out animation - for flashing, use rather standard aircraft.light.new(), as in Beacon and Strobe section var lightCycle = { #constructor new: func(propSwitch, propOut) { m = { parents: [lightCycle] }; props.globals.initNode(propOut, 0, "DOUBLE"); props.globals.initNode(propSwitch, 1, "BOOL"); m.fadeIn = 0.4 + rand()*0.05-0.025; #fade in time m.fadeOut = 0.4 + rand()*0.05-0.025; #fade out time m.stayOn = 1.5 + rand()*0.05-0.025; #stable on period m.stayOff = 1 + rand()*0.05-0.025; #stable off period m.turnOff = 0.12; #fade out time when turned off m.phase = 0; #phase to be run on next timer call: 0 -> fade in, 1 -> stay on, 2 -> fade out, 3 -> stay off m.cycleTimer = maketimer(0.1, func { if(getprop(propSwitch)) { if(m.phase == 0) { interpolate(propOut, 1, m.fadeIn); m.phase = 1; m.cycleTimer.restart(m.fadeIn); } else if(m.phase == 1){ m.phase = 2; m.cycleTimer.restart(m.stayOn); } else if(m.phase == 2){ interpolate(propOut, 0, m.fadeOut); m.phase = 3; m.cycleTimer.restart(m.fadeOut); } else if(m.phase == 3){ m.phase = 0; m.cycleTimer.restart(m.stayOff); } } else { interpolate(propOut, 0, m.turnOff); #kills any currently ongoing interpolation m.phase = 0; } }); m.cycleTimer.singleShot = 1; if(propSwitch==nil) { m.listen = nil; return m; } m.listen = setlistener(propSwitch, func{m.cycleTimer.restart(0);}); #handle switch changes m.cycleTimer.restart(0); #start the looping return m; }, #destructor del: func { if(me.listen!=nil) removelistener(me.listen); me.cycleTimer.stop(); }, }; #By default, the switch property is initialized to 1 (only if no value is already assigned). Don't change the class implementation! To override this, set the property manually. You don't need to care if any other code already does it for you. var navLights = nil; if(!navStillOn) { navLights = lightCycle.new(navSwitch, lightsPath~"nav-lights-intensity"); ### Uncomment and tune those to customize times ### #navLights.fadeIn = 0.4; #fade in time #navLights.fadeOut = 0.4; #fade out time #navLights.stayOn = 3 + rand()*0.05-0.025; #stable on period #navLights.stayOff = 0.6; #stable off period #navLights.turnOff = 0.12; #fade out time when turned off } ### BEACON ### var beacon = nil; if(beaconSwitch!=nil) { props.globals.initNode(beaconSwitch, 1, "BOOL"); beacon = aircraft.light.new(lightsPath~"beacon-state", [0.0, 1.0 + rand()*0.05-0.025], beaconSwitch); } ### STROBE ### var strobe = nil; if(strobeSwitch!=nil) { props.globals.initNode(strobeSwitch, 1, "BOOL"); strobe = aircraft.light.new(lightsPath~"strobe-state", [0.0, 0.87 + rand()*0.05-0.025], strobeSwitch); } ### LIGHT FADING ### #class for controlling fade in/out behavior - propIn is a control property (handled as a boolean) and propOut is interpolated #all light brightness animations in xmls depend on propOut (Rembrandt brightness, material emission, flares transparency, ...) var lightFadeInOut = { #constructor new: func(propSwitch, propOut) { m = { parents: [lightFadeInOut] }; m.fadeIn = 0.3; #some sane defaults m.fadeOut = 0.4; if(propSwitch==nil) { m.listen = nil; return m; } props.globals.initNode(propSwitch, 1, "BOOL"); m.isOn = getprop(propSwitch); props.globals.initNode(propOut, m.isOn, "DOUBLE"); m.listen = setlistener(propSwitch, func { if(m.isOn and !getprop(propSwitch)) { interpolate(propOut, 0, m.fadeOut); m.isOn = 0; } if(!m.isOn and getprop(propSwitch)) { interpolate(propOut, 1, m.fadeIn); m.isOn = 1; } } ); return m; }, #destructor del: func { if(me.listen!=nil) removelistener(me.listen); }, }; fadeLanding = lightFadeInOut.new(landingSwitch, lightsPath~"landing-lights-intensity"); fadeTaxi = lightFadeInOut.new(taxiSwitch, lightsPath~"taxi-light-intensity"); fadeProbe = lightFadeInOut.new(probeSwitch, lightsPath~"probe-light-intensity"); fadeWhite = lightFadeInOut.new(whiteSwitch, lightsPath~"white-light-intensity"); if(navStillOn) { navLights = lightFadeInOut.new(navSwitch, lightsPath~"nav-lights-intensity"); navLights.fadeIn = 0.1; navLights.fadeOut = 0.12; } #manipulate times if defaults don't fit your needs: #fadeLanding.fadeIn = 0.5; #fadeLanding.fadeOut = 0.8; ### the rest of your model load embedded Nasal code ### ]]> #prevent multiple timers and listeners from running and fighting on next connect #cleanly destroy MP property mirroring mirrorTimer.stop(); mirrorTimer = nil; mirrorValues = nil; #cleanly destroy nav lights if(navStillOn) { navLights.del(); } else { if(navSwitch!=nil) setprop(navSwitch, 0); navLights.del(); if(navSwitch!=nil) navLights.cycleTimer = nil; navLights = nil; } #cleanly destroy beacon if(beaconSwitch!=nil) setprop(beaconSwitch, 0); beacon.del(); beacon = nil; #cleanly destroy strobe if(strobeSwitch!=nil) setprop(strobeSwitch, 0); strobe.del(); strobe = nil; #cleanly destroy light fade in/out animation objects fadeLanding.del(); fadeTaxi.del(); fadeProbe.del(); fadeWhite.del(); ### the rest of your model unload embedded Nasal code ### livery_update.stop(); material sim/model/livery fuselage canopy.frontframe canopy.backframe fin rudder turbine left.taileron right.taileron left.flaperon right.flaperon left.missiletrain right.missiletrain left.slat right.slat shortcenterpylon left.pilon0 right.pilon0 left.pilon1 right.pilon1 center.pilon left.geardoor right.geardoor main.geardoorleft main.geardoorright spoiler0 spoiler1 texture Liveries/Default.png shader chrome Aircraft/Generic/Effects/glass_shader.png canopy.backbubble canopy.frontbubble1 canopy.frontbubble0 Effects/model-transparent canopy.backbubble canopy.frontbubble1 canopy.frontbubble0 cockpit Aircraft/Mako/Models/cockpit.xml -7.9 0 -1.7 -0.5 gear Aircraft/Mako/Models/gear.xml -7.9 0 -1.7 -0.5 translate canopy.frontframe canopy.frontbubble0 canopy.frontbubble1 /instrumentation/doors/crew/position-norm -1.1 1.0 0.0 0.0 translate canopy.backframe canopy.backbubble /instrumentation/doors/crew/position-norm 1.1 1.0 0.0 0.0 translate canopy.backframe canopy.backbubble /instrumentation/doors/crew/position-norm 0.2 0.0 0.0 1.0 rotate left.flaperon surface-positions/flap-pos-norm -20 1.85 -1.2 0.3 2.2 -3.616 0.3 rotate right.flaperon surface-positions/flap-pos-norm 20 1.85 1.2 0.3 2.2 3.616 0.3 rotate left.taileron surface-positions/left-taileron-pos-norm 15
4.5 -0.95 0.1
0 1 0
rotate right.taileron surface-positions/right-taileron-pos-norm 15
4.5 0.95 0.1
0 1 0
rotate rudder /surface-positions/rudder-pos-norm -20 4.3 0 1.11 4.66 0 2.61 rotate spoiler0 surface-positions/speedbrake-pos-norm 30 0 -0.55 -0.245 0.94 -0.56 -0.4667 0.58 rotate spoiler1 surface-positions/speedbrake-pos-norm -30 0 -0.55 0.245 0.94 -0.56 0.4667 0.58 rotate left.slat surface-positions/slat-pos-norm -25 -0.47 -1.56 0.31 1.42 -3.6 0.28 > rotate right.slat surface-positions/slat-pos-norm -25 -0.47 1.56 0.31 1.42 3.6 0.28 > rotate main.geardoorleft gear/gear[0]/position-norm 0.0 0 0.1 -90 1.0 -90
3.221 -0.346 1.081
1 0 0
rotate main.geardoorright gear/gear[0]/position-norm 0.0 0 0.1 90 1.0 90
3.221 0.346 1.081
1 0 0
rotate left.geardoor gear/gear[1]/position-norm 0.0 0 0.01 -90 1.0 -90
8.193 -1.219 1.649
1 0 0
rotate right.geardoor gear/gear[2]/position-norm 0.0 0 0.01 90 1.0 90
8.193 1.219 1.649
1 0 0
Aircraft/Mako/Models/Effects/Afterburner/EJ200-L.xml 6.85 0 0.1 Aircraft/Mako/Models/Effects/nozzles/Nozzles.xml -8.83 0.95 0.3 Aircraft/Mako/Models/Effects/Tiptrail/Tiptrail.xml 2 4.04 0.4 Aircraft/Mako/Models/Effects/Tiptrail/Tiptrail.xml 2 -4.04 0.4 Aircraft/Mako/Models/Effects/smoke/smokeL.xml 6 0.00 0.2 Aircraft/Mako/Models/Effects/trail/trailL.xml 24 0.00 0.2 Aircraft/Mako/Models/Effects/Vapour/Vapour.xml -1 0.00 1.0 Aircraft/Mako/Models/Effects/Vapour/Vapour2.xml 2.5 -2.5 0.8 Aircraft/Mako/Models/Effects/Vapour/Vapour2.xml 2.5 2.5 0.8